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shader: collect usage once and emit descriptor slots directly
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@@ -223,7 +223,7 @@ uint32_t Boxes(EmitterState& s, uint32_t first, uint32_t second, uint32_t half,
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} // namespace
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void DefineBvhIntersect(EmitterState& s) {
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if (!s.requirements.bvh) return;
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if (!s.program.info.bvh) return;
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const auto u = TypeU32(s), f = TypeF32(s), b = TypeBool(s), wide = TypeU64(s);
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const auto vec4 = TypeU32Vector(s, 4), vec3 = TypeF32Vector(s, 3);
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const auto signature = s.builder.Type(spv::OpTypeFunction, vec4, vec4, wide, f, vec3, vec3, vec3);
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