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<title>dolphin/Source/Core/VideoCommon/HiresTextures.cpp, branch 2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
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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>VideoCommon: Fix std::filesystem::path encoding conversion</title>
<updated>2023-08-16T07:56:56+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2023-08-16T07:54:24+00:00</published>
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In std::string, you can store strings using any encoding, but in Dolphin
we have decided to use UTF-8. The problem is that if you convert between
std::string and std::filesystem::path using the built-in methods, the
standard library will make up its own assumption of what encoding you're
using in the std::string. On most OSes this is UTF-8, but on Windows
it's whatever the user's code page is.

What I believe is the C++ standard authors' intended solution to this is
to use std::u8string instead of std::string, but that's a big hassle to
move over to, because there's no convenient way to convert between
std::string and std::u8string. Instead, in Dolphin, we have added helper
functions that convert between std::string and std::filesystem::path in
the manner we want. You *always* have to use these when converting
between std::string and std::filesystem::path, otherwise we get these
kinds of encoding problems that we've been having with custom textures.

Fixes https://bugs.dolphin-emu.org/issues/13328.
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In std::string, you can store strings using any encoding, but in Dolphin
we have decided to use UTF-8. The problem is that if you convert between
std::string and std::filesystem::path using the built-in methods, the
standard library will make up its own assumption of what encoding you're
using in the std::string. On most OSes this is UTF-8, but on Windows
it's whatever the user's code page is.

What I believe is the C++ standard authors' intended solution to this is
to use std::u8string instead of std::string, but that's a big hassle to
move over to, because there's no convenient way to convert between
std::string and std::u8string. Instead, in Dolphin, we have added helper
functions that convert between std::string and std::filesystem::path in
the manner we want. You *always* have to use these when converting
between std::string and std::filesystem::path, otherwise we get these
kinds of encoding problems that we've been having with custom textures.

Fixes https://bugs.dolphin-emu.org/issues/13328.
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</entry>
<entry>
<title>VideoCommon: fix regression with texture load order where the custom texture code was always updating the asset map for each texture with each entry, making it so the last value actually would be loaded instead of the first</title>
<updated>2023-08-11T05:36:41+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-08-11T05:36:41+00:00</published>
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<entry>
<title>VideoCommon: add custom texture message to provide a dirty means of debugging whether custom textures are installed correctly</title>
<updated>2023-07-22T01:13:27+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-07-22T01:13:27+00:00</published>
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<entry>
<title>Core / VideoCommon: update HiresTexture to use CustomAssetLoader</title>
<updated>2023-06-05T21:33:19+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-03-20T06:23:51+00:00</published>
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<entry>
<title>VideoCommon: remove HiResTexture DDS loading, update hirestexture logic to use custom texture data</title>
<updated>2023-03-01T18:11:04+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-03-01T02:28:27+00:00</published>
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<entry>
<title>Timer: protect usages of ms timers from rollover</title>
<updated>2022-08-03T05:24:06+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2022-07-18T18:48:20+00:00</published>
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<entry>
<title>Common::Timer: use chrono::steady_clock internally</title>
<updated>2022-08-03T05:24:06+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2022-07-18T03:43:47+00:00</published>
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<entry>
<title>VideoCommon: trigger mod calls in TextureCacheBase (efb/xfb calls), VertexManagerBase (draw calls), and VertexShaderManager (projection calls)</title>
<updated>2022-06-27T23:20:52+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2022-03-05T20:52:43+00:00</published>
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<entry>
<title>VideoCommon: add a way to get have a graphics directory count for all games by using a special 'all.txt' instead of a 'gameid.txt' file</title>
<updated>2022-06-26T05:45:13+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2022-03-16T04:43:36+00:00</published>
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