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<title>eglantine-cirakg/src/video_core/shader/decode.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>2021-07-23T01:51:22+00:00</updated>
<entry>
<title>shader: Remove old shader management</title>
<updated>2021-07-23T01:51:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-02-16T23:52:12+00:00</published>
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<id>urn:sha1:65069df8aa3975b055d70c3c615f9c99d60c72e0</id>
<content type='text'>
</content>
</entry>
<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: Make use of ordered container contains() where applicable</title>
<updated>2020-12-07T21:30:39+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-07T21:30:36+00:00</published>
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<id>urn:sha1:909671a055dc344cbda08288c6bc59df732bc1a2</id>
<content type='text'>
With C++20, we can use the more concise contains() member function
instead of comparing the result of the find() call with the end
iterator.
</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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<id>urn:sha1:5db4785535a6d5646e751e776356505e8e235554</id>
<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>shader_ir: Separate float-point comparisons in ordered and unordered</title>
<updated>2020-05-09T07:55:15+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-05-09T07:55:15+00:00</published>
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<id>urn:sha1:d8598a87176ed1a7dd3ba4cdc9c239cf5fdf3a58</id>
<content type='text'>
This allows us to use native SPIR-V instructions without having to
manually check for NAN.
</content>
</entry>
<entry>
<title>Merge pull request #3693 from ReinUsesLisp/clean-samplers</title>
<updated>2020-05-02T04:45:41+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2020-05-02T04:45:41+00:00</published>
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<id>urn:sha1:33a218bea2a5a8f0c72739dd4abe4f234474accf</id>
<content type='text'>
shader/texture: Support multiple unknown sampler properties</content>
</entry>
<entry>
<title>shader/memory_util: Deduplicate code</title>
<updated>2020-04-26T04:38:51+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-04-24T04:44:14+00:00</published>
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<id>urn:sha1:9b433b2467404c149b92869d8d06b6a403d8e3be</id>
<content type='text'>
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as
well as shader decoder code.

While we are at it, fix a bug in gl_shader_cache where compute shaders
had an start offset of a stage shader.
</content>
</entry>
<entry>
<title>shader_ir: Turn classes into data structures</title>
<updated>2020-04-23T21:00:06+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-04-16T04:34:45+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>video_core: Rename "const buffer locker" to "registry"</title>
<updated>2020-03-09T21:40:06+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-02-28T23:53:10+00:00</published>
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<id>urn:sha1:99be31c902e2d7168a59f1fb3e1ea5dc2486f7f5</id>
<content type='text'>
</content>
</entry>
<entry>
<title>gl_shader_cache: Rework shader cache and remove post-specializations</title>
<updated>2020-03-09T21:40:06+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-02-26T19:13:47+00:00</published>
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<id>urn:sha1:8021ee48a3cd47a392f93b117fe9d41799facf12</id>
<content type='text'>
Instead of pre-specializing shaders and then post-specializing them,
drop the later and only "specialize" the shader while decoding it.
</content>
</entry>
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