message: Don't fetch resource lists for unbound shader stages
  * This is a minor optimisation when there are large numbers of bound resources
  that are available (duplicated) to all shader stages. There's no point
  fetching them when there's no shader bound there.
diff: @@ -3116,10 +3116,19 @@ void TextureViewer::OnEventChanged(uint32_t eventId)
  {
  ShaderStage stage = stages[i];
  - m_ReadWriteResources[(uint32_t)stage] =
  - Following::GetReadWriteResources(m_Ctx, stage, !m_ShowUnused);
  + const ShaderBindpointMapping &mapping = Following::GetMapping(m_Ctx, stage);
  +
  + if(!mapping.readOnlyResources.empty())
  m_ReadOnlyResources[(uint32_t)stage] =
  Following::GetReadOnlyResources(m_Ctx, stage, !m_ShowUnused);
  + else
  + m_ReadOnlyResources[(uint32_t)stage].clear();
  +
  + if(!mapping.readWriteResources.empty())
  + m_ReadWriteResources[(uint32_t)stage] =
  + Following::GetReadWriteResources(m_Ctx, stage, !m_ShowUnused);
  + else
  + m_ReadWriteResources[(uint32_t)stage].clear();
  }
  UI_UpdateCachedTexture();
  