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<title>eglantine-cirakg/src/video_core/shader/decode/shift.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: Remove unnecessary enum class casting in logging messages</title>
<updated>2020-12-07T05:41:50+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-07T05:41:47+00:00</published>
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<id>urn:sha1:ea0e85b869ffc0dd372168bf9871bc2523554355</id>
<content type='text'>
fmt now automatically prints the numeric value of an enum class member
by default, so we don't need to use casts any more.

Reduces the line noise a bit.
</content>
</entry>
<entry>
<title>decode/shift: Remove unused variable within Shift()</title>
<updated>2020-04-16T04:16:06+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-04-16T04:16:04+00:00</published>
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<id>urn:sha1:3e1772a6af1dff8c9fabbc43a87c3f048d7f9614</id>
<content type='text'>
Removes a redundant variable that is already satisfied by the IsFull()
utility function.
</content>
</entry>
<entry>
<title>shader/shift: Implement SHIFT_RIGHT_{IMM,R}</title>
<updated>2020-02-02T00:20:02+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-02-02T00:18:36+00:00</published>
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<id>urn:sha1:62ab366971b4cdf068a1387a3ca7134d43ba9ddd</id>
<content type='text'>
Shifts a pair of registers to the right and returns the low register.
</content>
</entry>
<entry>
<title>shader/shift: Implement SHF_LEFT_{IMM,R}</title>
<updated>2020-02-02T00:19:44+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-02-01T05:57:01+00:00</published>
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<id>urn:sha1:0ff3ea31881b7a73760eaafdd7ef75fe1c386616</id>
<content type='text'>
Shifts a pair of registers to the left and returns the high register.
</content>
</entry>
<entry>
<title>video_core/shader: Resolve instances of variable shadowing</title>
<updated>2019-10-24T03:00:31+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-10-24T01:26:07+00:00</published>
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<id>urn:sha1:0a71f5d6f45f72cc96b2578f011c5b4bc402ba31</id>
<content type='text'>
Silences a few -Wshadow warnings.
</content>
</entry>
<entry>
<title>shader/shift: Implement SHR wrapped and clamped variants</title>
<updated>2019-09-04T04:55:24+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2019-08-31T20:06:00+00:00</published>
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<id>urn:sha1:9b001821d99a53d0a733dadc32d73e2daa3a55f7</id>
<content type='text'>
Nvidia defaults to wrapped shifts, but this is undefined behaviour on
OpenGL's spec. Explicitly mask/clamp according to what the guest shader
requires.
</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>
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