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<title>dolphin/Source/Core/VideoCommon/Assets, branch release-prep-2603a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Remove unused imports</title>
<updated>2026-01-25T15:12:15+00:00</updated>
<author>
<name>Martino Fontana</name>
<email>tinozzo123@gmail.com</email>
</author>
<published>2026-01-23T20:30:01+00:00</published>
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Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
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Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix various typos and spelling mistakes</title>
<updated>2026-01-17T19:11:38+00:00</updated>
<author>
<name>Sintendo</name>
<email>3380580+Sintendo@users.noreply.github.com</email>
</author>
<published>2026-01-17T18:02:37+00:00</published>
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</entry>
<entry>
<title>ShaderAsset: Fix shadowed variable</title>
<updated>2025-12-29T10:12:07+00:00</updated>
<author>
<name>Joshua Vandaële</name>
<email>joshua@vandaele.software</email>
</author>
<published>2025-12-27T09:26:00+00:00</published>
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`samplers` is a member defined in ShaderAsset.h
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`samplers` is a member defined in ShaderAsset.h
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</entry>
<entry>
<title>Merge pull request #14043 from iwubcode/custom_resource</title>
<updated>2025-12-22T22:08:02+00:00</updated>
<author>
<name>JMC47</name>
<email>JMC4789@gmail.com</email>
</author>
<published>2025-12-22T22:08:02+00:00</published>
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<id>0a3aac6d85d1e276755e4f1a4215eef567c1c85c</id>
<content type='text'>
VideoCommon: separate the concept of a 'resource' from an 'asset', add Material/Shader loading</content>
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VideoCommon: separate the concept of a 'resource' from an 'asset', add Material/Shader loading</pre>
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</entry>
<entry>
<title>Merge pull request #14151 from iwubcode/material_asset_boolean</title>
<updated>2025-12-22T18:33:48+00:00</updated>
<author>
<name>JMC47</name>
<email>JMC4789@gmail.com</email>
</author>
<published>2025-12-22T18:33:48+00:00</published>
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<id>9fe177bc2177223344306c9dd9f131613e9c349c</id>
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VideoCommon: fix MaterialAsset so that boolean parameters are written properly</content>
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VideoCommon: fix MaterialAsset so that boolean parameters are written properly</pre>
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</entry>
<entry>
<title>VideoCommon: add custom includer to custom shaders, this will allow us to ship built-in custom shaders in the future</title>
<updated>2025-11-23T17:04:51+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-02T21:12:02+00:00</published>
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<entry>
<title>VideoCommon: separate the concept of a 'resource' from an 'asset'.  A resource is potentially multiple assets that are chained together but represent one type of data to the rest of the system.  An example is a 'material'.  A 'material' is a collection of textures, a custom shader, and some metadata that all comes together to form what the concept of the material is.  There will be a 'material' resource.  For now, start small by introducing the interface and change our texture loading which used assets from the old resource manager, to an actual resource.</title>
<updated>2025-11-23T17:04:24+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-10-29T06:21:30+00:00</published>
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<entry>
<title>VideoCommon: update ShaderAsset to use a vector of properties, this way we ensure the order of these properties match the order of the material</title>
<updated>2025-11-21T20:31:10+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-21T20:31:10+00:00</published>
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<entry>
<title>VideoCommon: update ShaderAsset to remove requirement of the code name being in the shader source, this just makes it more difficult to iteratively test changes, assume shader devs know what they are doing</title>
<updated>2025-11-21T20:29:24+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-21T04:00:50+00:00</published>
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<entry>
<title>VideoCommon: fix MaterialAsset so that boolean parameters are written to memory as integers, matching the format internally expected by shaders</title>
<updated>2025-11-21T05:51:34+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-21T05:51:34+00:00</published>
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