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<title>eglantine-cirakg/src/video_core/shader/decode/bfe.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>clang-format</title>
<updated>2020-03-14T03:07:40+00:00</updated>
<author>
<name>Nguyen Dac Nam</name>
<email>nam.kazt.91@gmail.com</email>
</author>
<published>2020-03-14T03:07:40+00:00</published>
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<id>urn:sha1:2cd41ab0207bd57e0bf3938a8bcd5e4908077de0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>nit</title>
<updated>2020-03-14T02:57:24+00:00</updated>
<author>
<name>Nguyen Dac Nam</name>
<email>nam.kazt.91@gmail.com</email>
</author>
<published>2020-03-14T02:57:24+00:00</published>
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<id>urn:sha1:d13e860a08100221f6e174ed932b028825c615fa</id>
<content type='text'>
</content>
</entry>
<entry>
<title>clang-format</title>
<updated>2020-03-13T08:38:57+00:00</updated>
<author>
<name>Nguyen Dac Nam</name>
<email>nam.kazt.91@gmail.com</email>
</author>
<published>2020-03-13T08:38:57+00:00</published>
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<id>urn:sha1:a9e6b48dc061488b7b49e7b4368fe97d79699ee0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Apply suggestions from code review</title>
<updated>2020-03-13T08:35:15+00:00</updated>
<author>
<name>Nguyen Dac Nam</name>
<email>nam.kazt.91@gmail.com</email>
</author>
<published>2020-03-13T08:35:15+00:00</published>
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<id>urn:sha1:be63f9a0a2c4b1f0bf39cff3d758bc1e5d5d74db</id>
<content type='text'>
Co-Authored-By: Mat M. &lt;mathew1800@gmail.com&gt;</content>
</entry>
<entry>
<title>shader_decode: BFE add ref of reverse parallel method.</title>
<updated>2020-03-13T07:20:18+00:00</updated>
<author>
<name>Nguyen Dac Nam</name>
<email>nam.kazt.91@gmail.com</email>
</author>
<published>2020-03-13T07:20:18+00:00</published>
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<id>urn:sha1:edabb9957ae29133b65faaedac74e6920d9c23c0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader_decode: implement BREV on BFE</title>
<updated>2020-03-13T07:13:31+00:00</updated>
<author>
<name>Nguyen Dac Nam</name>
<email>nam.kazt.91@gmail.com</email>
</author>
<published>2020-03-13T07:13:31+00:00</published>
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<id>urn:sha1:8b2bc366f8e842eeb3ecc681fddb270cb405f2f0</id>
<content type='text'>
Implement reverse parallel follow: https://graphics.stanford.edu/~seander/bithacks.html#ReverseParallel</content>
</entry>
<entry>
<title>shader_decode: Reimplement BFE instructions</title>
<updated>2020-03-13T05:48:01+00:00</updated>
<author>
<name>Nguyen Dac Nam</name>
<email>nam.kazt.91@gmail.com</email>
</author>
<published>2020-03-13T05:48:01+00:00</published>
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<id>urn:sha1:86eb7ea0c7731620b5ec3de5502fd429b1fb6b76</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>
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