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shader: preserve wave-wide vector-store completion before publication
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@@ -188,11 +188,11 @@ void EmitVoid(ValueEmitContext&);
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inline constexpr auto EmitReference = EmitVoid;
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inline constexpr auto EmitReferenceU32 = EmitVoid;
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inline constexpr auto EmitControlNop = EmitVoid;
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inline constexpr auto EmitWaitcnt = EmitVoid;
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inline constexpr auto EmitSendmsg = EmitVoid;
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inline constexpr auto EmitTtraceData = EmitVoid;
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inline constexpr auto EmitInstPrefetch = EmitVoid;
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void EmitBarrier(EmitterState& state);
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void EmitStoreCompletion(EmitterState& state);
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void EmitMeshAllocate(ValueEmitContext& ctx, const IR::Inst& inst);
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uint32_t EmitMeshDrawParameter(ValueEmitContext& ctx, const IR::Inst& inst);
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uint32_t EmitGetTessellationAttribute(ValueEmitContext& ctx, const IR::Inst& inst);
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