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<title>dolphin/Source/Core/VideoCommon/TextureConverterShaderGen.cpp, branch 2603</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 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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</pre>
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</entry>
<entry>
<title>VideoCommon: apply "force 24-bit color" to EFB-to-VRAM copies as well</title>
<updated>2023-12-20T02:25:07+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2023-12-19T15:07:15+00:00</published>
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</pre>
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</content>
</entry>
<entry>
<title>Fix OpenGL error on M1 Mac.</title>
<updated>2022-07-17T12:54:39+00:00</updated>
<author>
<name>Joon Park</name>
<email>contact@joon.cc</email>
</author>
<published>2022-07-17T12:53:43+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=319288de8ef70cd965badab53836eaf334cd54e2'/>
<id>319288de8ef70cd965badab53836eaf334cd54e2</id>
<content type='text'>
Followup to #10466. Resolves the following error:

ERROR: 0:85: '&amp;' does not operate on 'uvec3' and 'int'
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<pre>
Followup to #10466. Resolves the following error:

ERROR: 0:85: '&amp;' does not operate on 'uvec3' and 'int'
</pre>
</div>
</content>
</entry>
<entry>
<title>Rework TextureConverterShaderGen for hardware accuracy and simplicity</title>
<updated>2022-07-16T07:07:10+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-02-23T04:34:15+00:00</published>
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</pre>
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</entry>
<entry>
<title>Restructure parameters to TetxureConverterShaderGen/TextureConversionShader</title>
<updated>2022-07-16T07:07:10+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-02-07T21:37:28+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=791bd16b281d3b123a2b9cf2d5c215d4ab235c1d'/>
<id>791bd16b281d3b123a2b9cf2d5c215d4ab235c1d</id>
<content type='text'>
This will be used for later refactoring for increased accuracy.
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This will be used for later refactoring for increased accuracy.
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</content>
</entry>
<entry>
<title>Remove casts to integers for texture and EFB formats</title>
<updated>2022-07-15T19:29:40+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-02-23T02:01:39+00:00</published>
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The only remaining casts for these types that I know of are in TextureInfo (where format_name is set to the int version of the format, and since that affects filenames and probably would break resource packs, I'm not changing it) and in TextureDecoder_Common's TexDecoder_DrawOverlay, which will be handled separately.
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The only remaining casts for these types that I know of are in TextureInfo (where format_name is set to the int version of the format, and since that affects filenames and probably would break resource packs, I'm not changing it) and in TextureDecoder_Common's TexDecoder_DrawOverlay, which will be handled separately.
</pre>
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</content>
</entry>
<entry>
<title>Merge pull request #10819 from Dentomologist/fix_shader_compilation_warnings</title>
<updated>2022-07-08T22:46:29+00:00</updated>
<author>
<name>JMC47</name>
<email>JMC4789@gmail.com</email>
</author>
<published>2022-07-08T22:46:29+00:00</published>
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<id>fac66897af7336b5e2dc2e3b879effb98b30fe47</id>
<content type='text'>
VideoCommon: Fix D3D shader compilation warnings</content>
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VideoCommon: Fix D3D shader compilation warnings</pre>
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</entry>
<entry>
<title>VideoCommon: Fix D3D shader warning X3571 (negative base for pow())</title>
<updated>2022-07-08T07:19:05+00:00</updated>
<author>
<name>Dentomologist</name>
<email>dentomologist@gmail.com</email>
</author>
<published>2022-06-13T20:07:20+00:00</published>
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<id>0fac1d6e87990a732916b107ec836ca3b0f0e393</id>
<content type='text'>
Add abs() to fix "pow(f, e) will not work for negative f, use abs(f) or
conditionally handle negative values if you expect them".
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Add abs() to fix "pow(f, e) will not work for negative f, use abs(f) or
conditionally handle negative values if you expect them".
</pre>
</div>
</content>
</entry>
<entry>
<title>D3D / VideoCommon: generate HLSL from SPIRV</title>
<updated>2022-06-24T23:09:53+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2022-05-04T05:41:34+00:00</published>
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