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<title>dolphin/Source/Core/VideoCommon/HiresTextures.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: Fix custom texture count in OSD message</title>
<updated>2026-08-02T08:11:15+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2026-08-02T08:11:15+00:00</published>
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<id>f5be1c30e57564e23eb5c12ab2432f43ad4354d0</id>
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83dc468 broke the OSD message that shows the number of custom textures.
If Prefetch Custom Textures was disabled, the number would always be 0.
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<pre>
83dc468 broke the OSD message that shows the number of custom textures.
If Prefetch Custom Textures was disabled, the number would always be 0.
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</entry>
<entry>
<title>waterfall loading of textures via id to prefer elfid-gameid when launched via elf; fallback to gameid if no match</title>
<updated>2026-07-15T19:02:16+00:00</updated>
<author>
<name>cbartondock</name>
<email>cbartondock@gmail.com</email>
</author>
<published>2026-07-15T19:02:16+00:00</published>
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<entry>
<title>Clean includes</title>
<updated>2026-01-24T15:50:10+00:00</updated>
<author>
<name>Sintendo</name>
<email>3380580+Sintendo@users.noreply.github.com</email>
</author>
<published>2025-12-24T09:14:24+00:00</published>
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<entry>
<title>Common/FileSearch: Refactor DoFileSearch</title>
<updated>2026-01-24T15:50:10+00:00</updated>
<author>
<name>Sintendo</name>
<email>3380580+Sintendo@users.noreply.github.com</email>
</author>
<published>2025-12-24T09:14:02+00:00</published>
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<entry>
<title>VideoCommon: separate the concept of a 'resource' from an 'asset'.  A resource is potentially multiple assets that are chained together but represent one type of data to the rest of the system.  An example is a 'material'.  A 'material' is a collection of textures, a custom shader, and some metadata that all comes together to form what the concept of the material is.  There will be a 'material' resource.  For now, start small by introducing the interface and change our texture loading which used assets from the old resource manager, to an actual resource.</title>
<updated>2025-11-23T17:04:24+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-10-29T06:21:30+00:00</published>
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<entry>
<title>VideoCommon: watch texture pack folder for texture reloads (from dynamic input textures)</title>
<updated>2025-06-07T04:03:02+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2024-07-04T22:39:21+00:00</published>
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<entry>
<title>VideoCommon: use CustomResourceManager in the texture cache and hook up to our hires textures</title>
<updated>2025-06-07T04:03:02+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-03-02T03:55:07+00:00</published>
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<entry>
<title>Core/VideoCommon: Fix duplicate OSD Custom Textures messages</title>
<updated>2024-12-28T08:09:50+00:00</updated>
<author>
<name>dreamsyntax</name>
<email>dreamsyntax@gmail.com</email>
</author>
<published>2024-12-27T00:21:02+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=07f712f8a0c208e4610526fc9ccc307bab099f84'/>
<id>07f712f8a0c208e4610526fc9ccc307bab099f84</id>
<content type='text'>
Resolves duplicate OSD messages for Loading and Found custom textures.
VideoBackend initialization results in HiresTexture::Init being called.
We already call HiresTexture::Update when OnNewTitleLoad is called.
Thus we can remove HiresTextures::Init completely as it is redundant.
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<pre>
Resolves duplicate OSD messages for Loading and Found custom textures.
VideoBackend initialization results in HiresTexture::Init being called.
We already call HiresTexture::Update when OnNewTitleLoad is called.
Thus we can remove HiresTextures::Init completely as it is redundant.
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</entry>
<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>
<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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=86910f406e3680c4cb01f37e5f29f894a25342cb'/>
<id>86910f406e3680c4cb01f37e5f29f894a25342cb</id>
<content type='text'>
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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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
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.
</pre>
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</content>
</entry>
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