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<title>eglantine-cirakg/src/video_core/texture_cache/surface_base.h, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
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<updated>2020-12-30T06:38:50+00:00</updated>
<entry>
<title>video_core: Rewrite the texture cache</title>
<updated>2020-12-30T06:38:50+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-12-30T05:25:23+00:00</published>
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<id>urn:sha1:d25b097e84478df47c122265809dff1ef0b4982b</id>
<content type='text'>
The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.

This commit aims to address those issues.
</content>
</entry>
<entry>
<title>video_core: Resolve more variable shadowing scenarios pt.3</title>
<updated>2020-12-05T21:02:23+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-05T16:40:14+00:00</published>
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<content type='text'>
Cleans out the rest of the occurrences of variable shadowing and makes
any further occurrences of shadowing compiler errors.
</content>
</entry>
<entry>
<title>video_core: Resolve more variable shadowing scenarios pt.2</title>
<updated>2020-12-05T11:39:35+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-05T09:51:14+00:00</published>
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<id>urn:sha1:341083a5e135edb06bcb8913f4897c232650d1da</id>
<content type='text'>
Migrates the video core code closer to enabling variable shadowing
warnings as errors.

This primarily sorts out shadowing occurrences within the Vulkan code.
</content>
</entry>
<entry>
<title>texture_cache: Implement rendering to 3D textures</title>
<updated>2020-06-08T08:01:00+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-05-30T02:32:41+00:00</published>
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<id>urn:sha1:77fbdd7e1de007391f1bdf2e90ab41914da0e34c</id>
<content type='text'>
This allows rendering to 3D textures with more than one slice.
Applications are allowed to render to more than one slice of a texture
using gl_Layer from a VTG shader.

This also requires reworking how 3D texture collisions are handled, for
now, this commit allows rendering to slices but not to miplevels. When a
render target attempts to write to a mipmap, we fallback to the previous
implementation (copying or flushing as needed).

- Fixes color correction 3D textures on UE4 games (rainbow effects).
- Allows Xenoblade games to render to 3D textures directly.
</content>
</entry>
<entry>
<title>Texture Cache: Implement OnCPUWrite and SyncGuestHost</title>
<updated>2020-04-22T15:36:05+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2020-02-16T13:33:03+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>surface_base: Make IsInside() a const member function</title>
<updated>2020-04-16T03:59:35+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-04-16T03:59:33+00:00</published>
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<content type='text'>
This doesn't modify internal state, so this can be made const.
</content>
</entry>
<entry>
<title>Texture Cache: Use vAddr instead of physical memory for caching.</title>
<updated>2020-04-06T13:23:05+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2020-04-05T19:26:16+00:00</published>
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</entry>
<entry>
<title>video_core: Use native ASTC when available</title>
<updated>2020-04-01T04:14:04+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-03-14T23:24:54+00:00</published>
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</entry>
<entry>
<title>texture_cache/surface_base: Fix out of bounds texture views</title>
<updated>2019-11-29T19:51:14+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2019-11-29T19:51:14+00:00</published>
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<content type='text'>
Some texture views were being created out of bounds (with more layers or
mipmaps than what the original texture has). This is because of a
miscalculation in mipmap bounding. end_layer and end_mipmap are out of
bounds (e.g. layer 6 in a cubemap), there's no need to add one more
there.

Fixes OpenGL errors and Vulkan crashes on Splatoon 2.
</content>
</entry>
<entry>
<title>common: Rename binary_find.h to algorithm.h</title>
<updated>2019-10-15T19:24:50+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-10-15T18:47:42+00:00</published>
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<content type='text'>
Makes the header more general for other potential algorithms in the
future. While we're at it, include a missing &lt;functional&gt; include to
satisfy the use of std::less.
</content>
</entry>
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