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<title>eglantine-cirakg/src/video_core/engines/engine_upload.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>
<link rel='self' href='https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2'/>
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<updated>2026-10-28T02:26:16+00:00</updated>
<entry>
<title>Switch 2: Turing macros, native compute, Ampere shader lowering, native tiling</title>
<updated>2026-10-28T02:26:16+00:00</updated>
<author>
<name>Takoroka</name>
<email>137927095+Takoroka@users.noreply.github.com</email>
</author>
<published>2026-10-28T02:26:16+00:00</published>
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<id>urn:sha1:51207c73c889dbdc4a586a5da23314f6d33e4eb9</id>
<content type='text'>
From changes.patch: the TU104/GA10x MME interpreter (shared macro context for
the process's channels, also on the compute class), native compute with QMD
3.0 dependency scheduling, the Ampere-to-Maxwell shader lowering, native
vertex stream sizes, and the console's GOB swizzle for textures, DMA copies
and the host unswizzle shaders. Switch 2 channels turn all of it on at init.

The lowering is widened for title 4 (all 32 of its programs lower): general
TEX (any dimension/LOD/mask, operand split 1+1/2+1/2+2/4+n, any but consistent
descriptor buffer), cube/array, SULD channel masks, 128-bit STG, indexed IPA,
VOTE, SHFL with any immediate or predicate output, R2P/P2R byte select,
uniform ULOP3/ULEA/UBREV/UFLO.SH/UISETP signed/UMOV URZ, IMNMX cbuf, IADD3
and FFMA uniform operands, FMUL /4 /8 x8, and BSSY/BSYNC/BREAK/WARPSYNC as
no-ops. The capture stops at unmapped memory. EDEN_NX2_SHADER_DUMP dumps every
native program; tools in C:\dev\nx2work test the lowering offline.
</content>
</entry>
<entry>
<title>[meta] fix license headers (#2547)</title>
<updated>2025-09-21T19:58:59+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2025-09-21T19:58:59+00:00</published>
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<id>urn:sha1:191e4c75a16aa56451f72b371b4e15717c4a7022</id>
<content type='text'>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2547
Reviewed-by: MaranBr &lt;maranbr@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>[cmake] enable clang-cl and WoA builds (#348)</title>
<updated>2025-09-09T18:47:49+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2025-09-09T18:47:49+00:00</published>
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<id>urn:sha1:9d2681ecc9565681db623fb71799e76381998512</id>
<content type='text'>
Compilation and CMake fixes for both Windows on ARM and clang-cl, meaning Windows can now be built on both MSVC and clang on both amd64 and aarch64.

Compiling on clang is *dramatically* faster so this should be useful for CI.

Co-authored-by: crueter &lt;crueter@eden-emu.dev&gt;
Co-authored-by: crueter &lt;crueter@crueter.xyz&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/348
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&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>SMMU: Initial adaptation to video_core.</title>
<updated>2024-01-19T02:12:30+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2023-12-25T06:32:16+00:00</published>
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<id>urn:sha1:9db159da71875db9d9b9fbb7697fc2c2f9575cf2</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use spans over guest memory where possible instead of copying data.</title>
<updated>2023-07-02T22:09:48+00:00</updated>
<author>
<name>Kelebek1</name>
<email>eeeedddccc@hotmail.co.uk</email>
</author>
<published>2023-05-28T23:35:51+00:00</published>
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<id>urn:sha1:42638691b541a29e0362c8aba6da3e2e873457c2</id>
<content type='text'>
</content>
</entry>
<entry>
<title>video_core: Cache GPU internal writes.</title>
<updated>2023-01-05T10:23:39+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2023-01-05T03:05:20+00:00</published>
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<id>urn:sha1:8eafb91af0ed4588e29fd52f674a294777627930</id>
<content type='text'>
</content>
</entry>
<entry>
<title>scratch_buffer: Explicitly defing resize and resize_destructive functions</title>
<updated>2022-12-20T03:40:50+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2022-12-20T03:40:50+00:00</published>
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<id>urn:sha1:4d5adfb3c99944b2d4fbbf50c4cbfd301c0c8690</id>
<content type='text'>
resize keeps previous data intact when the buffer grows
resize_destructive destroys the previous data when the buffer grows
</content>
</entry>
<entry>
<title>engines: Remove unnecessary casts</title>
<updated>2022-11-29T13:38:46+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2022-11-29T13:04:40+00:00</published>
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<id>urn:sha1:0d9c723df4edc5c3714c879d225e7a1e04f7c61b</id>
<content type='text'>
In a few cases we have some casts that can be trivially removed.
</content>
</entry>
<entry>
<title>GPU: Fix buffer cache issue, engine upload not inlining memory in multiline and pessismistic invalidation.</title>
<updated>2022-11-24T19:57:16+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2022-11-24T13:02:58+00:00</published>
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<id>urn:sha1:b3708b0a5bed9283837bfb617a9f1a53bd705f94</id>
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</content>
</entry>
<entry>
<title>DMA &amp; InlineToMemory Engines Rework.</title>
<updated>2022-10-06T19:00:53+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2022-08-14T09:36:36+00:00</published>
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