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<title>dolphin/Source/Core/VideoCommon/BPMemory.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoBackends / VideoCommon: rename member variables in RenderState to be consistent</title>
<updated>2025-08-23T18:50:22+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-08-23T18:35:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=14459bcc1b8d58bedfd68b6f15ab160a284c821e'/>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Replace Common::BitCast with std::bit_cast</title>
<updated>2024-05-04T01:43:51+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-08-06T04:10:17+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>VideoCommon: copy software renderer logic for blend mode priorities</title>
<updated>2023-11-12T05:51:28+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2023-11-12T05:47:22+00:00</published>
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<content type='text'>
I've not tested this on hardware, but it fixes issue 12271 (shadow
people in Deal or No Deal - Special Edition).
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<pre>
I've not tested this on hardware, but it fixes issue 12271 (shadow
people in Deal or No Deal - Special Edition).
</pre>
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</content>
</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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<pre>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
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</content>
</entry>
<entry>
<title>Convert BPMemory to BitField and enum class</title>
<updated>2021-03-07T03:27:19+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-02-11T02:11:31+00:00</published>
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Additional changes:
- For TevStageCombiner's ColorCombiner and AlphaCombiner, op/comparison and scale/compare_mode have been split as there are different meanings and enums if bias is set to compare.  (Shift has also been renamed to scale)
- In TexMode0, min_filter has been split into min_mip and min_filter.
- In TexImage1, image_type is now cache_manually_managed.
- The unused bit in GenMode is now exposed.
- LPSize's lineaspect is now named adjust_for_aspect_ratio.
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<pre>
Additional changes:
- For TevStageCombiner's ColorCombiner and AlphaCombiner, op/comparison and scale/compare_mode have been split as there are different meanings and enums if bias is set to compare.  (Shift has also been renamed to scale)
- In TexMode0, min_filter has been split into min_mip and min_filter.
- In TexImage1, image_type is now cache_manually_managed.
- The unused bit in GenMode is now exposed.
- LPSize's lineaspect is now named adjust_for_aspect_ratio.
</pre>
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</content>
</entry>
<entry>
<title>Add FogParam0::FloatValue and FogParam3::FloatValue</title>
<updated>2021-03-07T03:27:18+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-02-12T06:38:07+00:00</published>
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This value will be used in the register description; so expose it in a way that can be re-used instead of calculating it in 2 places later.
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This value will be used in the register description; so expose it in a way that can be re-used instead of calculating it in 2 places later.
</pre>
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</content>
</entry>
<entry>
<title>BPMemory: Use Common::BitCast where applicable</title>
<updated>2018-05-18T18:25:44+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-05-18T18:25:40+00:00</published>
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<id>4dbd6f6bbc4c30472ad728755512e319386b2ad3</id>
<content type='text'>
Gets rid of memcpy boilerplating for reinterpreting bits properly.
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<pre>
Gets rid of memcpy boilerplating for reinterpreting bits properly.
</pre>
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</content>
</entry>
<entry>
<title>BPMemory: Handle fog configuration where both A and C are infinity/NaN</title>
<updated>2018-02-01T07:40:39+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2018-02-01T07:36:30+00:00</published>
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<id>260d5b7aa78e384dfb7d723eb52cae12e1b8da1b</id>
<content type='text'>
The console appears to behave against standard IEEE754 specification
here, in particular around how NaNs are handled. NaNs appear to have no
effect on the result, and are treated the same as positive or negative
infinity, based on the sign bit.

However, when the result would be NaN (inf - inf, or (-inf) - (-inf)),
this results in a completely fogged color, or unfogged color
respectively. We handle this by returning a constant zero for the A
varaible, and positive or negative infinity for C depending on the sign
bits of the A and C registers. This ensures that no NaN value is passed
to the GPU in the first place, and that the result of the fog
calculation cannot be NaN.
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<pre>
The console appears to behave against standard IEEE754 specification
here, in particular around how NaNs are handled. NaNs appear to have no
effect on the result, and are treated the same as positive or negative
infinity, based on the sign bit.

However, when the result would be NaN (inf - inf, or (-inf) - (-inf)),
this results in a completely fogged color, or unfogged color
respectively. We handle this by returning a constant zero for the A
varaible, and positive or negative infinity for C depending on the sign
bits of the A and C registers. This ensures that no NaN value is passed
to the GPU in the first place, and that the result of the fog
calculation cannot be NaN.
</pre>
</div>
</content>
</entry>
<entry>
<title>ShaderGen: Support writing integer colors when logic op is enabled</title>
<updated>2017-09-03T06:33:25+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-09-03T06:32:37+00:00</published>
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<id>0622979d3b1761cfec6108ddb4b77d67518986f3</id>
<content type='text'>
This is required for D3D to support logic op.
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This is required for D3D to support logic op.
</pre>
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</content>
</entry>
<entry>
<title>BPMemory: Convert a number of unions to BitFields</title>
<updated>2017-07-30T07:43:59+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-10-11T00:37:41+00:00</published>
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<pre>
</pre>
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</entry>
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