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If a SPIR-V type has been replaced due to aliasing don't set custom name
* If we have e.g. Input Float* and Output Float* when we patch they will both become Private Float* and we collapse the types together. When that happens, don't rename names for the losing type, just remove names.
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@@ -333,7 +333,8 @@ static void ConvertToMeshOutputCompute(const ShaderReflection &refl, const SPIRV
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SPIRVId id = it.word(1);
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std::string oldName = (const char *)&it.word(2);
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editor.Remove(it);
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editor.SetName(id, ("emulated_" + oldName).c_str());
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if(typeReplacements.find(id) == typeReplacements.end())
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editor.SetName(id, ("emulated_" + oldName).c_str());
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}
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// remove any OpName for the old entry points
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