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If an AS build command is called on an already built AS (i.e. an update build) then we need to safely destroy the previously copied input buffers and their memory. However at the point this happens, we do not own the command buffer so we don't know if the original data has actually been copied yet. Using the mechanism in this patch we associate function objects with the command buffer that will be executed when the queue the command buffer is submitted to, has finished executing on the GPU. This works by carying the function objects in command buffer and once it is submitted, we poll on a VkEvent we inserted. Once signalled, we call the function objects in the order they were inserted.
* INTPTR_MAX may overlap with valid pointers on android
* We multiply the internal array image up by the number of views and read from viewindex to write and resolve from different sets of slices
* No API supports the quad overdraw with MSAA, but on other APIs it's feasible to downgrade and render the overlay at single sampled. On Vulkan with renderpasses this is not possible.
* Added logic to shift the beginEvent for any command nodes that occur after a draw indirect count action within a command tree.
spirv-cross defaults to 450 but will not parse shaders containing the RayQuery capability unless the version is set to 460. This change modifies the built-in GLSL cross tool to set `--version 460`. This change does not affect user-specified spirv-cross configurations.
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