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<title>dolphin/Source/Core/VideoCommon/TextureCacheBase.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Quick fix for an invalid iterator</title>
<updated>2015-06-24T17:12:46+00:00</updated>
<author>
<name>mimimi085181</name>
<email>mimimi085181@gmail.com</email>
</author>
<published>2015-06-24T17:12:46+00:00</published>
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<entry>
<title>Search the texture cache for small textures by address and hash</title>
<updated>2015-06-05T19:30:39+00:00</updated>
<author>
<name>mimimi085181</name>
<email>mimimi085181@gmail.com</email>
</author>
<published>2015-02-22T17:42:19+00:00</published>
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This fixes issue 6563:
https://code.google.com/p/dolphin-emu/issues/detail?id=6563

This PR adds a 2nd map to texture cache, which uses the hash as key. Cache entries from this new map are used only if the address matches or if the texture was fully hashed. This restriction avoids false positive cache hits. This results in a possible situation where safe texture cache accuracy could be faster than the fast one.

Small textures means up to 1KB for fast texture cache accuracy, 4KB for medium, and all textures for safe accuracy.

Since this adds a small overhead to all texture cache handling, some regression testing would be nice. Games, which use a lot of textures the same time, should be affected the most.
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This fixes issue 6563:
https://code.google.com/p/dolphin-emu/issues/detail?id=6563

This PR adds a 2nd map to texture cache, which uses the hash as key. Cache entries from this new map are used only if the address matches or if the texture was fully hashed. This restriction avoids false positive cache hits. This results in a possible situation where safe texture cache accuracy could be faster than the fast one.

Small textures means up to 1KB for fast texture cache accuracy, 4KB for medium, and all textures for safe accuracy.

Since this adds a small overhead to all texture cache handling, some regression testing would be nice. Games, which use a lot of textures the same time, should be affected the most.
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</entry>
<entry>
<title>Merge pull request #2162 from degasus/prefetch_tex</title>
<updated>2015-05-26T11:30:26+00:00</updated>
<author>
<name>Markus Wick</name>
<email>markus+github@selfnet.de</email>
</author>
<published>2015-05-26T11:30:26+00:00</published>
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CustomTexture: prefetch all available textures</content>
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CustomTexture: prefetch all available textures</pre>
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<entry>
<title>Set copyright year to when a file was created</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-24T04:55:12+00:00</published>
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<entry>
<title>Update license headers to GPLv2+</title>
<updated>2015-05-25T11:22:31+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2015-05-17T23:08:10+00:00</published>
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<entry>
<title>CustomTexture: prefetch all available textures</title>
<updated>2015-05-16T13:12:07+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-03-01T22:53:15+00:00</published>
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<entry>
<title>VideoCommon: Implement EFB dumping for both backends.</title>
<updated>2015-05-02T11:23:33+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2015-05-02T10:10:40+00:00</published>
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<entry>
<title>TextureCache: load all mipmap levels from custom textures</title>
<updated>2015-03-01T23:09:09+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-03-01T12:04:48+00:00</published>
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<content type='text'>
This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
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This drops the "feature" to load level 0 from the custom texture
and all other levels from the native one if the size matches.
But in my opinion, when a custom texture only provide one level,
no more should be used at all.
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</entry>
<entry>
<title>TexCache: increase TEXTURE_KILL_THRESHOLD</title>
<updated>2015-03-01T12:41:14+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-03-01T11:19:33+00:00</published>
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Xenoblade uses more than 40 textures alternately per frame for eg water effects.
So don't try to drop them as aggressive.
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Xenoblade uses more than 40 textures alternately per frame for eg water effects.
So don't try to drop them as aggressive.
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</entry>
<entry>
<title>Merge pull request #2058 from Stevoisiak/Codemaid-Cleanup-Take2</title>
<updated>2015-02-25T23:07:56+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-02-25T23:07:56+00:00</published>
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<content type='text'>
Basic Formatting/Whitespace Cleanup</content>
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Basic Formatting/Whitespace Cleanup</pre>
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