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Fixesshader-slang#84
- When computing resource usage for an array type, don't multiply the resource usage of the element type by the element count foor descriptor-table-slot resources.
- When reporting the "stride" of an array type through reflection, report the stride for descriptor table slots as zero, always.
HLSL and OpenGL GLSL are consistent in that a declaration like:
consumes 4 registers/bindings: one for each array element.
Vulkan seems to follow a different rule, where the entire array gets a single binding. Right now we do not implement this behavior correctly.
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