On Thu Apr 4 12:30:34 2024 +0000, Giovanni Mascellani wrote:
Hmm, I'm not sure I like this: unless I'm missing something, it means that might end up with many instructions pointing to the same `struct vkd3d_shader_register` object, which might be confusing for some later pass if, say, they write to a register and some other seemingly unrelated register is altered too. I'd suggest to rather allocate a new register and copy the data. It probably uses some more memory, but we might be saving ourselves a lot of debugging headache in the future.
Maybe, but I think the constraints are sufficient here. If one dst is modified somewhere, they should all be, since they represent a single phi result. In other words, assuming they are unrelated would itself be an error.