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shader: validate the IR once, at SPIR-V emission
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@@ -319,7 +319,7 @@ void TestInvariantIndirectImageMaterialization(bool nested) {
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fixture->PlanAndTrack();
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auto plan = ExtractResourcePlan(fixture->program);
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EliminateDeadCode(fixture->program.blocks);
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ValidateProgram(fixture->program, true);
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ValidateProgram(fixture->program);
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const auto &source = *plan.descriptor_sources[plan.info.images[0].source].indirect_descriptor;
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Check(!source.selector && fixture->program.info.buffers.size() == (nested ? 3u : 2u) &&
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std::ranges::any_of(*fixture->block, [](const Inst &inst) {
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@@ -7589,7 +7589,7 @@ ResourcePlan ConditionalSamplerPlan(bool diamond, bool reverse, bool reverse_phi
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Check(sampler_words[0].ResolveInstruction()->GetOpcode() == ValueOpcode::Phi,
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"host descriptor selection changed the GPU Phi");
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EliminateDeadCode(fixture.program.blocks);
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ValidateProgram(fixture.program, true);
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ValidateProgram(fixture.program);
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return ExtractResourcePlan(fixture.program);
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}
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@@ -7855,7 +7855,7 @@ void TestFiniteImageWaterfall() {
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fixture->PlanAndTrack();
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const auto plan = ExtractResourcePlan(fixture->program);
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EliminateDeadCode(fixture->program.blocks);
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ValidateProgram(fixture->program, true);
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ValidateProgram(fixture->program);
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const auto& finite = plan.descriptor_sources[plan.info.images[0].source].indirect_descriptor;
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Check(finite && finite->sources.size() == 3u,
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"waterfall image selection mixed descriptor words or lost a candidate");
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