message: Deduplicate resource accesses by binding not by name
  * For D3D this should be equivalent since name == bindpoint, but for SPIR-V this
  prevents the same binding being loaded into multiple SSA variables from being
  added every time.
diff: @@ -1797,7 +1797,7 @@ void ShaderViewer::applyForwardsChange()
  bool found = false;
  for(size_t i = 0; i < m_AccessedResources.size(); i++)
  {
  - if(c.after.name == m_AccessedResources[i].name)
  + if(c.after.GetBinding() == m_AccessedResources[i].GetBinding())
  {
  found = true;
  break;
  