private void LowerDecisionDagCore(BoundDecisionDag decisionDag)
            {
                ImmutableArray <BoundDecisionDagNode> sortedNodes = decisionDag.TopologicallySortedNodes;
                var firstNode = sortedNodes[0];

                switch (firstNode)
                {
                case BoundWhenDecisionDagNode _:
                case BoundLeafDecisionDagNode _:
                    // If the first node is a leaf or when clause rather than the code for the
                    // lowered decision dag, jump there to start.
                    _loweredDecisionDag.Add(_factory.Goto(GetDagNodeLabel(firstNode)));
                    break;
                }

                // Code for each when clause goes in the separate code section for its switch section.
                foreach (BoundDecisionDagNode node in sortedNodes)
                {
                    if (node is BoundWhenDecisionDagNode w)
                    {
                        LowerWhenClause(w);
                    }
                }

                ImmutableArray <BoundDecisionDagNode> nodesToLower = sortedNodes.WhereAsArray(n => n.Kind != BoundKind.WhenDecisionDagNode && n.Kind != BoundKind.LeafDecisionDagNode);
                var loweredNodes = PooledHashSet <BoundDecisionDagNode> .GetInstance();

                for (int i = 0, length = nodesToLower.Length; i < length; i++)
                {
                    BoundDecisionDagNode node = nodesToLower[i];
                    if (loweredNodes.Contains(node))
                    {
                        Debug.Assert(!_dagNodeLabels.TryGetValue(node, out _));
                        continue;
                    }

                    if (this._dagNodeLabels.TryGetValue(node, out LabelSymbol label))
                    {
                        _loweredDecisionDag.Add(_factory.Label(label));
                    }

                    // If we can generate an IL switch instruction, do so
                    if (GenerateSwitchDispatch(node, loweredNodes))
                    {
                        continue;
                    }

                    // If we can generate a type test and cast more efficiently as an `is` followed by a null check, do so
                    if (GenerateTypeTestAndCast(node, loweredNodes, nodesToLower, i))
                    {
                        continue;
                    }

                    // We pass the node that will follow so we can permit a test to fall through if appropriate
                    BoundDecisionDagNode nextNode = ((i + 1) < length) ? nodesToLower[i + 1] : null;
                    if (nextNode != null && loweredNodes.Contains(nextNode))
                    {
                        nextNode = null;
                    }

                    LowerDecisionDagNode(node, nextNode);
                }

                loweredNodes.Free();
            }