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shader: Implement indexed attributes
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@@ -51,8 +51,8 @@ Id EmitGetCbufF32(EmitContext& ctx, const IR::Value& binding, const IR::Value& o
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Id EmitGetCbufU32x2(EmitContext& ctx, const IR::Value& binding, const IR::Value& offset);
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Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr);
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void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, Id value);
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void EmitGetAttributeIndexed(EmitContext& ctx);
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void EmitSetAttributeIndexed(EmitContext& ctx);
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Id EmitGetAttributeIndexed(EmitContext& ctx, Id offset);
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void EmitSetAttributeIndexed(EmitContext& ctx, Id offset, Id value);
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void EmitSetFragColor(EmitContext& ctx, u32 index, u32 component, Id value);
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void EmitSetFragDepth(EmitContext& ctx, Id value);
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void EmitGetZFlag(EmitContext& ctx);
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