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<title>eglantine-cirakg/src/video_core/shader/track.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>General: Make use of std::nullopt where applicable</title>
<updated>2020-09-22T21:32:33+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-09-22T21:31:53+00:00</published>
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<id>urn:sha1:e457001dced3b86c89e842270c6ed0513e81027f</id>
<content type='text'>
Allows some implementations to avoid completely zeroing out the internal
buffer of the optional, and instead only set the validity byte within
the structure.

This also makes it consistent how we return empty optionals.
</content>
</entry>
<entry>
<title>shader/texture: Join separate image and sampler pairs offline</title>
<updated>2020-06-05T03:24:51+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-06-05T02:03:49+00:00</published>
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<id>urn:sha1:2f28ac0ada7637b6437b00e90f53bf558b2c6a67</id>
<content type='text'>
Games using D3D idioms can join images and samplers when a shader
executes, instead of baking them into a combined sampler image. This is
also possible on Vulkan.

One approach to this solution would be to use separate samplers on
Vulkan and leave this unimplemented on OpenGL, but we can't do this
because there's no consistent way of determining which constant buffer
holds a sampler and which one an image. We could in theory find the
first bit and if it's in the TIC area, it's an image; but this falls
apart when an image or sampler handle use an index of zero.

The used approach is to track for a LOP.OR operation (this is done at an
IR level, not at an ISA level), track again the constant buffers used as
source and store this pair. Then, outside of shader execution, join
the sample and image pair with a bitwise or operation.

This approach won't work on games that truly use separate samplers in a
meaningful way. For example, pooling textures in a 2D array and
determining at runtime what sampler to use.

This invalidates OpenGL's disk shader cache :)

- Used mostly by D3D ports to Switch
</content>
</entry>
<entry>
<title>shader/track: Move bindless tracking to a separate function</title>
<updated>2020-06-05T02:02:55+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-06-05T02:02:55+00:00</published>
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<id>urn:sha1:b435bff43ebd4299b720ffafeb06c82c867a68a7</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Revert: shader_decode: Fix LD, LDG when track constant buffer.</title>
<updated>2020-04-24T15:00:54+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2020-04-24T15:00:54+00:00</published>
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<id>urn:sha1:b19e1d2c096a98ddb2226c0f7954b9024aba5997</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #3679 from lioncash/track</title>
<updated>2020-04-19T05:22:47+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2020-04-19T05:22:47+00:00</published>
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<id>urn:sha1:5122792d3f6977685c5d30f3ce9ab266ee83286a</id>
<content type='text'>
track: Eliminate redundant copies</content>
</entry>
<entry>
<title>track: Eliminate redundant copies</title>
<updated>2020-04-16T01:50:09+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-04-16T01:50:06+00:00</published>
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<id>urn:sha1:7ff67fc7989d9bc8916c405bcbfc47e813363d71</id>
<content type='text'>
Two variables can be references, while two others can be std::moved.
Makes for 4 less atomic reference count increments and decrements.
</content>
</entry>
<entry>
<title>CMakeLists: Specify -Wextra on linux builds</title>
<updated>2020-04-16T01:33:46+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-04-15T19:59:23+00:00</published>
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<id>urn:sha1:02e095313ade87aa2903b6f941ace79716db583f</id>
<content type='text'>
Allows reporting more cases where logic errors may exist, such as
implicit fallthrough cases, etc.

We currently ignore unused parameters, since we currently have many
cases where this is intentional (virtual interfaces).

While we're at it, we can also tidy up any existing code that causes
warnings. This also uncovered a few bugs as well.
</content>
</entry>
<entry>
<title>shader/registry: Store graphics and compute metadata</title>
<updated>2020-03-09T21:40:07+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-02-29T06:49:51+00:00</published>
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<id>urn:sha1:22052e73deb3f5e58ff10027b54c3dcc72b18632</id>
<content type='text'>
Store information GLSL forces us to provide but it's dynamic state in
hardware (workgroup sizes, primitive topology, shared memory size).
</content>
</entry>
<entry>
<title>video_core: Rename "const buffer locker" to "registry"</title>
<updated>2020-03-09T21:40:06+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-02-28T23:53:10+00:00</published>
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<id>urn:sha1:99be31c902e2d7168a59f1fb3e1ea5dc2486f7f5</id>
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</content>
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