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<title>dolphin/Source/Core/VideoCommon/TextureCacheBase.h, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: optionally apply materials to EFBs</title>
<updated>2026-03-27T01:13:16+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-18T00:40:21+00:00</published>
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<id>1f72403ec7ac026ffee239a85c5b98a54742ab15</id>
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After an EFB operation is turned into a texture, if there is a graphics mod action that provides a custom material, update the EFB texture with the material
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<pre>
After an EFB operation is turned into a texture, if there is a graphics mod action that provides a custom material, update the EFB texture with the material
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</entry>
<entry>
<title>VideoCommon: Defer creating TextureInfo</title>
<updated>2026-01-18T12:04:06+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2026-01-18T11:59:25+00:00</published>
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TextureCacheBase::LoadImpl has a hot path where the passed-in
TextureInfo never gets used. Instead of passing in a TextureInfo, let's
pass in the stage and create the TextureInfo from the stage if needed.

This unlocks somewhere above an additional 4% performance boost in the
Hoth level of Rogue Squadron 2 on my PC. Performance varies, making it
difficult for me to measure, so treat this as a very approximate number.
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<pre>
TextureCacheBase::LoadImpl has a hot path where the passed-in
TextureInfo never gets used. Instead of passing in a TextureInfo, let's
pass in the stage and create the TextureInfo from the stage if needed.

This unlocks somewhere above an additional 4% performance boost in the
Hoth level of Rogue Squadron 2 on my PC. Performance varies, making it
difficult for me to measure, so treat this as a very approximate number.
</pre>
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</content>
</entry>
<entry>
<title>Common: Remove the string parameters from the HookableEvent interface.</title>
<updated>2025-11-07T04:34:40+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-11-07T04:08:27+00:00</published>
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</entry>
<entry>
<title>Common: Make HookableEvent use non-static data.</title>
<updated>2025-11-02T23:30:43+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-05-03T07:48:44+00:00</published>
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Co-authored-by: Dentomologist &lt;dentomologist@gmail.com&gt;
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Co-authored-by: Dentomologist &lt;dentomologist@gmail.com&gt;
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</entry>
<entry>
<title>VideoCommon: use CustomResourceManager in the texture cache and hook up to our hires textures</title>
<updated>2025-06-07T04:03:02+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-03-02T03:55:07+00:00</published>
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</entry>
<entry>
<title>C++20: Synthesize `operator!=` From `operator==`</title>
<updated>2024-10-11T03:23:55+00:00</updated>
<author>
<name>mitaclaw</name>
<email>140017135+mitaclaw@users.noreply.github.com</email>
</author>
<published>2024-10-09T00:16:57+00:00</published>
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The inequality operator is automatically generated by the compiler if `operator==` is defined.
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The inequality operator is automatically generated by the compiler if `operator==` is defined.
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</entry>
<entry>
<title>VideoCommon: pull texture sampler out of texture cache so that it can be used in other places in the future</title>
<updated>2024-06-02T04:21:04+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2024-06-02T04:21:04+00:00</published>
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</entry>
<entry>
<title>VideoCommon: Scan texture dumping directory + subdirectories to not re-dump existing files.</title>
<updated>2024-03-22T01:27:34+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2024-03-21T14:09:35+00:00</published>
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</entry>
<entry>
<title>VideoCommon/Statistics: Remove global system accessor from s_after_frame_event</title>
<updated>2024-01-31T18:12:09+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2024-01-31T18:12:06+00:00</published>
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<id>cac66317aa715a3d9fcfe39ccbe5d224ca489637</id>
<content type='text'>
Instead, we make the event take a reference to the system and then pass
it in when the event is triggered.

This does introduce two other accessors, but these are much easier to
refactor out over time, and without modification to the existing event
interface.
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<pre>
Instead, we make the event take a reference to the system and then pass
it in when the event is triggered.

This does introduce two other accessors, but these are much easier to
refactor out over time, and without modification to the existing event
interface.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: prevent a potential custom texture crash that can occur when a shared_ptr gets released while a pointer to its member data is still being used</title>
<updated>2023-12-10T05:43:40+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2023-12-10T05:43:40+00:00</published>
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