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Handle opening vulkan shaders that are not in a pipeline.
* Previously we were relying on the pipeline info create to initialise the reflection for an entry point, now we do it on demand wherever it is needed.
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@@ -646,6 +646,8 @@ DECLARE_REFLECTION_STRUCT(ShaderResource);
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DOCUMENT("Describes an entry point in a shader.");
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struct ShaderEntryPoint
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{
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ShaderEntryPoint() = default;
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ShaderEntryPoint(const rdcstr &n, ShaderStage s) : name(n), stage(s) {}
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DOCUMENT("");
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bool operator==(const ShaderEntryPoint &o) const { return name == o.name && stage == o.stage; }
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bool operator<(const ShaderEntryPoint &o) const
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