This change refactors the 'split blocks' transformation so that an
instruction is identified via a base, opcode, and number of those
opcodes to be skipped when searching from the base, as opposed to the
previous design which used a base and offset.
Before this change there was quite a lot of duplication in the code
being used to choose random percentages, and some of it was incorrect
so that a percentage chance of (100-N)% instead of N% was being used.
Also there was a lot of duplicate code to choose a random index into a
vector. This change eliminates that duplication (fixing up the
percentage problem), and gets rid of direct access to the random
number generator being used for fuzzing, so that all randomization
requests must go through the FuzzerContext class, discouraging future
ad-hoc uses of the random number generator.
There turned out to be a bug in the 'split blocks' transformation due
to blocks being split while they were being iterated over. This
change fixes that issue, and adds tests that were able to expose the
issue by running the fuzzer on some example shaders.
With this pass, the fuzzer can split blocks in the input module. This
is mainly useful in order to give other (future) transformations more
opportunities to apply.