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* On D3D the implementation was severely complicated by two parallel paths - one that 'flattened' vec4s out into easy-to-consume format for debugging. Instead we do this as a post-process transformation now in the debugging itself. * Similarly D3D's implementation used DXBC data directly to fetch data, when all of the information needed is in the ShaderConstant arrays and used by Vulkan. This allows us to share the implementation. * Only GL still needs its own implementation since it needs to query the API for offsets etc as it can change unreliably and can't easily produce a standard reflection data. We do share the 'read from buffer data' implementation though.