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<title>dolphin/Source/Core/VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<title>VideoCommon: update CustomPipelineAction to get a Material when an EFB is received</title>
<updated>2026-03-27T01:13:16+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-18T00:35:55+00:00</published>
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<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...)
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</entry>
<entry>
<title>Core / VideoCommon: Remove original custom asset loader</title>
<updated>2025-06-07T00:20:25+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-05-02T03:14:00+00:00</published>
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<entry>
<title>VideoCommon: refactor the custom pipeline logic in the graphics mod action into a separate class, so it is reusable</title>
<updated>2024-01-27T06:12:49+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2024-01-27T06:12:49+00:00</published>
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<entry>
<title>VideoCommon: update custom pipeline action to support a variety of texture samplers (2D, 2D array, and cube maps)</title>
<updated>2023-12-20T03:51:42+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-12-18T05:37:23+00:00</published>
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<entry>
<title>VideoCommon: add additional data types (int, int2, float, bool, etc) as properties of materials and some helper functions to support sending the data to the GPU</title>
<updated>2023-12-04T06:12:31+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-10-15T21:34:06+00:00</published>
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<entry>
<title>VideoCommon: instead of using 'CustomTextureData' directly, use 'TextureData' for texture assets, this allows us to provide additional metadata for textures.  Such as a sampler or type information (to distinguish cube maps)</title>
<updated>2023-10-10T14:58:14+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-09-06T05:16:26+00:00</published>
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<entry>
<title>Merge pull request #12137 from iwubcode/custom_pipeline_more_error_checking</title>
<updated>2023-09-05T02:43:41+00:00</updated>
<author>
<name>JMC47</name>
<email>JMC4789@gmail.com</email>
</author>
<published>2023-09-05T02:43:41+00:00</published>
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VideoCommon: additional error checking for CustomPipelineAction</content>
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VideoCommon: additional error checking for CustomPipelineAction</pre>
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<entry>
<title>VideoCommon: add loading cube maps from DDS files and loading it into our custom texture object.  Custom texture object now has the concept of slices in addition to levels.  Traditional custom textures have a single slice</title>
<updated>2023-09-03T01:20:09+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-08-13T21:09:45+00:00</published>
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<entry>
<title>VideoCommon: additional error checking for CustomPipelineAction and move the pixel shader asset cache time back to being calculated during texture creation</title>
<updated>2023-08-24T05:47:48+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-08-24T05:47:48+00:00</published>
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