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<title>eglantine-cirakg/src/shader_recompiler/frontend/maxwell/translate/impl/impl.cpp, 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>2025-10-22T00:56:28+00:00</updated>
<entry>
<title>[common] replace Common::BitCast with libc++ provided one (#2774)</title>
<updated>2025-10-22T00:56:28+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2025-10-22T00:56:28+00:00</published>
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<id>urn:sha1:992bae4e2a14ca2547c09637b7dc6fc5f73b353a</id>
<content type='text'>
Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2774
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Reviewed-by: crueter &lt;crueter@eden-emu.dev&gt;
Co-authored-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-committed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[shader_recompiler] Rewrite ISBERD (#2541)</title>
<updated>2025-09-22T15:55:41+00:00</updated>
<author>
<name>SDK Chan</name>
<email>sdkchan@eden-emu.dev</email>
</author>
<published>2025-09-22T15:55:41+00:00</published>
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<id>urn:sha1:49f29e5071e02ad5bbeed7b0a3ae7997617beb87</id>
<content type='text'>
I tried to simplify ISBERD a little bit, and remove unneeded data shifting, and unneeded complexity through helper functions I previously added.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2541
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Reviewed-by: crueter &lt;crueter@eden-emu.dev&gt;
Co-authored-by: SDK Chan &lt;sdkchan@eden-emu.dev&gt;
Co-committed-by: SDK Chan &lt;sdkchan@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[shader_recompiler] ISBERD minor cleanups (#211)</title>
<updated>2025-08-15T18:11:08+00:00</updated>
<author>
<name>SDK Chan</name>
<email>sdkchan@eden-emu.dev</email>
</author>
<published>2025-08-15T18:11:08+00:00</published>
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<id>urn:sha1:72fb15cacc3fe3c399bd21b002922625b8f286e5</id>
<content type='text'>
Clean up some ISBERD related implementations.

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/211
Reviewed-by: Shinmegumi &lt;shinmegumi@eden-emu.dev&gt;
Co-authored-by: SDK Chan &lt;sdkchan@eden-emu.dev&gt;
Co-committed-by: SDK Chan &lt;sdkchan@eden-emu.dev&gt;
</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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<id>urn:sha1:2b87305d319f0bd04da36fb96314934f37b12637</id>
<content type='text'>
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: Add support for "negative" and unaligned offsets</title>
<updated>2021-07-23T01:51:34+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-05-31T02:08:17+00:00</published>
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<id>urn:sha1:4744a21bd42cd155b00524a721a6ad2a7fabdab3</id>
<content type='text'>
"Negative" offsets don't exist. They are shown as such due to a bug in
nvdisasm.

Unaligned offsets have been proved to read the aligned offset. For
example, when reading an U32, if the offset is 6, the offset read will
be 4.
</content>
</entry>
<entry>
<title>shader_recompiler,video_core: Cleanup some GCC and Clang errors</title>
<updated>2021-07-23T01:51:26+00:00</updated>
<author>
<name>lat9nq</name>
<email>22451773+lat9nq@users.noreply.github.com</email>
</author>
<published>2021-04-06T02:25:22+00:00</published>
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<id>urn:sha1:a4e7a41e7f7d0af4bd0187fddf68c4b6c7ca796f</id>
<content type='text'>
Mostly fixing unused *, implicit conversion, braced scalar init,
fpermissive, and some others.

Some Clang errors likely remain in video_core, and std::ranges is still
a pertinent issue in shader_recompiler

shader_recompiler: cmake: Force bracket depth to 1024 on Clang
Increases the maximum fold expression depth

thread_worker: Include condition_variable

Don't use list initializers in control flow

Co-authored-by: ReinUsesLisp &lt;reinuseslisp@airmail.cc&gt;
</content>
</entry>
<entry>
<title>shader: Implement FSWZADD</title>
<updated>2021-07-23T01:51:25+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2021-03-29T02:23:45+00:00</published>
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<id>urn:sha1:d5d6d4ce7496fee15c445defcc2593f000b1bd77</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader: Fix F2I</title>
<updated>2021-07-23T01:51:24+00:00</updated>
<author>
<name>FernandoS27</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2021-03-23T23:02:30+00:00</published>
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<id>urn:sha1:c52b528cf7eaaa5652f44106112d1c4bca08bb68</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader: Implement DMUL and DFMA</title>
<updated>2021-07-23T01:51:24+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2021-03-21T06:09:14+00:00</published>
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<id>urn:sha1:e7710fe30e6b2d9e4ff608098de6dbf7557d207e</id>
<content type='text'>
Also add a missing const on DADD
</content>
</entry>
<entry>
<title>shader: Add FP64 register load/store helpers</title>
<updated>2021-07-23T01:51:24+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2021-03-21T05:32:02+00:00</published>
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</content>
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