message: If a SPIR-V type has been replaced due to aliasing don't set custom name
  * If we have e.g. Input Float* and Output Float* when we patch they will both
  become Private Float* and we collapse the types together. When that happens,
  don't rename names for the losing type, just remove names.
diff: @@ -333,6 +333,7 @@ static void ConvertToMeshOutputCompute(const ShaderReflection &refl, const SPIRV
  SPIRVId id = it.word(1);
  std::string oldName = (const char *)&it.word(2);
  editor.Remove(it);
  + if(typeReplacements.find(id) == typeReplacements.end())
  editor.SetName(id, ("emulated_" + oldName).c_str());
  }
  