[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/e2b3a1.wgsl.expected.ir.dxc.hlsl b/test/tint/builtins/gen/literal/textureLoad/e2b3a1.wgsl.expected.ir.dxc.hlsl
index 42abcc1..8ead5b0 100644
--- a/test/tint/builtins/gen/literal/textureLoad/e2b3a1.wgsl.expected.ir.dxc.hlsl
+++ b/test/tint/builtins/gen/literal/textureLoad/e2b3a1.wgsl.expected.ir.dxc.hlsl
@@ -2,9 +2,8 @@
 RWByteAddressBuffer prevent_dce : register(u0);
 RWTexture2DArray<int4> arg_0 : register(u0, space1);
 int4 textureLoad_e2b3a1() {
-  RWTexture2DArray<int4> v = arg_0;
-  int2 v_1 = int2((1u).xx);
-  int4 res = int4(v.Load(int4(v_1, int(int(1)), int(0))));
+  int2 v = int2((1u).xx);
+  int4 res = int4(arg_0.Load(int4(v, int(int(1)), int(0))));
   return res;
 }