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<title>dolphin/Source/Core/VideoCommon/CPMemory.cpp, branch 2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<title>Migrate SConfig::bWii to System.</title>
<updated>2024-01-31T11:54:07+00:00</updated>
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<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
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<published>2024-01-31T01:56:56+00:00</published>
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<title>EnumUtils: Add Common::ToUnderlying</title>
<updated>2023-06-17T12:15:33+00:00</updated>
<author>
<name>get</name>
<email>45425365+Minty-Meeo@users.noreply.github.com</email>
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<published>2023-06-17T05:08:07+00:00</published>
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Mirrors the C++23 &lt;utility&gt; function, std::to_underlying
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Mirrors the C++23 &lt;utility&gt; function, std::to_underlying
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<entry>
<title>Resolve [-Wclass-memaccess]</title>
<updated>2023-04-12T08:59:57+00:00</updated>
<author>
<name>Minty-Meeo</name>
<email>45425365+Minty-Meeo@users.noreply.github.com</email>
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<published>2023-03-23T17:49:09+00:00</published>
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<title>Suppress memcpy writing to an object with no trivial copy-assignment warnings</title>
<updated>2023-02-10T00:23:49+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2023-02-03T00:53:08+00:00</published>
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We need to copy padding in most of these cases, and the objects are trivially copyable; however, BitField prevents trivial copy-assignment.
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We need to copy padding in most of these cases, and the objects are trivially copyable; however, BitField prevents trivial copy-assignment.
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<entry>
<title>Fix build errors related to formatting non-scoped enums</title>
<updated>2022-11-23T21:45:43+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-10-11T21:23:38+00:00</published>
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<entry>
<title>Simplify saving CP state</title>
<updated>2022-10-10T02:32:59+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
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<published>2022-10-07T19:25:04+00:00</published>
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Rather than makring some parts of VertexLoaderManager dirty in some places and some in others, do it all in VideoState. Also, since CPState no longer contains pointers/non-CP data after d039b1bc0dfaba2a88036468b6d971bb1d7e463d, we can just use p.Do on it instead of manually saving each field.
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Rather than makring some parts of VertexLoaderManager dirty in some places and some in others, do it all in VideoState. Also, since CPState no longer contains pointers/non-CP data after d039b1bc0dfaba2a88036468b6d971bb1d7e463d, we can just use p.Do on it instead of manually saving each field.
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</entry>
<entry>
<title>Common: Refactor PointerWrap</title>
<updated>2022-05-25T20:06:41+00:00</updated>
<author>
<name>Dentomologist</name>
<email>dentomologist@gmail.com</email>
</author>
<published>2022-05-18T05:29:05+00:00</published>
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<entry>
<title>Common/PointerWrap: Hide internals.</title>
<updated>2022-04-18T01:41:14+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2022-04-18T01:41:14+00:00</published>
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<entry>
<title>VideoCommon: Move VertexLoaderManager logic out of CPState</title>
<updated>2021-12-18T23:21:48+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
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<published>2021-05-13T23:05:31+00:00</published>
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<entry>
<title>Refactor OpcodeDecoding and FIFO analyzer to use callbacks</title>
<updated>2021-12-18T23:21:36+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
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<published>2021-04-23T03:57:56+00:00</published>
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