message: Don't trash SPIR-V shaders on GL after compiling them
diff: @@ -414,6 +414,8 @@ void GLReplay::InitDebugData()
  vs = GenerateGLSLShader(GetEmbeddedResource(glsl_blit_vert), shaderType, glslBaseVer);
  + DebugData.fixedcolFragShaderSPIRV = DebugData.quadoverdrawFragShaderSPIRV = 0;
  +
  // pre-compile SPIR-V shaders up front since this is more expensive
  if(HasExt[ARB_gl_spirv])
  {
  @@ -485,7 +487,6 @@ void GLReplay::InitDebugData()
  DebugData.fixedcolFragShader = DebugData.quadoverdrawFragShader = 0;
  DebugData.quadoverdrawResolveProg = 0;
  - DebugData.fixedcolFragShaderSPIRV = DebugData.quadoverdrawFragShaderSPIRV = 0;
  if(IsGLES)
  {
  