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<title>dolphin/Source/Core/VideoCommon/ShaderGenCommon.cpp, branch 2603a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Remove unused imports</title>
<updated>2026-01-25T15:12:15+00:00</updated>
<author>
<name>Martino Fontana</name>
<email>tinozzo123@gmail.com</email>
</author>
<published>2026-01-23T20:30:01+00:00</published>
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Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
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Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
</pre>
</div>
</content>
</entry>
<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>
<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>
<entry>
<title>VideoCommon: allow custom shaders to set the alpha value for use when blending is enabled</title>
<updated>2024-04-28T23:15:27+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2024-04-20T06:35:31+00:00</published>
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</entry>
<entry>
<title>VideoCommon: Fix custom shader constants on GLES</title>
<updated>2023-08-22T17:38:18+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2023-08-22T17:38:18+00:00</published>
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</entry>
<entry>
<title>VideoCommon: add milliseconds elapsed time value to pixel shaders as a uniform to be able to support animation effects in custom shaders</title>
<updated>2023-08-20T23:53:27+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-01-07T18:30:29+00:00</published>
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</entry>
<entry>
<title>VideoCommon: add custom pixel shader definition and custom shader header to shadergen common as it will be used by both the special and uber shader variant of pixel shaders</title>
<updated>2023-08-20T23:53:27+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2022-12-04T05:54:22+00:00</published>
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</entry>
<entry>
<title>D3D: Restore workaround for erroneous NaN optimization</title>
<updated>2023-02-26T00:27:30+00:00</updated>
<author>
<name>Dentomologist</name>
<email>dentomologist@gmail.com</email>
</author>
<published>2023-02-26T00:11:09+00:00</published>
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<content type='text'>
The HLSL compiler incorrectly decides isnan can't be true, so this
workaround was originally added in 52c82733 but lost during the
conversion to SPIR-V.
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The HLSL compiler incorrectly decides isnan can't be true, so this
workaround was originally added in 52c82733 but lost during the
conversion to SPIR-V.
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</content>
</entry>
<entry>
<title>VideoCommon: Fix stereoscopic 3D on OpenGL &lt; 4.3 (macOS)</title>
<updated>2023-02-14T17:25:33+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-12-11T07:15:15+00:00</published>
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<entry>
<title>PixelShaderGen: Clamp texture layer when using manual texture sampling with stereoscopic 3D</title>
<updated>2022-12-27T21:45:13+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-12-27T21:45:13+00:00</published>
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<id>f3df3a772728e7cc1d1a8ad4cda9b6154e8d1c3c</id>
<content type='text'>
Otherwise, texelFetch() will use an out-of-bounds layer for game textures (that have 1 layer; EFB copies have 2 layers in stereoscopic 3D mode), which is undefined behavior (often resulting in a black image). The fast texture sampling path uses texture(), which always clamps (see https://www.khronos.org/opengl/wiki/Array_Texture#Access_in_shaders), so it was unaffected by this difference.
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Otherwise, texelFetch() will use an out-of-bounds layer for game textures (that have 1 layer; EFB copies have 2 layers in stereoscopic 3D mode), which is undefined behavior (often resulting in a black image). The fast texture sampling path uses texture(), which always clamps (see https://www.khronos.org/opengl/wiki/Array_Texture#Access_in_shaders), so it was unaffected by this difference.
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