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<title>dolphin/Source/Core/VideoCommon/PixelShaderGen.cpp, branch release-prep-2512</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoBackends / VideoCommon: rename member variables in RenderState to be consistent</title>
<updated>2025-08-23T18:50:22+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-08-23T18:35:05+00:00</published>
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<title>VideoCommon: Remove unused EnumMaps from PixelShaderGen</title>
<updated>2025-08-20T19:22:53+00:00</updated>
<author>
<name>Sintendo</name>
<email>3380580+Sintendo@users.noreply.github.com</email>
</author>
<published>2025-08-20T19:12:55+00:00</published>
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They appear to have been unused since #13432.
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They appear to have been unused since #13432.
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<entry>
<title>VideoCommon: fix pixel shader gen error about structure not being fully initialized</title>
<updated>2025-06-05T06:37:45+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-06-05T06:37:29+00:00</published>
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<entry>
<title>VideoCommon: move to a 'process_fragment()' function to simplify custom shaders and provide a direct override of the tev stage logic</title>
<updated>2025-03-22T20:22:00+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-03-15T22:29:13+00:00</published>
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<entry>
<title>Merge pull request #13347 from iwubcode/custom_shader_overhaul_lighting</title>
<updated>2025-03-15T21:26:32+00:00</updated>
<author>
<name>JMC47</name>
<email>JMC4789@gmail.com</email>
</author>
<published>2025-03-15T21:26:32+00:00</published>
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VideoCommon: move lighting shader logic to callable functions</content>
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VideoCommon: move lighting shader logic to callable functions</pre>
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<entry>
<title>Merge pull request #13345 from Tilka/unswap_depth</title>
<updated>2025-03-15T13:30:19+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2025-03-15T13:30:19+00:00</published>
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Fix depth texture being incorrectly affected by swap table</content>
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Fix depth texture being incorrectly affected by swap table</pre>
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<entry>
<title>VideoCommon: move lighting shader logic to callable functions</title>
<updated>2025-03-14T04:56:04+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-02-13T02:18:20+00:00</published>
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<entry>
<title>VideoCommon: Move backend_info out of VideoConfig struct.</title>
<updated>2025-03-09T07:42:45+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-03-07T20:43:39+00:00</published>
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<entry>
<title>PixelShaderGen: use unswapped texture samples for depth</title>
<updated>2025-02-25T18:45:01+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2025-02-11T18:51:16+00:00</published>
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<entry>
<title>VideoCommon: simplify dither calculation</title>
<updated>2025-02-11T19:23:37+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2025-02-11T17:32:25+00:00</published>
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This saves three instructions on AMD GPUs. Dunno about Nvidia.
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This saves three instructions on AMD GPUs. Dunno about Nvidia.
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