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<title>eglantine-cirakg/src/video_core/shader/node_helper.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>
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</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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<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>shader_decode: ATOM/ATOMS: add function to avoid code repetition</title>
<updated>2020-03-30T11:47:50+00:00</updated>
<author>
<name>namkazy</name>
<email>nam.kazt.91@gmail.com</email>
</author>
<published>2020-03-30T11:47:50+00:00</published>
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<id>urn:sha1:fd7fb7c1b7dd3804d7f88d05e337114792b637ec</id>
<content type='text'>
</content>
</entry>
<entry>
<title>node_helper: add IBitfieldExtract case</title>
<updated>2020-03-13T05:50:32+00:00</updated>
<author>
<name>Nguyen Dac Nam</name>
<email>nam.kazt.91@gmail.com</email>
</author>
<published>2020-03-13T05:50:32+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>shader_ir: std::move Node instance where applicable</title>
<updated>2019-07-16T23:49:23+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-07-16T14:37:11+00:00</published>
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<id>urn:sha1:41e2ad0f260e20cf9b6ab503a5e408949544cd26</id>
<content type='text'>
These are std::shared_ptr instances underneath the hood, which means
copying them isn't as cheap as a regular pointer. Particularly so on
weakly-ordered systems.

This avoids atomic reference count increments and decrements where they
aren't necessary for the core set of operations.
</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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<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.
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</entry>
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