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<title>dolphin/Source/Core/VideoCommon/TextureDecoder.h, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: Use GetSpanForAddress safely in texture decoding</title>
<updated>2024-04-20T16:31:08+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2024-04-13T16:29:52+00:00</published>
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Now only VertexLoader remains... But that one might be tricky.
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Now only VertexLoader remains... But that one might be tricky.
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</entry>
<entry>
<title>VideoCommon: add function to check whether TextureFormat is a valid value</title>
<updated>2022-06-26T05:45:13+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2022-03-02T06:36:10+00:00</published>
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</entry>
<entry>
<title>Make all fmt::formatter constructors constexpr</title>
<updated>2022-01-13T19:11:08+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2022-01-13T01:28:17+00:00</published>
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</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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<content type='text'>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
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</content>
</entry>
<entry>
<title>Convert BPMemory to BitField and enum class</title>
<updated>2021-03-07T03:27:19+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-02-11T02:11:31+00:00</published>
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Additional changes:
- For TevStageCombiner's ColorCombiner and AlphaCombiner, op/comparison and scale/compare_mode have been split as there are different meanings and enums if bias is set to compare.  (Shift has also been renamed to scale)
- In TexMode0, min_filter has been split into min_mip and min_filter.
- In TexImage1, image_type is now cache_manually_managed.
- The unused bit in GenMode is now exposed.
- LPSize's lineaspect is now named adjust_for_aspect_ratio.
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Additional changes:
- For TevStageCombiner's ColorCombiner and AlphaCombiner, op/comparison and scale/compare_mode have been split as there are different meanings and enums if bias is set to compare.  (Shift has also been renamed to scale)
- In TexMode0, min_filter has been split into min_mip and min_filter.
- In TexImage1, image_type is now cache_manually_managed.
- The unused bit in GenMode is now exposed.
- LPSize's lineaspect is now named adjust_for_aspect_ratio.
</pre>
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</content>
</entry>
<entry>
<title>TextureCache: Support reinterpreting formats for VRAM textures</title>
<updated>2019-07-14T09:16:27+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-07-14T05:24:12+00:00</published>
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</entry>
<entry>
<title>TextureDecoder: Move XFB decoding to Common</title>
<updated>2019-04-21T02:41:15+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-03-24T03:10:01+00:00</published>
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<content type='text'>
This was previously missing for generic (which is used on ARM).
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This was previously missing for generic (which is used on ARM).
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</entry>
<entry>
<title>Add support for hybrid XFB</title>
<updated>2017-11-18T01:47:56+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2017-05-29T22:02:09+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>Video: Clearly separate Texture and EFB Copy formats</title>
<updated>2017-08-04T01:35:29+00:00</updated>
<author>
<name>N.E.C</name>
<email>beholdnec@gmail.com</email>
</author>
<published>2017-07-30T19:45:55+00:00</published>
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<id>c3a57bbad53567af4546a68f0e9dbcd913bd9a75</id>
<content type='text'>
Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -&gt; TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
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<pre>
Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -&gt; TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
</pre>
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</content>
</entry>
<entry>
<title>TextureConversionShader: Consider source format of EFB for EFB2RAM</title>
<updated>2017-04-11T14:11:22+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-04-04T13:53:03+00:00</published>
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<content type='text'>
Currently, we use the alpha channel from the EFB even if the current
format does not include an alpha channel. Now, the alpha channel is set
to 1 if the format does not have an alpha channel, as well as truncating
to 5/6 bits per channel. This matches the EFB-to-texture behavior.
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Currently, we use the alpha channel from the EFB even if the current
format does not include an alpha channel. Now, the alpha channel is set
to 1 if the format does not have an alpha channel, as well as truncating
to 5/6 bits per channel. This matches the EFB-to-texture behavior.
</pre>
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</entry>
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