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shader: rely on robustBufferAccess2 for storage buffer bounds
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@@ -449,6 +449,10 @@ MemoryResourceAccess PrepareStorageBufferResourceAccess(EmitterState& st
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uint32_t EmitMemoryElementInBounds(EmitterState& state, const MemoryResourceAccess& access,
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uint32_t index);
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// EmitMemoryElementInBounds, or true for storage buffers the device bounds-checks; only
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// loads and plain stores may use it.
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uint32_t EmitStorageElementInBounds(EmitterState& state, const MemoryResourceAccess& access,
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uint32_t index);
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uint32_t EmitMemoryElementPointer(EmitterState& state, const MemoryResourceAccess& access,
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uint32_t index);
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