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<title>dolphin/Source/Core/VideoCommon/TextureDecoder_Common.cpp, branch stable</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<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>
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<entry>
<title>TextureDecoder_Common: Add missing algorithm include</title>
<updated>2015-04-28T03:17:41+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2015-04-28T03:17:38+00:00</published>
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It was being indirectly included, causing VS to syntactically mark std::min/max usages as being undefined (however it still compiled fine, of course)
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It was being indirectly included, causing VS to syntactically mark std::min/max usages as being undefined (however it still compiled fine, of course)
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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>
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Various fixes to formatting and whitespace
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Various fixes to formatting and whitespace
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</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>
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We only support rgba32 for a while now, so there is no need to have everything in common configureable.
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We only support rgba32 for a while now, so there is no need to have everything in common configureable.
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</entry>
<entry>
<title>Silence some -Wswitch-default warnings.</title>
<updated>2014-12-12T04:23:05+00:00</updated>
<author>
<name>Rohit Nirmal</name>
<email>rohitnirmal9@gmail.com</email>
</author>
<published>2014-12-03T00:20:52+00:00</published>
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<entry>
<title>Fix build failing when disabling precompiled headers.</title>
<updated>2014-09-19T22:17:51+00:00</updated>
<author>
<name>Rohit Nirmal</name>
<email>rohitnirmal9@gmail.com</email>
</author>
<published>2014-09-19T04:17:41+00:00</published>
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<entry>
<title>TextureDecoder: Clean up the code style</title>
<updated>2014-09-05T01:36:57+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2014-08-10T20:22:44+00:00</published>
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<content type='text'>
For a long time, we've had ugly and inconsistent function names here as
helpers, names like "decodebytesRGB5A3rgba" which are absolutely
incomprehensible to understand. Fix this by introducing a new consistent
naming scheme, where the above function now becomes "DecodeBytes_RGB5A3".
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For a long time, we've had ugly and inconsistent function names here as
helpers, names like "decodebytesRGB5A3rgba" which are absolutely
incomprehensible to understand. Fix this by introducing a new consistent
naming scheme, where the above function now becomes "DecodeBytes_RGB5A3".
</pre>
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</content>
</entry>
<entry>
<title>TextureDecoder: Simplify how the reference texture decoder works</title>
<updated>2014-09-05T01:36:57+00:00</updated>
<author>
<name>Jasper St. Pierre</name>
<email>jstpierre@mecheye.net</email>
</author>
<published>2014-08-10T19:48:11+00:00</published>
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Instead of having three separate functions and checking the tlutfmt in a
variety of places, just do it once in a helper method. This is already
for the slow path either in our Generic decoder or in our Software
renderer, so it doesn't matter that this is slower.

x64 will continue using the separate functions for speed.
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Instead of having three separate functions and checking the tlutfmt in a
variety of places, just do it once in a helper method. This is already
for the slow path either in our Generic decoder or in our Software
renderer, so it doesn't matter that this is slower.

x64 will continue using the separate functions for speed.
</pre>
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</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>
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<id>ea1245d19121d74b1f8398c4c8a0e66d2bb2f5c7</id>
<content type='text'>
This removes the requirement for the TextureDecoder to have access to
global texture memory.
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This removes the requirement for the TextureDecoder to have access to
global texture memory.
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</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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<content type='text'>
Quick code cleanup. The enum names and values come from libogc.
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Quick code cleanup. The enum names and values come from libogc.
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