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<title>eglantine-cirakg/src/video_core/shader/decode/video.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: Allow copy elision to take place where applicable</title>
<updated>2020-07-21T04:36:13+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-07-21T04:29:23+00:00</published>
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<id>urn:sha1:991e4dc0b39d3b2b7033d1bc03b35f59726f80f2</id>
<content type='text'>
Removes const from some variables that are returned from functions, as
this allows the move assignment/constructors to execute for them.
</content>
</entry>
<entry>
<title>shader/video: Partially implement VMNMX</title>
<updated>2020-04-12T03:34:42+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-03-28T21:49:50+00:00</published>
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<id>urn:sha1:44e1a2c490f77aaf6ed594a4cdae07664d6119f5</id>
<content type='text'>
Implements the common usages for VMNMX. Inputs with a different size
than 32 bits are not supported and sign mismatches aren't supported
either.

VMNMX works as follows:
It grabs Ra and Rb and applies a maximum/minimum on them (this is
defined by .MX), having in mind the input sign. This result can then be
saturated. After the intermediate result is calculated, it applies
another operation on it using Rc. These operations are merges,
accumulations or another min/max pass.

This instruction allows to implement with a more flexible approach GCN's
min3 and max3 instructions (for instance).
</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: 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>
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