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glsl: Rework variable allocator to allow for variable reuse
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@@ -26,7 +26,7 @@ void EmitIdentity(EmitContext&, IR::Inst& inst, const IR::Value& value) {
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}
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void EmitConditionRef(EmitContext& ctx, IR::Inst& inst, const IR::Value& value) {
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ctx.AddU1("{}={};", inst, ctx.reg_alloc.Consume(value));
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ctx.AddU1("{}={};", inst, ctx.var_alloc.Consume(value));
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}
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void EmitBitCastU16F16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst) {
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