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<title>Ryujinx/Ryujinx.Graphics.Shader/Translation/Translator.cs, branch master</title>
<subtitle>A backup of the Ryujinx master git branch.
</subtitle>
<id>https://git.benis.co.uk/Ryujinx/atom?h=master</id>
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<updated>2023-04-27T21:51:14+00:00</updated>
<entry>
<title>Move solution and projects to src</title>
<updated>2023-04-27T21:51:14+00:00</updated>
<author>
<name>TSR Berry</name>
<email>20988865+TSRBerry@users.noreply.github.com</email>
</author>
<published>2023-04-07T23:22:00+00:00</published>
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<id>urn:sha1:cee712105850ac3385cd0091a923438167433f9f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Refactor attribute handling on the shader generator (#4565)</title>
<updated>2023-04-25T22:51:07+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2023-04-25T22:51:07+00:00</published>
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<id>urn:sha1:9f12e50a546b15533778ed0d8290202af91c10a2</id>
<content type='text'>
* Refactor attribute handling on the shader generator

* Implement gl_ViewportMask[]

* Add back the Intel FrontFacing bug workaround

* Fix GLSL transform feedback outputs mistmatch with fragment stage

* Shader cache version bump

* Fix geometry shader recognition

* PR feedback

* Delete GetOperandDef and GetOperandUse

* Remove replacements that are no longer needed on GLSL compilation on Vulkan

* Fix incorrect load for per-patch outputs

* Fix build</content>
</entry>
<entry>
<title>Move gl_Layer to vertex shader if geometry is not supported (#4368)</title>
<updated>2023-02-25T10:39:51+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2023-02-25T10:39:51+00:00</published>
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<id>urn:sha1:cedd2007451c046a1276556bacb4e19333b11557</id>
<content type='text'>
* Set gl_Layer on vertex shader if it's set on the geometry shader and it does nothing else

* Shader cache version bump

* PR feedback

* Fix typo</content>
</entry>
<entry>
<title>Make structs readonly when applicable (#4002)</title>
<updated>2022-12-05T13:47:39+00:00</updated>
<author>
<name>Andrey Sukharev</name>
<email>SukharevAndrey@users.noreply.github.com</email>
</author>
<published>2022-12-05T13:47:39+00:00</published>
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<id>urn:sha1:4da44e09cb2a32f69b4a6b47221117b78e4618dc</id>
<content type='text'>
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies

* Make structs with trivial boilerplate equality code record structs

* Remove unnecessary readonly modifiers from TextureCreateInfo

* Make BitMap structs readonly too</content>
</entry>
<entry>
<title>Move gl_Layer from vertex to geometry if GPU does not support it on vertex (#3866)</title>
<updated>2022-11-19T02:27:54+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2022-11-19T02:27:54+00:00</published>
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<id>urn:sha1:2e43d01d3658d82f98c9eeea8280d8ec122c0c6b</id>
<content type='text'>
* Move gl_Layer from vertex to geometry if GPU does not support it on vertex

* Shader cache version bump

* PR feedback</content>
</entry>
<entry>
<title>Use new LINQ Order() methods (#3851)</title>
<updated>2022-11-16T18:17:03+00:00</updated>
<author>
<name>Berkan Diler</name>
<email>b.diler@gmx.de</email>
</author>
<published>2022-11-16T18:17:03+00:00</published>
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<id>urn:sha1:b96794e72b76138ee1cf36226c47554b4cf1d670</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Implement HLE macro for DrawElementsIndirect (#3748)</title>
<updated>2022-11-16T17:53:04+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2022-11-16T17:53:04+00:00</published>
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<id>urn:sha1:f1d1670b0b1b5c08064df95dabd295f3cf5dcf7f</id>
<content type='text'>
* Implement HLE macro for DrawElementsIndirect

* Shader cache version bump

* Use GL_ARB_shader_draw_parameters extension on OpenGL

* Fix DrawIndexedIndirectCount on Vulkan when extension is not supported

* Implement DrawIndex

* Alignment

* Fix some validation errors

* Rename BaseIds to DrawParameters

* Fix incorrect index buffer and vertex buffer size in some cases

* Add HLE macros for DrawArraysInstanced and DrawElementsInstanced

* Perform a regular draw when indirect data is not modified

* Use non-indirect draw methods if indirect buffer was not GPU modified

* Only check if draw parameters match if the shader actually uses them

* Expose Macro HLE setting on GUI

* Reset FirstVertex and FirstInstance after draw

* Update shader cache version again since some people already tested this

* PR feedback

Co-authored-by: riperiperi &lt;rhy3756547@hotmail.com&gt;</content>
</entry>
<entry>
<title>infra: Migrate to .NET 7 (#3795)</title>
<updated>2022-11-09T19:22:43+00:00</updated>
<author>
<name>Mary-nyan</name>
<email>mary@mary.zone</email>
</author>
<published>2022-11-09T19:22:43+00:00</published>
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<id>urn:sha1:c6d05301aae7509ea6a1ec29d39a72bac94d80b0</id>
<content type='text'>
* Update readme to mention .NET 7

* infra: Migrate to .NET 7

.NET 7 is still in preview but this prepare for the release coming up
next month.

* Use Random.Shared in CreateRandom

* Move UInt128Utils.cs to Ryujinx.Common project

* Fix inverted parameters in System.UInt128 constructor

* Fix Visual Studio complains on  Ryujinx.Graphics.Vic

* time: Fix missing alignment enforcement in SystemClockContext

Fixes at least Smash

* time: Fix missing alignment enforcement in SteadyClockContext

Fix games (like recent version of Smash) using time shared memory

* Switch to .NET 7.0.100 release

* Enable Tiered PGO

* Ensure CreateId validity requirements are meet when doing random generation

Also enforce correct packing layout for other Mii structures.

This fix a Mario Kart 8 crashes related to the default Miis.</content>
</entry>
<entry>
<title>Improve shader BRX instruction code generation (#3759)</title>
<updated>2022-10-15T23:20:16+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2022-10-15T23:20:16+00:00</published>
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<id>urn:sha1:2df16ded9ba06a874b58132cc2c78175631a3b8d</id>
<content type='text'>
* Improve shader BRX instruction code generation

* Shader cache version bump, add some comments and asserts</content>
</entry>
<entry>
<title>Fix incorrect tessellation inputs/outputs (#3728)</title>
<updated>2022-10-01T05:35:52+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2022-10-01T05:35:52+00:00</published>
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<id>urn:sha1:9c2500de5ffa76d74e1761be9e6a1e50b36af7c5</id>
<content type='text'>
* Fix incorrect tessellation inputs/outputs

* Shader cache version bump</content>
</entry>
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