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shader: materialize exact buffer capacity through shared clean reads
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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@@ -199,6 +199,11 @@ void FoldInstruction(Block& block, Block::iterator instruction,
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std::unordered_set<Inst*>& lowered_ancillary) {
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auto& inst = *instruction;
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switch (inst.GetOpcode()) {
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case ValueOpcode::StoreBufferU32: {
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const auto data = ResolveActiveU32(Arg(inst, 4), Arg(inst, 5));
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if (!data.IsEmpty() && data != inst.Arg(4)) inst.SetArg(4, data);
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return;
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}
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case ValueOpcode::Phi: FoldPhi(inst); return;
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case ValueOpcode::SelectU1:
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if (!FoldSelect(inst) && IsImmediate(Arg(inst, 2), Type::U1) &&
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