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graphics: use per-invocation shader masks
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@@ -683,7 +683,6 @@ bool TryRecompile(std::span<const uint32_t> code, const CompileOptions& options,
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if (!IR::LowerProgram(decoded, cfg, options.stage, options.wave_size, output, error)) {
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return false;
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}
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output.lane_mask_mode = options.lane_mask_mode;
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output.shader_hash = options.shader_hash;
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output.user_data_base = options.user_data_base;
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output.user_data_count = options.user_data_count;
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