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shader: Implement CAL inlining function calls
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@ -164,14 +164,12 @@ private:
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void TexturePass(Environment& env, IR::Program& program) {
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TextureInstVector to_replace;
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for (IR::Function& function : program.functions) {
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for (IR::Block* const block : function.post_order_blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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if (!IsTextureInstruction(inst)) {
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continue;
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}
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to_replace.push_back(MakeInst(env, block, inst));
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for (IR::Block* const block : program.post_order_blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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if (!IsTextureInstruction(inst)) {
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continue;
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}
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to_replace.push_back(MakeInst(env, block, inst));
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}
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}
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// Sort instructions to visit textures by constant buffer index, then by offset
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