nmzik
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fa68e104ea
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shader: fold full wave64 masks before register predication
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2026-10-13 21:27:07 +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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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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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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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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35759e48cf
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shader: expose wave32 feature guards through ballot mask simplification
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2026-10-02 00:51:15 +04:00 |
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Senaxx
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0d0b215fab
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shader: port 64-bit ALU and atomic opcodes
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2026-10-02 00:51:15 +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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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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7516068662
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gpu: compile RDNA2 tessellation through native LS HS and TES stages
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2026-09-14 06:58:32 +04:00 |
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nmzik
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2c5060e14f
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shader: remove masked-value pass and normalize ancillary fields
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2026-09-07 11:12:48 +04:00 |
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nmzik
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533176f9ff
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shader: drop inactive pixel values under whole-quad masks
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2026-09-06 14:38:32 +04:00 |
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nmzik
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b346f58b73
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shader: read sample IDs from pixel ancillary input
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2026-09-06 06:54:38 +04:00 |
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nmzik
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b96a30ed88
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shader: keep fragment layer values under lane masks
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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2026-09-05 11:43:49 +04:00 |
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nmzik
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85cf965d54
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refactor(shader): centralize typed resource metadata
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2026-08-21 03:32:47 +02:00 |
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nmzik
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6e9f162bd4
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refactor(shader): compact paired 64-bit lowering
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2026-08-21 03:32:47 +02:00 |
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nmzik
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c9e942a972
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refactor(shader): compact whole-quad mask lowering
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2026-08-21 03:32:47 +02:00 |
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nmzik
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5383972e96
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refactor(shader): preserve native wide buffer operations
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2026-08-21 03:32:47 +02:00 |
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nmzik
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b42380ced6
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shader_recompiler: add SSA
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2026-08-18 03:53:41 +02:00 |
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