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shader: own control flow on IR blocks with direct targets
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@@ -493,15 +493,6 @@ struct ShaderInfo {
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bool operator==(const ShaderInfo& other) const = default;
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};
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struct BlockInfo {
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uint32_t id = 0;
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uint32_t start_pc = 0;
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uint32_t end_pc = 0;
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CFG::Terminator terminator;
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Value condition;
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Value indirect_target;
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};
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struct DescriptorSource {
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struct IndirectDescriptor {
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struct SelectorRead {
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@@ -631,7 +622,6 @@ struct Program: ResourcePlan {
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bool dispatcher_fallback = false;
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CFG::FailureKind cfg_failure_kind = CFG::FailureKind::None;
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std::string fallback_reason;
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std::vector<BlockInfo> block_info;
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struct ScalarWrite { uint32_t pc; ScalarReg reg; };
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std::vector<ScalarWrite> scalar_writes;
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// Typed memory and export instructions reference shader-local metadata by dense index.
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