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<title>dolphin/Source/Core/VideoCommon/ConstantManager.h, branch 2609b</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: Work around Adreno TEV zero input miscompilation</title>
<updated>2026-11-06T22:54:28+00:00</updated>
<author>
<name>Starlightbotanist</name>
<email>starlightbotanist@gmail.com</email>
</author>
<published>2026-10-01T17:28:38+00:00</published>
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<id>ba77539b53d79a8d7d5a7c6a63a692487ca75d08</id>
<content type='text'>
Some Qualcomm Android drivers from version 700 onward miscompile
specialized TEV pixel shaders when color input A or B is TevColorArg::Zero.
Use konstLookup[8].rgb, which PixelShaderManager initializes to zero,
to keep these inputs dependent on a uniform value.

Use the existing driver bug gate for OpenGL and Vulkan. Other inputs and
unaffected drivers retain their original shader expressions.
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<pre>
Some Qualcomm Android drivers from version 700 onward miscompile
specialized TEV pixel shaders when color input A or B is TevColorArg::Zero.
Use konstLookup[8].rgb, which PixelShaderManager initializes to zero,
to keep these inputs dependent on a uniform value.

Use the existing driver bug gate for OpenGL and Vulkan. Other inputs and
unaffected drivers retain their original shader expressions.
</pre>
</div>
</content>
</entry>
<entry>
<title>Cache normals in addition to binormals and tangents</title>
<updated>2024-10-12T17:32:41+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2024-09-25T06:46:45+00:00</published>
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<id>937bb2aa2e12b635ba328af8de7c9a5d5963d084</id>
<content type='text'>
Fixes LIT (https://bugs.dolphin-emu.org/issues/13635). The text does not include normals, but has lighting enabled. With the previous default of (0, 0, 0), lighting was always black (as dot(X, (0, 0, 0)) is always 0). It seems like the normal from the map in the background (0, 0, 1) is re-used.

LIT also has the vertex color enabled while vertex color is not specified, the same as SMS's debug cubes; the default MissingColorValue GameINI value of solid white seems to work correctly in this case.
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<pre>
Fixes LIT (https://bugs.dolphin-emu.org/issues/13635). The text does not include normals, but has lighting enabled. With the previous default of (0, 0, 0), lighting was always black (as dot(X, (0, 0, 0)) is always 0). It seems like the normal from the map in the background (0, 0, 1) is re-used.

LIT also has the vertex color enabled while vertex color is not specified, the same as SMS's debug cubes; the default MissingColorValue GameINI value of solid white seems to work correctly in this case.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: add milliseconds elapsed time value to pixel shaders as a uniform to be able to support animation effects in custom shaders</title>
<updated>2023-08-20T23:53:27+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-01-07T18:30:29+00:00</published>
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</pre>
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</entry>
<entry>
<title>VideoCommon: Add class for quickly transforming and culling vertices on the CPU</title>
<updated>2023-01-25T08:21:56+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-11-11T01:30:49+00:00</published>
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</entry>
<entry>
<title>VideoCommon: Add vertex shader point and line expansion</title>
<updated>2022-10-23T01:13:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-07-23T05:47:04+00:00</published>
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</entry>
<entry>
<title>VideoCommon: Use std::array in PortableVertexDeclaration</title>
<updated>2022-09-19T21:28:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-08-03T06:13:55+00:00</published>
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</entry>
<entry>
<title>VideoCommon: Add dynamic vertex loader to ubershaders</title>
<updated>2022-09-19T21:28:23+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-06-18T06:09:35+00:00</published>
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</entry>
<entry>
<title>VideoCommon: Handle emboss texgen with only a single normal</title>
<updated>2022-04-22T23:54:38+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-04-14T05:03:34+00:00</published>
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<id>2a5c77f43ff1d69e78f12f13435a38c5eb2ed854</id>
<content type='text'>
Fixes a large number of effects in Rogue Squadron 2 and 3.
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Fixes a large number of effects in Rogue Squadron 2 and 3.
</pre>
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</content>
</entry>
<entry>
<title>ConstantManager: Add logic ops to PixelShaderConstants</title>
<updated>2021-11-24T22:52:26+00:00</updated>
<author>
<name>OatmealDome</name>
<email>julian@oatmealdome.me</email>
</author>
<published>2021-08-03T03:39:34+00:00</published>
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<id>04ec02c06bccdcc575765da70378e50b0b671f2c</id>
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</entry>
<entry>
<title>VideoCommon: Expose SamplerState to shaders</title>
<updated>2021-11-18T04:04:34+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-08-09T04:11:50+00:00</published>
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<id>4a9b26de86aa7e99af51016e07a755968b8777e0</id>
<content type='text'>
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
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<pre>
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
</pre>
</div>
</content>
</entry>
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