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<title>eglantine-cirakg/src/video_core/shader/decode/arithmetic_immediate.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>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>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/*: Add missing newline to files lacking them</title>
<updated>2019-05-23T05:55:52+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-05-22T21:24:35+00:00</published>
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<id>urn:sha1:9d3cbef5ce679ec1a316cefe5c57907b6573852d</id>
<content type='text'>
Keeps the shader code file endings consistent.
</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>
<entry>
<title>shader_ir: Pass decoded nodes as a whole instead of per basic blocks</title>
<updated>2019-02-03T20:21:20+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2019-01-30T04:56:33+00:00</published>
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<id>urn:sha1:e3c0f29a4d0025a33b29c65dd498ba0455798d82</id>
<content type='text'>
Some games call LDG at the top of a basic block, making the tracking
heuristic to fail. This commit lets the heuristic the decoded nodes as a
whole instead of per basic blocks.

This may lead to some false positives but allows it the heuristic to
track cases it previously couldn't.
</content>
</entry>
<entry>
<title>shader_ir: Pass to decoder functions basic block's code</title>
<updated>2019-01-15T20:54:53+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2018-12-28T23:00:36+00:00</published>
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<id>urn:sha1:1be12d581940b5a4724f536359ec202c66789978</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader_decode: Improve zero flag implementation</title>
<updated>2019-01-15T20:54:53+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2018-12-27T19:50:36+00:00</published>
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<id>urn:sha1:719c83a4c26881d0ce05bd8aa7b758334e082da2</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader_decode: Implement FADD32I</title>
<updated>2019-01-15T20:54:50+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2018-12-21T02:59:01+00:00</published>
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<id>urn:sha1:b7b08104e5246fca0db46e96ba980fbcae01dc5b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader_decode: Implement FMUL32_IMM</title>
<updated>2019-01-15T20:54:50+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2018-12-21T02:58:48+00:00</published>
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<id>urn:sha1:0b08169b9d2af03c3df87507bd69c006bec5d9f6</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader_decode: Implement MOV32_IMM</title>
<updated>2019-01-15T20:54:50+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2018-12-21T02:58:23+00:00</published>
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<id>urn:sha1:4e1582eed1221a0718e8bb5c457187ab2fd858b2</id>
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</entry>
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