[SPIR-V] Avoid emitting Int64 when loading Float64 #7073
Merged
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When loading a Float64 from a raw buffer, we used an Int64, which required an additional capability, even if the code wasn't using any Int64.
In practice, it seems most devices supporting Float64 do also support Int64, but this it doesn't have to.
By changing the codegen a bit, we can avoid the Int64 value.
Tested the word-order using a vulkan compute shader, and checking the returned value on the API side.
Fixes #7038