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<title>eglantine-cirakg/src/shader_recompiler/frontend/ir/program.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>2026-11-01T16:29:29+00:00</updated>
<entry>
<title>shader_recompiler: translate Switch 2 task and mesh programs</title>
<updated>2026-11-01T16:29:29+00:00</updated>
<author>
<name>Takoroka</name>
<email>137927095+Takoroka@users.noreply.github.com</email>
</author>
<published>2026-10-30T09:02:43+00:00</published>
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<id>urn:sha1:310dd596d0f6d48de3517cfb1bdc90a366817405</id>
<content type='text'>
Mario Kart World draws some of its geometry with NVN task and mesh programs
(the task program culls and writes the mesh workgroup count and a payload
to its stage buffer; each mesh workgroup reads it back and writes vertices
and primitives). Add Task and Mesh stages and translate them for
VK_EXT_mesh_shader:

- the ISBE pseudo instruction from the lowering becomes reads and writes
  of an emulated stage buffer: the task's output region is the task
  payload, the mesh output regions live in workgroup memory
- every EXIT of these stages jumps to one final return, so all
  invocations reach the epilogue: a barrier, then OpEmitMeshTasksEXT, or
  OpSetMeshOutputsEXT and a copy of the 32-element vertex and primitive
  groups (lines named by the mesh header's and the pass-through geometry
  header's output maps) to arrayed and per-primitive outputs
- Sirit lacks the two mesh instructions: they are emitted as OpStore
  markers and replaced after assembly
- fragment inputs a mesh program writes per primitive get PerPrimitiveEXT

The captured task and mesh programs of the title translate to SPIR-V that
spirv-val accepts.
</content>
</entry>
<entry>
<title>general: Convert source file copyright comments over to SPDX</title>
<updated>2022-04-23T09:55:32+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2022-04-23T08:59:50+00:00</published>
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This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
</content>
</entry>
<entry>
<title>shader: Rework varyings and implement passthrough geometry shaders</title>
<updated>2021-07-23T01:51:39+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-06-24T05:41:09+00:00</published>
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<id>urn:sha1:b1df436cef9ee8425ab5814e4b5ad1670855517f</id>
<content type='text'>
Put all varyings into a single std::bitset with helpers to access it.

Implement passthrough geometry shaders using host's.
</content>
</entry>
<entry>
<title>glasm: Rework control flow introducing a syntax list</title>
<updated>2021-07-23T01:51:31+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-05-14T03:40:54+00:00</published>
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<id>urn:sha1:03f6d424ce2f62cfd9e7fa6083dcc7ab2ee62ec6</id>
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This commit regresses VertexA shaders, their transformation pass has to
be adapted to the new control flow.
</content>
</entry>
<entry>
<title>shader: Implement geometry shaders</title>
<updated>2021-07-23T01:51:27+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-04-12T22:41:22+00:00</published>
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<id>urn:sha1:4b326924230d7463b247776cf68adc1c37c26fcf</id>
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</content>
</entry>
<entry>
<title>shader: Implement LDS, STS, LDL, and STS and use SPIR-V 1.4 when available</title>
<updated>2021-07-23T01:51:25+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-03-28T22:53:34+00:00</published>
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</entry>
<entry>
<title>spirv: Remove dependencies on Environment when generating SPIR-V</title>
<updated>2021-07-23T01:51:24+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-03-27T06:08:31+00:00</published>
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</entry>
<entry>
<title>shader: Add partial rasterizer integration</title>
<updated>2021-07-23T01:51:23+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-03-19T22:28:31+00:00</published>
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</content>
</entry>
<entry>
<title>shader: Implement CAL inlining function calls</title>
<updated>2021-07-23T01:51:23+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-03-14T06:41:05+00:00</published>
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</entry>
<entry>
<title>spirv: Initial bindings support</title>
<updated>2021-07-23T01:51:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-02-16T07:10:22+00:00</published>
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