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<title>dolphin/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.cpp, branch 2603</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<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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<id>a14c88ba67a51b0a563a5fc800cd089e82ffacaf</id>
<content type='text'>
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...)
</pre>
</div>
</content>
</entry>
<entry>
<title>Common: Remove the string parameters from the HookableEvent interface.</title>
<updated>2025-11-07T04:34:40+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-11-07T04:08:27+00:00</published>
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</pre>
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</entry>
<entry>
<title>Common: Make HookableEvent use non-static data.</title>
<updated>2025-11-02T23:30:43+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-05-03T07:48:44+00:00</published>
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Co-authored-by: Dentomologist &lt;dentomologist@gmail.com&gt;
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Co-authored-by: Dentomologist &lt;dentomologist@gmail.com&gt;
</pre>
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</content>
</entry>
<entry>
<title>Avoid map/set double lookups</title>
<updated>2025-07-08T04:53:42+00:00</updated>
<author>
<name>Sintendo</name>
<email>3380580+Sintendo@users.noreply.github.com</email>
</author>
<published>2025-07-06T06:41:12+00:00</published>
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<id>f2392e4048ce977bad2227d08f3a042526f7c4da</id>
<content type='text'>
Fix some common anti-patterns with these data structures.

- You can dereference the iterator returned by `find` to access the
  underlying value directly, without an extra `operator[]`/`at`.
- Rather than checking for an element before insertion/deletion, you can
  just do the operation and if needed check the return value to
  determine if the insertion/deletion succeeded.
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Fix some common anti-patterns with these data structures.

- You can dereference the iterator returned by `find` to access the
  underlying value directly, without an extra `operator[]`/`at`.
- Rather than checking for an element before insertion/deletion, you can
  just do the operation and if needed check the return value to
  determine if the insertion/deletion succeeded.
</pre>
</div>
</content>
</entry>
<entry>
<title>Use 'contains' method</title>
<updated>2024-08-14T20:18:28+00:00</updated>
<author>
<name>Dr. Dystopia</name>
<email>jonis9898@hotmail.com</email>
</author>
<published>2024-07-19T20:49:15+00:00</published>
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<pre>
</pre>
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</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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<content type='text'>
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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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>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: add ability to serialize graphics mod to json object</title>
<updated>2023-12-11T00:29:21+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-11-11T22:48:18+00:00</published>
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</entry>
<entry>
<title>VideoCommon: add support to graphics mod manager to load in assets and pass it to graphics actions</title>
<updated>2023-08-20T23:53:27+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-07-11T03:23:32+00:00</published>
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</entry>
<entry>
<title>VideoCommon: add graphics mod callback interface for when a texture is created</title>
<updated>2023-06-21T00:26:53+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-06-21T00:26:53+00:00</published>
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</entry>
<entry>
<title>VideoCommon: check whether action was successfully created before adding targets for a graphics mod</title>
<updated>2023-05-30T14:32:59+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-05-30T14:32:59+00:00</published>
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