nmzik
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3b1a94707a
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shader: capture only memory-dependent resource predicates
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2026-10-09 15:06:39 +00:00 |
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nmzik
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3df456675d
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shader: own control flow on IR blocks with direct targets
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2026-10-09 01:59:41 +02:00 |
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nmzik
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dbe5353f3a
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shader: eliminate retained SRT lookup aliases
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2026-10-09 01:44:34 +02:00 |
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nmzik
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e1ac893a0c
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shader: collect usage once and emit descriptor slots directly
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2026-10-09 02:17:38 +04:00 |
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nmzik
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b929bbe3e0
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shader: limit broad image tables to compatible views
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2026-10-06 14:59:05 +04:00 |
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nmzik
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5a491abbda
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shader: remove redundant descriptor sorting and stale null check
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2026-10-06 14:53:17 +04:00 |
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Claxten
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cd06601022
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shader: replace CPU selector chains with direct image-table lookup
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2026-10-06 14:53:17 +04:00 |
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nmzik
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c23de62184
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shader: resolve nested descriptor selector tables with exact scalar offsets
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2026-10-06 14:53:17 +04:00 |
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nmzik
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266c12cec6
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Revert "shader: keep scalar data native and preserve raw addresses"
This reverts commit cd9fc6ff2d.
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2026-10-05 18:39:31 +04:00 |
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nmzik
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5c83060481
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shader: resolve masked image keys in strided descriptor records
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2026-10-05 14:43:21 +04:00 |
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nmzik
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0ee8800905
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shader: read image descriptors indexed by workgroup
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
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2026-10-05 02:24:51 +04:00 |
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nmzik
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96c067d0fb
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shader: fix filtering for scaled 8-bit textures
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
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2026-10-05 02:24:51 +04:00 |
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nmzik
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3ba0e971e9
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shader: materialize exact buffer capacity through shared clean reads
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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2026-10-04 18:39:34 +04:00 |
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nmzik
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8b05b6730e
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shader: bind dispatch spans while keeping GPU record counts native
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
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2026-10-04 18:39:34 +04:00 |
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nmzik
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cd9fc6ff2d
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shader: keep scalar data native and preserve raw addresses
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2026-10-04 18:39:34 +04:00 |
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nmzik
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b183cb1011
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shader: share bounded material-key scans across scalar and vector loads
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2026-10-04 18:39:34 +04:00 |
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nmzik
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843b577880
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shader: resolve bounded GPU material keys through sampled image arrays
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
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2026-10-04 18:39:34 +04:00 |
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nmzik
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0258bd61ea
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shader: preserve complete clear recognition with dispatch EXEC bounds
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
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2026-10-04 18:39:34 +04:00 |
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nmzik
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ec3e48cdde
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shader: synchronize GPU-produced direct writable descriptors
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
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2026-10-04 18:39:34 +04:00 |
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nmzik
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429d0af62b
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shader: bind bounded GPU-selected buffer store destinations
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
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2026-10-04 18:39:34 +04:00 |
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nmzik
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7f158c656e
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Share sampler descriptor snapshots across native variants
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2026-10-03 17:31:15 +04:00 |
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frans
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bd611bfe15
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Honor explicit gather LOD with shared image mip selection
Co-authored-by: YuhiAida <21134775+YuhiAida@users.noreply.github.com>
Co-authored-by: BlackCAT <52720489+psnwd@users.noreply.github.com>
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
Co-authored-by: Senaxx <michelbeld@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
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2026-10-03 14:19:33 +04:00 |
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BlackCAT
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ef4c5baf3a
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Implement RDNA2 64-bit image atomic maximum
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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2026-10-03 14:19:32 +04:00 |
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nmzik
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684330c9e4
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Specialize shader resources in place and fuse buffer refresh work
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2026-10-02 16:16:31 +04:00 |
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nmzik
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7804eef9b6
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Lower finite GPU-selected image descriptors through shared indirect bindings
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2026-10-02 15:37:17 +04:00 |
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nmzik
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6409be2874
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shader: respect branch reachability when refreshing scalar resources
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2026-10-02 00:51:15 +04:00 |
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nmzik
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c8baa7b909
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shader: derive immutable resource policy once per plan
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2026-09-28 18:01:49 +04:00 |
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nmzik
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0791f921f6
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UFC 5 in-game (#883)
* shader: release descriptor dependencies
* shader: simplify shared-exit control flow
* shader: fix scalar memory loads
* shader: fix LDS counter bounds
* renderer: skip inactive pixel shaders
* shader: respect FP32 mode in comparisons
* renderer: fix sampler border colors
* shader: resolve descriptors from control flow
* shader: resolve descriptors before resource planning
* shader: handle scalar guards for image bounds
* shader: handle reduced guards for image loops
* shader: fix wave guards and material indices
* shader: preserve scalar buffer offset alignment and carry
* shader: prove masked loop bounds across iteration transitions
* shader: preserve source and IR before resource tracking failures
* shader: track material keys selected from active lanes
* shader: remove obsolete post-dominator analysis
* shader: follow bounds guards through control-flow joins
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2026-09-28 16:03:05 +04:00 |
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nmzik
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496432bbb4
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Shader: skip identity image remapping on materialization hits
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2026-09-27 10:47:18 +04:00 |
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Pcniado
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bec67b7863
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Fix HITMAN 3 boot, layered presentation, and socket imports (#851)
* videoout: synchronize layered flips with premultiplied composition
* shader: support unsigned FFBH subword sources
* shader: apply cube-face result scaling
* shader: prune buffer reads proven out of bounds
* net: implement send and receive exports with shared socket handling
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
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2026-09-27 02:13:30 +04:00 |
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nmzik
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cf268af839
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Shader: implement RDNA2 image atomic float maximum
Shader: implement RDNA2 image atomic float minimum
Co-authored-by: foufouadi <attar.foued@gmail.com>
Co-authored-by: frans <francois.att@gmail.com>
Co-authored-by: fxpw <fxpw@outlook.com>
Co-authored-by: Matthew Hurley <171001439+theantipopau@users.noreply.github.com>
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2026-09-26 15:15:35 +04:00 |
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nmzik
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93185953f1
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shader: fuse image specialization setup with materialization
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2026-09-25 14:27:09 +04:00 |
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nmzik
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963a0817dc
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Bound uniformized image keys by guarded material mask
Co-authored-by: TarkusR <90155059+TarkusR@users.noreply.github.com>
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2026-09-24 11:13:33 +04:00 |
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nmzik
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3b89e36d1e
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Track bounded indirect image tables from signed shader loops
Co-authored-by: TarkusR <90155059+TarkusR@users.noreply.github.com>
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2026-09-24 11:13:33 +04:00 |
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nmzik
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5ed5fdd36e
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Preserve resource level bits in texture descriptors
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2026-09-23 15:41:02 +04:00 |
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nmzik
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ef83ba65ad
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Validate texture descriptor fields
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2026-09-23 15:41:02 +04:00 |
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nmzik
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d30dca78be
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Read image descriptors in one bounded span
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2026-09-23 15:41:02 +04:00 |
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nmzik
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66f1a82365
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Resolve scalar image tables during resource planning
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2026-09-23 15:41:02 +04:00 |
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nmzik
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eb8a5504a3
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Emit coordinates for each indirect image candidate
Co-authored-by: Techx3 <56268269+Techx3@users.noreply.github.com>
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2026-09-23 15:41:02 +04:00 |
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nmzik
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13fcb3a133
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Refresh cached resources in one SRT walk
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2026-09-23 15:41:02 +04:00 |
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nmzik
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4b074cf9e9
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Avoid heap allocation when compacting materialized shader images
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2026-09-22 11:38:50 +04:00 |
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nmzik
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af3a3f4bf6
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Preserve uniform conditional sampler choices in resource plans
Related work: https://github.com/KytyPS5/KytyPS5/pull/558
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
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2026-09-16 22:33:19 +04:00 |
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nmzik
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25a44371e3
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refactor(graphics)
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2026-09-12 13:40:10 +04:00 |
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nmzik
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ace877ce28
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shader: lower FMASK loads before binding images
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2026-09-06 06:42:23 +04:00 |
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nmzik
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ebe0979563
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shader: share runtime value checks
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2026-09-05 13:16:54 +04:00 |
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nmzik
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bec7c510c2
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render: use native clears for stencil fill shaders
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2026-09-05 12:36:13 +04:00 |
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nmzik
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dea80f34ca
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shader: detect full buffer fills from uniform stores
Co-authored-by: Techx3 <56268269+Techx3@users.noreply.github.com>
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2026-09-05 10:34:30 +04:00 |
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nmzik
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59902d1fd8
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shader: skip resources in untaken uniform branches
Co-authored-by: GodsWill <GodsWill@users.noreply.github.com>
Co-authored-by: Techx3 <56268269+Techx3@users.noreply.github.com>
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2026-09-05 09:38:50 +04:00 |
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nmzik
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98200fed19
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shader: rework resource specialization and optimize pipeline caching
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2026-09-03 03:04:17 +02:00 |
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nmzik
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86e3c90e32
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shader: simplify image resource semantics
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2026-09-02 15:45:15 +02:00 |
|