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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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@@ -207,7 +207,7 @@ public:
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return ResourceId();
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}
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rdcarray<ShaderEntryPoint> GetShaderEntryPoints(ResourceId shader) { return {}; }
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ShaderReflection *GetShader(ResourceId shader, string entryPoint) { return NULL; }
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ShaderReflection *GetShader(ResourceId shader, ShaderEntryPoint entry) { return NULL; }
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vector<string> GetDisassemblyTargets() { return {"N/A"}; }
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string DisassembleShader(ResourceId pipeline, const ShaderReflection *refl, const string &target)
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{
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