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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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 |
|
 nmzikandÇağatay Güçlü
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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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 nmzikandÇağatay Güçlü
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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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 nmzikandÇağatay Güçlü
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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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 nmzikandÇağatay Güçlü
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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 |
|
 nmzikandshadowbeat070
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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 |
|
 nmzikandAli Almohaya
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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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 nmzikandTheCruZ
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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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 nmzikandTheCruZ
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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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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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 nmzikandTheCruZ
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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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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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 nmzikandTheCruZ
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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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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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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 |
|
 nmzikandTheCruZ
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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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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 |
|
 nmzikandAli Almohaya
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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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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 |
|
 BlackCATandshadowbeat070
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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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e317465d8a
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fix linux CI (#972)
* fix linux CI
* Fix indirect image initialization in materialization tests
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2026-10-02 17:20:12 +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
|
f3dc5ee4a9
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Collect shader interface metadata in place without copying resources
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2026-10-02 16:07:16 +04:00 |
|
nmzik
|
95c89229ad
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Remove dead shader instruction cycles with linear liveness traversal
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2026-10-02 15:49:43 +04:00 |
|
nmzik
|
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
|
2b2915e271
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Reuse SSA read traversal storage within each pass
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2026-10-02 00:53:51 +04:00 |
|
nmzik
|
35759e48cf
|
shader: expose wave32 feature guards through ballot mask simplification
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2026-10-02 00:51:15 +04:00 |
|
nmzik
|
6409be2874
|
shader: respect branch reachability when refreshing scalar resources
|
2026-10-02 00:51:15 +04:00 |
|
Senaxx
|
0d0b215fab
|
shader: port 64-bit ALU and atomic opcodes
|
2026-10-02 00:51:15 +04:00 |
|
   
|
337f432016
|
shader: execute PS5 BVH intersections and local FLAT stacks
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
Co-authored-by: Senaxx <michelbeld@gmail.com>
Co-authored-by: Jean-Philippe <github@meunier.jp>
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2026-10-02 00:51:15 +04:00 |
|
 nmzikandEmK530
|
73615c31ff
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graphics: preserve logical alpha when blending reordered targets (PPSA02721)
Co-authored-by: EmK530 <admin@emk530.net>
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2026-09-29 19:52:40 +04:00 |
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nmzik
|
c8baa7b909
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shader: derive immutable resource policy once per plan
|
2026-09-28 18:01:49 +04:00 |
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nmzik
|
0791f921f6
|
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 |
|
nmzik
|
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 |
|
 Pcniadoandnmzik
|
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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