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refactor(shader): reduce dispatcher state overhead
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@@ -758,7 +758,6 @@ bool TranslateProgram(const IR::Program& source, IR::ValueProgram& result,
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const ShaderPixelInputInfo* pixel_input_info,
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const ShaderComputeInputInfo* compute_input_info, std::string* error) {
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result = {};
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result.dispatcher_fallback = source.dispatcher_fallback;
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const uint32_t wave_size = source.wave_size;
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const bool per_invocation_masks = source.lane_mask_mode == ShaderLaneMaskMode::PerInvocation;
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uint32_t vector_limit = 1u;
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