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<title>dolphin/Source/Core/VideoCommon/HiresTextures.h, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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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<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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<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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<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>
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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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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>
<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: move custom texture data to assets</title>
<updated>2023-06-02T19:07:42+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-06-02T19:07:42+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>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>Fix all uninitialized variable warnings (C26495)</title>
<updated>2021-10-13T19:32:16+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-09-04T04:43:19+00:00</published>
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<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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