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<title>eglantine-cirakg/src/video_core/shader/decode/hfma2.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>Shader_Ir: Downgrade precision and rounding asserts to debug asserts.</title>
<updated>2019-07-18T12:17:19+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2019-07-18T12:17:19+00:00</published>
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<id>urn:sha1:a13b47f080bdfdb08ccf00c806e21be2a80654fc</id>
<content type='text'>
This commit reduces the sevirity of asserts for FP precision and 
rounding as this are well known and have little to no consequences in 
gpu's accuracy.
</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>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: 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: Unify constant buffer offset values</title>
<updated>2019-01-30T05:45:50+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2019-01-28T21:11:23+00:00</published>
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<id>urn:sha1:12fbe5dcf811b6439336e52fa9860be0a444cdfa</id>
<content type='text'>
Constant buffer values on the shader IR were using different offsets if
the access direct or indirect. cbuf34 has a non-multiplied offset while
cbuf36 does. On shader decoding this commit multiplies it by four on
cbuf34 queries.
</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: Implement HFMA2</title>
<updated>2019-01-15T20:54:52+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2018-12-23T05:26:35+00:00</published>
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