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<title>dolphin/Source/Core/VideoCommon/TextureDecoder_Generic.cpp, branch 5.0</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: Header cleanup</title>
<updated>2016-01-18T01:11:45+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-01-17T21:54:31+00:00</published>
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<id>d9fec92628231526b47e19cd09b68572eb06e44f</id>
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Also remedies places where the video backends and core rely on things
being indirectly included.
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Also remedies places where the video backends and core rely on things
being indirectly included.
</pre>
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</content>
</entry>
<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>
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</pre>
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</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>
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</pre>
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</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>
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<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>
</div>
</content>
</entry>
<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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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Include CommonTypes.h instead of Common.h.</title>
<updated>2014-09-08T19:39:58+00:00</updated>
<author>
<name>Rohit Nirmal</name>
<email>rohitnirmal9@gmail.com</email>
</author>
<published>2014-09-08T01:06:58+00:00</published>
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</pre>
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</content>
</entry>
<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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<id>76b4dbdf2895e36e7bc993728b01f20711d5b111</id>
<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".
</content>
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<pre>
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>
</div>
</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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<id>0b7bed4a5297a2368a7f2e2f921a28c6e628d8fb</id>
<content type='text'>
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.
</content>
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<pre>
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>
</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>
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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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<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>
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