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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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@@ -333,7 +333,7 @@ rdcarray<ShaderEntryPoint> ReplayController::GetShaderEntryPoints(ResourceId sha
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ShaderReflection *ReplayController::GetShader(ResourceId shader, ShaderEntryPoint entry)
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{
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return m_pDevice->GetShader(m_pDevice->GetLiveID(shader), entry.name);
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return m_pDevice->GetShader(m_pDevice->GetLiveID(shader), entry);
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}
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rdcarray<EventUsage> ReplayController::GetUsage(ResourceId id)
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