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<title>dolphin/Source/Core/VideoCommon/TextureCacheBase.h, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>TextureCache: Rename functions and add comments to clear up docs</title>
<updated>2016-06-17T16:27:16+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-06-17T15:28:57+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=96ab76f81d264a0b76207b3303dbb336b6909cfc'/>
<id>96ab76f81d264a0b76207b3303dbb336b6909cfc</id>
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</entry>
<entry>
<title>TextureCache: Track efb copies used in a partially updated texture</title>
<updated>2016-06-17T11:46:22+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2016-06-16T09:51:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=94eaacae3036c421dcd346360c0bf835bd211469'/>
<id>94eaacae3036c421dcd346360c0bf835bd211469</id>
<content type='text'>
Fixes a major preformance regression in Skies of Arcadia during
battle transisions.

I had plans for a more advanced version of this code after 5.0,
but here is a minimal implemenation for now.
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<pre>
Fixes a major preformance regression in Skies of Arcadia during
battle transisions.

I had plans for a more advanced version of this code after 5.0,
but here is a minimal implemenation for now.
</pre>
</div>
</content>
</entry>
<entry>
<title>Partial updates for paletted textures</title>
<updated>2016-04-09T16:22:36+00:00</updated>
<author>
<name>mimimi085181</name>
<email>mimimi085181@gmail.com</email>
</author>
<published>2016-03-26T02:43:32+00:00</published>
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<id>9f625417c060c2c43e0b321d283d2c288cc84ce0</id>
<content type='text'>
This pr fixes another regression that happened after pr #3165 was merged. The shadows in mario baseball should now work again.
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This pr fixes another regression that happened after pr #3165 was merged. The shadows in mario baseball should now work again.
</pre>
</div>
</content>
</entry>
<entry>
<title>Merge pull request #3355 from mimimi085181/partial-texture-updates-check-dimensions</title>
<updated>2016-02-28T23:49:48+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-02-28T23:49:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=961901daaec87de966ee3eb259060a9c2b651497'/>
<id>961901daaec87de966ee3eb259060a9c2b651497</id>
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Partial texture updates: Check the dimensions of the efb copy</content>
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Partial texture updates: Check the dimensions of the efb copy</pre>
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</content>
</entry>
<entry>
<title>D3D12: Additions to VideoCommon to support D3D12 backend.</title>
<updated>2016-02-15T17:48:23+00:00</updated>
<author>
<name>hdcmeta</name>
<email>hdcmeta@gmail.com</email>
</author>
<published>2016-01-08T03:38:00+00:00</published>
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</entry>
<entry>
<title>For partial texture updates check the dimensions of the efb copy and the target texture, not just the binary size.</title>
<updated>2016-02-14T16:13:51+00:00</updated>
<author>
<name>mimimi085181</name>
<email>mimimi085181@gmail.com</email>
</author>
<published>2015-12-18T15:59:11+00:00</published>
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<id>99555a35cad56b53ead422f23eae49a2251e52d6</id>
<content type='text'>
This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr.

Expected result is:
efbtex: characters are always flickering or invisible, no matter what scaling or IR setting
efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting
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This should get Donkey Kong Country Returns characters to be as broken as they should be. They will be fixed in a later pr.

Expected result is:
efbtex: characters are always flickering or invisible, no matter what scaling or IR setting
efb2ram: characters are always working properly at 1xIR, no matter what scaling or IR setting
</pre>
</div>
</content>
</entry>
<entry>
<title>TextureCacheBase: Simplify init/comparison of TCacheEntryConfig</title>
<updated>2016-01-24T03:57:05+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-24T03:43:01+00:00</published>
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<id>59d5935067c7f247ef2ea727eadb8a7285f729a6</id>
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</pre>
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</entry>
<entry>
<title>VideoCommon: Header cleanup</title>
<updated>2016-01-18T01:11:45+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-17T21:54:31+00:00</published>
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<id>d9fec92628231526b47e19cd09b68572eb06e44f</id>
<content type='text'>
Also remedies places where the video backends and core rely on things
being indirectly included.
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Also remedies places where the video backends and core rely on things
being indirectly included.
</pre>
</div>
</content>
</entry>
<entry>
<title>TextureCache, fix an incorrect assert.</title>
<updated>2015-12-29T01:25:31+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2015-12-29T01:25:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=d8e5d8659e6762048e8369eac598cf389109ef70'/>
<id>d8e5d8659e6762048e8369eac598cf389109ef70</id>
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<pre>
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</entry>
<entry>
<title>VideoBackends: Simplify initialization and deinitialization of resources</title>
<updated>2015-12-21T03:40:37+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-12-21T02:49:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=f2951828335654d0993ead998b3c547f903501dd'/>
<id>f2951828335654d0993ead998b3c547f903501dd</id>
<content type='text'>
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
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<pre>
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
</pre>
</div>
</content>
</entry>
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