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<title>dolphin/Source/Core/VideoCommon/PixelShaderGen.h, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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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>VideoCommon: prepare graphics mods for custom shader material data</title>
<updated>2023-12-12T23:56:26+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
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<published>2023-12-12T23:56:26+00:00</published>
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<entry>
<title>VideoCommon: pixel shader gen changes needed to support custom pixel shaders in graphics mods</title>
<updated>2023-08-20T23:53:27+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2022-07-30T05:33:29+00:00</published>
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<entry>
<title>VideoCommon: Better logic op invert approximation</title>
<updated>2023-01-30T20:04:37+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-07-13T08:56:33+00:00</published>
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<entry>
<title>BPMemory: Make TevKSel more clear</title>
<updated>2022-08-29T18:10:05+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-12-27T03:21:15+00:00</published>
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It stores both the konst selection value for alpha and color channels (for two tev stages per ksel), and half of a swap table row (there are 4 total swap tables, which can be used for swizzling the rasterized color and the texture color, and indices selecting which tables to use are stored per tev stage in the alpha combiner).  Since these are indexed very differently, the old code was hard to follow.
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It stores both the konst selection value for alpha and color channels (for two tev stages per ksel), and half of a swap table row (there are 4 total swap tables, which can be used for swizzling the rasterized color and the texture color, and indices selecting which tables to use are stored per tev stage in the alpha combiner).  Since these are indexed very differently, the old code was hard to follow.
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</entry>
<entry>
<title>VideoCommon: Better driver bug handling</title>
<updated>2022-07-14T02:51:24+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-06-12T02:03:09+00:00</published>
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Adds a pass to process driver deficiencies between UID caching and use, allowing a full view of the whole pipeline, since some bugs/workarounds involve interactions between blend modes and the pixel shader
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Adds a pass to process driver deficiencies between UID caching and use, allowing a full view of the whole pipeline, since some bugs/workarounds involve interactions between blend modes and the pixel shader
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</entry>
<entry>
<title>PixelShaderGen: Add logic ops to pixel_shader_uid_data</title>
<updated>2021-12-07T03:36:34+00:00</updated>
<author>
<name>OatmealDome</name>
<email>julian@oatmealdome.me</email>
</author>
<published>2021-08-03T03:40:10+00:00</published>
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<entry>
<title>BPMemory: Make ZTexOp enum an enum class</title>
<updated>2021-09-01T22:23:22+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2021-09-01T22:13:56+00:00</published>
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Avoids placing generic names in the surrounding namespace.
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Avoids placing generic names in the surrounding namespace.
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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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<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
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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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</entry>
<entry>
<title>Remove PixelShaderGen hasindstage</title>
<updated>2021-06-10T03:50:49+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-06-09T04:29:53+00:00</published>
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