nmzik
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973809cde0
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shader: retain bounded scalar material image selectors
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2026-10-09 15:06:39 +00:00 |
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nmzik
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71c7261740
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shader: share indirect texture dispatch with image loads
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2026-10-09 15:06:39 +00:00 |
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nmzik
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5b68a26cce
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shader: keep scalar payload and terminal conditions on the GPU
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2026-10-09 15:06:39 +00:00 |
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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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488c0acae9
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shader: resolve writable descriptors selected by immutable branches
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2026-10-09 15:06:39 +00:00 |
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nmzik
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7b9997baea
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shader: fold exact float class masks into native NaN predicates
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2026-10-09 02:54:21 +02:00 |
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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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52dbc724f8
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shader: store SPIR-V definitions directly in IR nodes
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2026-10-09 01:40:41 +04:00 |
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nmzik
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b38b7454a6
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Preserve vertex export locations for mixed pixel interpolation
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2026-10-08 22:05:53 +04:00 |
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nmzik
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190f838ea4
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shader: preserve workgroup bounds for scalar image descriptor tables
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2026-10-07 21:25:53 +04:00 |
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Claxten
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21a1346e27
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graphics: route compact color exports through CB_SHADER_MASK
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2026-10-07 21:17:35 +04:00 |
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Claxten
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3ba6ebae81
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shader: initialize perspective sample barycentrics at SampleId
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2026-10-07 20:44:46 +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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5b826c6e4a
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shader: emit native 64-bit operations where compatible
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2026-10-05 20:41:03 +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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7a0e1dafd7
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shader: classify native half values with shared operand decoding
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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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af3011cd69
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shader: add missing 64-bit integer image atomics
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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2026-10-05 04:12:06 +04:00 |
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nmzik
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e85279ea7b
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shader: correct DS float min/max operands and special values
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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2026-10-05 04:11:48 +04:00 |
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nmzik
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d8be245c22
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shader: separate legacy FP32 MAD rounding from fused FMA
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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2026-10-05 04:11:48 +04:00 |
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nmzik
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8274e517b2
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shader: add FP64 min, max and rounding
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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b7d3c572c1
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shader: clear unused sampler bits after constant folding
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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b0bbaef1eb
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gpu: store large compute shared memory in device buffers
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2026-10-05 02:24:51 +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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0bef3fc0d3
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gpu: fix separate alpha blending on swizzled render targets
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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98557a83b6
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shader: implement RDNA2 DS masked OR through shared atomic updates
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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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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92ac54a493
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shader: eliminate impossible relative writes with closed loop bounds
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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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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c17fa5b936
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shader: implement RDNA2 DS forward lane permute
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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1f6be3d570
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shader: preserve descriptor key SSA across native-resolved image uses
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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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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5f01308b20
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shader: reuse aligned indirect buffer loads for scalar DWORD reads
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: tototomate123 <rushwars201966@gmail.com>
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2026-10-04 18:39:34 +04:00 |
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nmzik
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e0c90acee0
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shader: preserve EXEC witnesses across reconverged descriptor loops
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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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139b564c01
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shader: fold constant bit reversal before flat stack classification
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
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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a55a28380d
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shader: decode GPU-selected formatted buffer loads with native bounds
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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b4d32394b6
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shader: keep GPU-derived scalar resource reads on the GPU
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
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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284d58d1d5
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shader: implement RDNA2 double-precision fractional part
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2026-10-04 18:39:34 +04:00 |
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nmzik
|
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
|
e4aca7a60b
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shader: initialize EXEC from requested dispatch thread extents
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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f58014ff0e
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shader: preserve wave-wide vector-store completion before publication
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2026-10-04 18:39:34 +04:00 |
|