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<title>dolphin/Source/Core/VideoCommon/TextureDecoder.h, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=30ebb2459eb97ba544547183854775df8460b475'/>
<id>30ebb2459eb97ba544547183854775df8460b475</id>
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<pre>
</pre>
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</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=cefcb0ace9d363b3679b4e93bcc9ec05f1e5f4f8'/>
<id>cefcb0ace9d363b3679b4e93bcc9ec05f1e5f4f8</id>
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<pre>
</pre>
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</entry>
<entry>
<title>Formatting/Whitespace Cleanup</title>
<updated>2015-02-25T15:48:21+00:00</updated>
<author>
<name>Stevoisiak</name>
<email>Stevoisiak@gmail.com</email>
</author>
<published>2015-02-15T19:43:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=93b16a4a2d5f3e6d467d1315c461aff12852b26c'/>
<id>93b16a4a2d5f3e6d467d1315c461aff12852b26c</id>
<content type='text'>
Various fixes to formatting and whitespace
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<pre>
Various fixes to formatting and whitespace
</pre>
</div>
</content>
</entry>
<entry>
<title>TexCache: remove PC_TexFormat</title>
<updated>2015-01-18T18:47:48+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2015-01-17T08:46:31+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=615ae9f10626171fddbbbd0a23cd3e018fc960ef'/>
<id>615ae9f10626171fddbbbd0a23cd3e018fc960ef</id>
<content type='text'>
We only support rgba32 for a while now, so there is no need to have everything in common configureable.
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<pre>
We only support rgba32 for a while now, so there is no need to have everything in common configureable.
</pre>
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</content>
</entry>
<entry>
<title>Add missing includes where headers depend on other headers having been included first.</title>
<updated>2014-10-22T01:22:16+00:00</updated>
<author>
<name>comex</name>
<email>comexk@gmail.com</email>
</author>
<published>2014-10-21T06:01:38+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6e774f1b6457939c61c7fe5a0b19c4751e8bb61e'/>
<id>6e774f1b6457939c61c7fe5a0b19c4751e8bb61e</id>
<content type='text'>
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.

(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import.  Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up.  The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH.  Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
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<pre>
This is good hygiene, and also happens to be required to build Dolphin
using Clang modules.

(Under this setup, each header file becomes a module, and each #include
is automatically translated to a module import.  Recursive includes
still leak through (by default), but modules are compiled independently,
and can't depend on defines or types having previously been set up.  The
main reason to retrofit it onto Dolphin is compilation performance - no
more textual includes whatsoever, rather than putting a few blessed
common headers into a PCH.  Unfortunately, I found multiple Clang bugs
while trying to build Dolphin this way, so it's not ready yet, but I can
start with this prerequisite.)
</pre>
</div>
</content>
</entry>
<entry>
<title>TextureDecoder: Pass the TLUT address straight into the texture decoder</title>
<updated>2014-09-05T01:36:57+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2014-08-10T19:28:42+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ea1245d19121d74b1f8398c4c8a0e66d2bb2f5c7'/>
<id>ea1245d19121d74b1f8398c4c8a0e66d2bb2f5c7</id>
<content type='text'>
This removes the requirement for the TextureDecoder to have access to
global texture memory.
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<pre>
This removes the requirement for the TextureDecoder to have access to
global texture memory.
</pre>
</div>
</content>
</entry>
<entry>
<title>TextureDecoder: Add an enum for the TLUT formats</title>
<updated>2014-09-05T01:36:56+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2014-08-10T19:04:29+00:00</published>
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<id>fcd4ecc94265cc95bf939e517f378447c47df703</id>
<content type='text'>
Quick code cleanup. The enum names and values come from libogc.
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<pre>
Quick code cleanup. The enum names and values come from libogc.
</pre>
</div>
</content>
</entry>
<entry>
<title>TextureDecoder: Rearrange header slightly</title>
<updated>2014-09-05T01:36:56+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2014-07-12T15:14:28+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=32da01edec04f2fdedb8270cf260d0ae61dac4d7'/>
<id>32da01edec04f2fdedb8270cf260d0ae61dac4d7</id>
<content type='text'>
Put the two Decode APIs together.
</content>
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<pre>
Put the two Decode APIs together.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Remove support for decoding to ARGB textures</title>
<updated>2014-09-05T01:36:56+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2014-08-10T17:39:20+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=a8e591dc73fc3b35f888690879673ba0250bda68'/>
<id>a8e591dc73fc3b35f888690879673ba0250bda68</id>
<content type='text'>
The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.

Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.

Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
</pre>
</div>
</content>
</entry>
<entry>
<title>VideoCommon: Start putting common texture decoding code in TextureDecoder_Common</title>
<updated>2014-09-05T01:36:53+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2014-07-12T14:49:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=9438a30384c9f7160662b70fe4bd11eca1475a6f'/>
<id>9438a30384c9f7160662b70fe4bd11eca1475a6f</id>
<content type='text'>
This pulls all the duplicate code from TextureDecoder_Generic /
TextureDecoder_x64 out and puts it in a common file. Out custom font
used for debugging the texture cache is also pulled out and put in a
common "sfont.inc" file. At some point we should also combine this font
with the other six binary fonts we ship.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This pulls all the duplicate code from TextureDecoder_Generic /
TextureDecoder_x64 out and puts it in a common file. Out custom font
used for debugging the texture cache is also pulled out and put in a
common "sfont.inc" file. At some point we should also combine this font
with the other six binary fonts we ship.
</pre>
</div>
</content>
</entry>
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