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shader: Intrusively store in a block if it's sealed or not
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@ -195,7 +195,7 @@ public:
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case Status::Start: {
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if (const IR::Value& def = current_def.Def(block, variable); !def.IsEmpty()) {
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stack.back().result = def;
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} else if (!sealed_blocks.contains(block)) {
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} else if (!block->IsSsaSealed()) {
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// Incomplete CFG
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IR::Inst* phi{&*block->PrependNewInst(block->begin(), IR::Opcode::Phi)};
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phi->SetFlags(IR::TypeOf(UndefOpcode(variable)));
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@ -251,7 +251,7 @@ public:
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std::visit([&](auto& variable) { AddPhiOperands(variable, *phi, block); }, variant);
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}
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}
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sealed_blocks.insert(block);
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block->SsaSeal();
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}
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private:
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@ -297,7 +297,6 @@ private:
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return same;
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}
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boost::container::flat_set<IR::Block*> sealed_blocks;
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boost::container::flat_map<IR::Block*, boost::container::flat_map<Variant, IR::Inst*>>
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incomplete_phis;
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DefTable current_def;
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