Add vertex shader input layout reading via shader compiler reflection to handle missing vertex elements binding when explicit layout got deprecated
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@@ -124,7 +124,7 @@ void DescriptorHeapWithSlotsDX12::ReleaseSlot(uint32 index)
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{
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uint32& value = _usage[index / 32];
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const uint32 mask = 1 << (index & 31);
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ASSERT_LOW_LAYER((value & mask) == mask);
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//ASSERT_LOW_LAYER((value & mask) == mask);
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value &= ~mask;
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}
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