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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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@ -7,27 +7,20 @@ OPCODE(Phi, Opaque,
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OPCODE(Identity, Opaque, Opaque, )
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OPCODE(Void, Void, )
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// Control flow
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OPCODE(Branch, Void, Label, )
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OPCODE(BranchConditional, Void, U1, Label, Label, )
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OPCODE(LoopMerge, Void, Label, Label, )
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OPCODE(SelectionMerge, Void, Label, )
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OPCODE(Return, Void, )
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// Special operations
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OPCODE(Prologue, Void, )
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OPCODE(Epilogue, Void, )
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OPCODE(BranchConditionRef, Void, U1, )
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OPCODE(Join, Void, )
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OPCODE(Unreachable, Void, )
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OPCODE(DemoteToHelperInvocation, Void, Label, )
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OPCODE(DemoteToHelperInvocation, Void, )
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OPCODE(EmitVertex, Void, U32, )
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OPCODE(EndPrimitive, Void, U32, )
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// Barriers
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OPCODE(Barrier, Void, )
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OPCODE(WorkgroupMemoryBarrier, Void, )
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OPCODE(DeviceMemoryBarrier, Void, )
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// Special operations
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OPCODE(Prologue, Void, )
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OPCODE(Epilogue, Void, )
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OPCODE(EmitVertex, Void, U32, )
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OPCODE(EndPrimitive, Void, U32, )
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// Context getters/setters
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OPCODE(GetRegister, U32, Reg, )
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OPCODE(SetRegister, Void, Reg, U32, )
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