message: Tweak naming of SPIR-V IDs to match between shader reflection and debug
  * This helps for the automated tests to match up debugged values against output
  signatures for vertex shaders
diff: @@ -771,10 +771,6 @@ void Reflector::MakeReflection(const GraphicsAPI sourceAPI, const ShaderStage st
  // try to use the instance/variable name
  rdcstr name = strings[global.id];
  - // for structs, use the type name
  - if(name.empty() && baseType.type == DataType::StructType)
  - name = baseType.name;
  -
  // otherwise fall back to naming after the builtin or location
  if(name.empty())
  {
  @@ -848,7 +844,7 @@ void Reflector::MakeReflection(const GraphicsAPI sourceAPI, const ShaderStage st
  if(!baseType.children[i].name.empty())
  childname += "." + baseType.children[i].name;
  else
  - childname += StringFormat::Fmt(".child%zu", i);
  + childname += StringFormat::Fmt("._child%zu", i);
  SPIRVInterfaceAccess patch;
  patch.accessChain = {i};
  @@ -1588,7 +1584,7 @@ void Reflector::AddSignatureParameter(const bool isInput, const ShaderStage stag
  if(!varType->children[c].name.empty())
  childName += "." + varType->children[c].name;
  else
  - childName += StringFormat::Fmt(".child%zu", c);
  + childName += StringFormat::Fmt("._child%zu", c);
  AddSignatureParameter(isInput, stage, globalID, varType->id, regIndex, patch, childName,
  dataTypes[varType->children[c].type],
  