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shader: collect usage once and emit descriptor slots directly
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@@ -10,7 +10,7 @@ namespace {
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bool UserDataDwordIndex(const EmitterState& state, IR::ScalarReg reg, uint32_t& dword_index) {
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const auto register_index = IR::RegIndex(reg);
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const auto& registers = state.program.bindings.user_data_registers;
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const auto& registers = state.program.info.user_data_registers;
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const auto found = std::lower_bound(registers.begin(), registers.end(), register_index);
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if (found == registers.end() || *found != register_index) {
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return false;
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@@ -472,7 +472,7 @@ void EmitSetAttribute(ValueEmitContext& ctx, const IR::Inst& inst) {
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auto& state = ctx.state;
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const auto& exp = ctx.Export(inst);
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const auto exec = ctx.Arg(inst, 1);
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if (state.program.stage == ShaderType::Pixel && exp.vm && state.requirements.pixel_valid_mask &&
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if (state.program.stage == ShaderType::Pixel && exp.vm && state.program.info.pixel_valid_mask &&
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state.pixel_valid_mask_variable != 0) {
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const auto value = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpSelect, TypeU32(state), value, exec, ConstantU32(state, 1),
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