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Use shader stage to properly disambiguate entry points on vulkan
* It's possible to have two entry points in a SPIR-V module both named "main" as long as they have different stages.
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@@ -271,8 +271,9 @@ public:
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return desc;
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}
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rdcarray<CounterResult> FetchCounters(const rdcarray<GPUCounter> &counters) { return {}; }
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void FillCBufferVariables(ResourceId pipeline, ResourceId shader, rdcstr entryPoint,
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uint32_t cbufSlot, rdcarray<ShaderVariable> &outvars, const bytebuf &data)
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void FillCBufferVariables(ResourceId pipeline, ResourceId shader, ShaderStage stage,
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rdcstr entryPoint, uint32_t cbufSlot, rdcarray<ShaderVariable> &outvars,
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const bytebuf &data)
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{
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}
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void GetBufferData(ResourceId buff, uint64_t offset, uint64_t len, bytebuf &retData) {}
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