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refactor(shader): simplify buffer access emission
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@@ -115,7 +115,7 @@ DppTargetLane EmitDppTargetLane(EmitterState& state, uint32_t control) {
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uint32_t EmitSubgroupLocalInvocationId(EmitterState& state) {
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if (state.subgroup_local_invocation_id_variable == 0) {
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return ConstantU32(state, 0);
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EXIT("SubgroupLocalInvocationId was not declared before SPIR-V function emission\n");
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}
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const auto value = state.builder.AllocateId();
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state.builder.AddFunction(
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