[ir] Always inline `handle` address space.

Items in the `handle` address space can always be inlined. This fixes an
issue where in GLSL these can not be copied.

Change-Id: Idc8dfe5c8f88ebd90239337b4ad8c6d2c455edc5
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/207355
Reviewed-by: James Price <jrprice@google.com>
Commit-Queue: dan sinclair <dsinclair@chromium.org>
diff --git a/test/tint/builtins/gen/literal/textureLoad/8fc29b.wgsl.expected.ir.fxc.hlsl b/test/tint/builtins/gen/literal/textureLoad/8fc29b.wgsl.expected.ir.fxc.hlsl
index 9e7dca3..4e3da74 100644
--- a/test/tint/builtins/gen/literal/textureLoad/8fc29b.wgsl.expected.ir.fxc.hlsl
+++ b/test/tint/builtins/gen/literal/textureLoad/8fc29b.wgsl.expected.ir.fxc.hlsl
@@ -2,8 +2,7 @@
 RWByteAddressBuffer prevent_dce : register(u0);
 RWTexture1D<float4> arg_0 : register(u0, space1);
 float4 textureLoad_8fc29b() {
-  RWTexture1D<float4> v = arg_0;
-  float4 res = float4(v.Load(int2(int(int(1)), int(0))));
+  float4 res = float4(arg_0.Load(int2(int(int(1)), int(0))));
   return res;
 }