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<title>eglantine-cirakg/src/shader_recompiler/program_header.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>2022-04-23T09:55:32+00:00</updated>
<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>Address review comments</title>
<updated>2022-03-18T19:55:46+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2022-03-18T19:55:46+00:00</published>
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<id>urn:sha1:35e3d7bef03a0c7fa6db27b592b41cd7c2dbf506</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader_recompiler/EXIT: skip render targets with no outputs</title>
<updated>2022-03-18T13:26:25+00:00</updated>
<author>
<name>Liam</name>
<email>byteslice@airmail.cc</email>
</author>
<published>2022-03-18T13:26:25+00:00</published>
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<id>urn:sha1:da3be7513ba317d112c35f6470763cf8de78769c</id>
<content type='text'>
</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>shader_environment: Add shader_local_memory_crs_size to local memory size</title>
<updated>2021-07-23T01:51:35+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2021-06-10T03:33:48+00:00</published>
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<id>urn:sha1:1bbecac1d2bc487fd2a895976487d4d8b4d0f6a1</id>
<content type='text'>
Fixes DOOM 2016 missing local memory
</content>
</entry>
<entry>
<title>shader: Implement indexed Position and ClipDistances</title>
<updated>2021-07-23T01:51:26+00:00</updated>
<author>
<name>FernandoS27</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2021-04-04T07:38:15+00:00</published>
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<id>urn:sha1:e9cffe874f35d33c92d1b13caef8f000587615c7</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader: Implement indexed attributes</title>
<updated>2021-07-23T01:51:26+00:00</updated>
<author>
<name>FernandoS27</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2021-04-04T04:47:14+00:00</published>
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<id>urn:sha1:1fe6a22cffb2e33c38d6f4364477c25c0cfd1b3f</id>
<content type='text'>
</content>
</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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<id>urn:sha1:33090a74dda9b9be9b4b3b7879a499512652f961</id>
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