+ if (deps[i]->effect->is_compute_shader()) {
+ // Only one compute shader per phase; we should have been stopped
+ // already due to the fact that compute shaders are not one-to-one.
+ assert(!phase->is_compute_shader);
+
+ // If all nodes so far are strong one-to-one, we can put them after
+ // the compute shader (ie., process them on the output).
+ start_new_phase = !node->strong_one_to_one_sampling;
+ } else if (deps[i]->effect->sets_virtual_output_size()) {