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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@@ -19,8 +19,9 @@ GPUShaderProgram* GPUShaderDX12::CreateGPUShaderProgram(ShaderStage type, const
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{
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case ShaderStage::Vertex:
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{
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GPUVertexLayout* vertexLayout = ReadVertexLayout(stream);
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shader = New<GPUShaderProgramVSDX12>(initializer, header, bytecode, vertexLayout);
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GPUVertexLayout* inputLayout, *vertexLayout;
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ReadVertexLayout(stream, inputLayout, vertexLayout);
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shader = New<GPUShaderProgramVSDX12>(initializer, header, bytecode, inputLayout, vertexLayout);
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break;
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}
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#if GPU_ALLOW_TESSELLATION_SHADERS
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