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<title>dolphin/Source/Core/VideoCommon/BPStructs.cpp, branch 2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon/BPStructs: Add a missing bounds check</title>
<updated>2024-04-20T16:31:08+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2024-04-13T16:50:33+00:00</published>
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<id>c204b33314802d5e5719990d76bccc87a1907c9d</id>
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Happened to find this when working on the previous commit.
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Happened to find this when working on the previous commit.
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</entry>
<entry>
<title>VideoCommon: Use GetSpanForAddress safely in texture decoding</title>
<updated>2024-04-20T16:31:08+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2024-04-13T16:29:52+00:00</published>
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Now only VertexLoader remains... But that one might be tricky.
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Now only VertexLoader remains... But that one might be tricky.
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</entry>
<entry>
<title>VideoCommon: Remove calls to GetPointer</title>
<updated>2024-04-09T19:08:57+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2024-04-07T09:13:25+00:00</published>
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<id>54773bc5d2c847bc4e070a8a647b97a9fc76bcb0</id>
<content type='text'>
This fourth part of my series of patches to get rid of unsafe uses of
GetPointer takes care of the "easy" cases in VideoCommon. Three uses of
GetPointer now remain in Dolphin: VertexLoaderManager, TextureInfo, and
the software renderer's TextureSampler.
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This fourth part of my series of patches to get rid of unsafe uses of
GetPointer takes care of the "easy" cases in VideoCommon. Three uses of
GetPointer now remain in Dolphin: VertexLoaderManager, TextureInfo, and
the software renderer's TextureSampler.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon/Statistics: Remove global system accessor from s_after_frame_event</title>
<updated>2024-01-31T18:12:09+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2024-01-31T18:12:06+00:00</published>
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<id>cac66317aa715a3d9fcfe39ccbe5d224ca489637</id>
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Instead, we make the event take a reference to the system and then pass
it in when the event is triggered.

This does introduce two other accessors, but these are much easier to
refactor out over time, and without modification to the existing event
interface.
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<pre>
Instead, we make the event take a reference to the system and then pass
it in when the event is triggered.

This does introduce two other accessors, but these are much easier to
refactor out over time, and without modification to the existing event
interface.
</pre>
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</content>
</entry>
<entry>
<title>Migrate SConfig::bWii to System.</title>
<updated>2024-01-31T11:54:07+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2024-01-31T01:56:56+00:00</published>
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</entry>
<entry>
<title>FifoRecorder: Move instance to System.</title>
<updated>2024-01-12T14:06:06+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2024-01-12T12:35:47+00:00</published>
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<id>637fd4990914831ae164c2f410cf60fe4f0d28c4</id>
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</entry>
<entry>
<title>FifoPlayer: Move instance to System.</title>
<updated>2024-01-05T19:15:18+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2024-01-05T08:31:59+00:00</published>
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</entry>
<entry>
<title>VideoCommon/PixelEngine: Passthrough system instance in constructor</title>
<updated>2023-12-22T19:19:26+00:00</updated>
<author>
<name>Lioncache</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-12-22T18:54:24+00:00</published>
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<id>e539dbba4c632dbc471d5f269c44099bff5e9297</id>
<content type='text'>
Simplifies the interface in terms of usage
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Simplifies the interface in terms of usage
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</entry>
<entry>
<title>VideoCommon: move xf state management to its own class, so changes can be detected in places other than VertexShaderManager</title>
<updated>2023-11-26T22:27:26+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-11-25T22:23:54+00:00</published>
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<id>849a0c13b5fbfc31b38e2b2593b1213b8adfb9f4</id>
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</entry>
<entry>
<title>Fix accidental fallthrough in BPStructs</title>
<updated>2023-11-12T18:39:56+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2023-10-29T23:51:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=3984d1964bc6920ed4823573be8b0f44c7a8587c'/>
<id>3984d1964bc6920ed4823573be8b0f44c7a8587c</id>
<content type='text'>
This caused us to update the indirect texture information in shaders more often than we needed to, which probably doesn't matter in practice since it's only used in ubershaders and copyyscale and stride are generally only updated before EFB/XFB copies, which generally will have other changes afterwards.
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This caused us to update the indirect texture information in shaders more often than we needed to, which probably doesn't matter in practice since it's only used in ubershaders and copyyscale and stride are generally only updated before EFB/XFB copies, which generally will have other changes afterwards.
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