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<title>eglantine-cirakg/src/video_core/shader/decode/half_set.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>half_set: Resolve -Wmaybe-uninitialized warnings</title>
<updated>2020-12-30T22:59:42+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-30T22:59:42+00:00</published>
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<id>urn:sha1:efc456aa94e2ef775d9fb504d7e7cf7bad44e90d</id>
<content type='text'>
</content>
</entry>
<entry>
<title>shader/half_set: Implement HSET2_IMM</title>
<updated>2020-06-22T23:51:18+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-06-22T23:46:25+00:00</published>
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<id>urn:sha1:43e5214413a148fbaefa65e66924540d0bc8d6c1</id>
<content type='text'>
Add HSET2_IMM. Due to the complexity of the encoding avoid using
BitField unions and read the relevant bits from the code itself.
This is less error prone.
</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/*: 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/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>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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