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<title>eglantine-cirakg/src/video_core/shader/decode/arithmetic_half.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: Enforce -Werror=switch</title>
<updated>2020-09-16T20:48:01+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-09-16T20:48:01+00:00</published>
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<id>urn:sha1:ee7e70cfbc5d60e507aaa19202ad8192dc0fa2a7</id>
<content type='text'>
This forces us to fix all -Wswitch warnings in video_core.
</content>
</entry>
<entry>
<title>decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits</title>
<updated>2020-04-23T21:29:38+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-04-20T06:24:00+00:00</published>
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<id>urn:sha1:3e808936a86c795b1ed35858cf001869240bdd0b</id>
<content type='text'>
The encoding for negation and absolute value was wrong.
Extracting is now done manually. Similar instructions having different
encodings is the rule, not the exception. To keep sanity and readability
I preferred to extract the desired bit manually.

This is implemented against nxas:
https://github.com/ReinUsesLisp/nxas/blob/8dbc38995711cc12206aa370145a3a02665fd989/table.h#L68

That is itself tested against nvdisasm (Nvidia's official disassembler).
</content>
</entry>
<entry>
<title>shader/decode: Reduce severity of arithmetic rounding warnings</title>
<updated>2019-11-07T04:43:38+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2019-11-04T05:24:58+00:00</published>
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<id>urn:sha1:93d1d8713bfc99034e28ee91b06d4a88d8247dd1</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader: Use shared_ptr to store nodes and move initialization to file</title>
<updated>2019-06-05T23:41:52+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2019-06-05T01:44:06+00:00</published>
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<id>urn:sha1:fd392543e80944f4ff4dba770b139573fa5e1b4e</id>
<content type='text'>
Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.

This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
</content>
</entry>
<entry>
<title>shader/decode/*: Eliminate indirect inclusions</title>
<updated>2019-05-23T05:55:52+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-05-22T21:17:19+00:00</published>
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<id>urn:sha1:bf42020f25c6fbff0c0b0db2f276fbc6934aea53</id>
<content type='text'>
Amends cases where we were using things that were indirectly being
satisfied through other headers. This way, if those headers change and
eliminate dependencies on other headers in the future, we don't have
cascading compilation errors.
</content>
</entry>
<entry>
<title>Corrections Half Float operations on const buffers and implement saturation.</title>
<updated>2019-04-21T01:11:33+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2019-04-20T03:10:19+00:00</published>
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<id>urn:sha1:b17f7da309a826d56fec822d938bccfa7f29b75e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader_ir/decode: Fix half float pre-operations and remove MetaHalfArithmetic</title>
<updated>2019-04-16T00:16:10+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2019-04-15T22:48:11+00:00</published>
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<id>urn:sha1:6ea1afc2bcde6de965c292499c3d353c66749717</id>
<content type='text'>
Operations done before the main half float operation (like HAdd) were
managing a packed value instead of the unpacked one. Adding an unpacked
operation allows us to drop the per-operand MetaHalfArithmetic entry,
simplifying the code overall.
</content>
</entry>
<entry>
<title>shader_ir/decode: Reduce severity of unimplemented half-float FTZ</title>
<updated>2019-04-16T00:16:09+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2019-04-09T20:34:11+00:00</published>
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<id>urn:sha1:9c4449696a1810d2426969ed92f92dd6cd0bd5d9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader_ir: Rename BasicBlock to NodeBlock</title>
<updated>2019-02-03T20:21:20+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2019-01-30T05:09:40+00:00</published>
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<id>urn:sha1:92c948999b3c354891a22b230adbb1393f5084a3</id>
<content type='text'>
It's not always used as a basic block. Rename it for consistency.
</content>
</entry>
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