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refactor(shader): reduce dispatcher state overhead
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@@ -380,18 +380,18 @@ struct ValueEmitContext {
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const IR::MemoryInfo& Memory(const IR::Inst& inst) const;
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const IR::ExportInfo& Export(const IR::Inst& inst) const;
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uint32_t Label(const IR::Block* block) const;
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size_t BlockIndex(const IR::Block* block) const;
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void Fail(const IR::Inst& inst, const char* reason);
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EmitterState& state;
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const IR::ValueProgram& program;
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std::unordered_map<const IR::Inst*, uint32_t> definitions;
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std::unordered_map<const IR::Block*, uint32_t> labels;
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const std::unordered_map<const IR::Inst*, uint32_t>* dispatcher_spills = nullptr;
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const IR::Block* current_block = nullptr;
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uint32_t scratch_u32_variable = 0;
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bool failed = false;
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std::string error;
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EmitterState& state;
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const IR::ValueProgram& program;
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std::unordered_map<const IR::Inst*, uint32_t> definitions;
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std::unordered_map<const IR::Block*, uint32_t> labels;
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const std::unordered_map<const IR::Inst*, uint32_t>* dispatcher_spills = nullptr;
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std::unordered_map<const IR::Inst*, std::pair<uint32_t, uint32_t>> dispatcher_block_loads;
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const IR::Block* current_block = nullptr;
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uint32_t scratch_u32_variable = 0;
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bool failed = false;
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std::string error;
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};
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enum class VertexInputScalarKind { Float, Sint, Uint };
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