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glasm: Rework control flow introducing a syntax list
This commit regresses VertexA shaders, their transformation pass has to be adapted to the new control flow.
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@ -463,7 +463,6 @@ EmitContext::EmitContext(const Profile& profile_, IR::Program& program, Bindings
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DefineImages(program.info, image_binding);
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DefineAttributeMemAccess(program.info);
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DefineGlobalMemoryFunctions(program.info);
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DefineLabels(program);
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}
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EmitContext::~EmitContext() = default;
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@ -487,8 +486,6 @@ Id EmitContext::Def(const IR::Value& value) {
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return Const(value.F32());
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case IR::Type::F64:
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return Constant(F64[1], value.F64());
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case IR::Type::Label:
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return value.Label()->Definition<Id>();
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default:
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throw NotImplementedException("Immediate type {}", value.Type());
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}
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@ -1139,12 +1136,6 @@ void EmitContext::DefineImages(const Info& info, u32& binding) {
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}
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}
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void EmitContext::DefineLabels(IR::Program& program) {
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for (IR::Block* const block : program.blocks) {
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block->SetDefinition(OpLabel());
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}
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}
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void EmitContext::DefineInputs(const Info& info) {
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if (info.uses_workgroup_id) {
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workgroup_id = DefineInput(*this, U32[3], false, spv::BuiltIn::WorkgroupId);
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