layers: Use accessible id set when determining shader's descriptor use
layers: Use accessible id set when determining shader's descriptor use

- Eliminates bogus false conflicts between resources in a module, where the resources share a descriptor slot but
  no entrypoint refers to both.
- Eliminates false positives from shader vs descriptor set layout validation, where we would previously be upset
  about the layout not including a descriptor which was declared in the module but not used by the entrypoint.

Signed-off-by: Chris Forbes <c3279c50043e18e9442c1ae071cafa0e7a4ca967@google.com>

Radamanthe/VulkanSamples,critsec/Vulkan-LoaderAndValidationLayers,elongbug/Vulkan-LoaderAndValidationLayers,critsec/Vulkan-LoaderAndValidationLayers,Radamanthe/VulkanSamples,sashinde/VulkanTools,Radamanthe/VulkanSamples,elongbug/Vulkan-LoaderAndValidationLayers,KhronosGroup/Vulkan-LoaderAndValidationLayers,Radamanthe/VulkanSamples,sashinde/VulkanTools,KhronosGroup/Vulkan-LoaderAndValidationLayers,sashinde/VulkanTools,sashinde/VulkanTools,critsec/Vulkan-LoaderAndValidationLayers,KhronosGroup/Vulkan-LoaderAndValidationLayers,Radamanthe/VulkanSamples,Radamanthe/VulkanSamples,elongbug/Vulkan-LoaderAndValidationLayers,critsec/Vulkan-LoaderAndValidationLayers,KhronosGroup/Vulkan-LoaderAndValidationLayers,elongbug/Vulkan-LoaderAndValidationLayers