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shader: fix spilled mesh shader data loads
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@@ -3,7 +3,7 @@
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namespace Libs::Graphics::ShaderRecompiler::Spirv::Emitter {
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uint32_t EmitShaderDataDwordLoad(EmitterState& state, uint32_t dword_index) {
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if (state.push_constant_variable != 0) {
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if (state.program.bindings.UsesPushData()) {
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dword_index += state.program.bindings.push_data_start_dword;
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const auto pointer = state.builder.AllocateId();
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const auto value = state.builder.AllocateId();
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