Support manually packing constant buffer elements through the `packoffset(·)` syntax.
Support not included yet for simultaneously having semantics, `register(·)`, and `packoffset(·)`, for abnormalities such as:
```hlsl
Texture2D tex;
cbuffer buff
{
float4 a : packoffset(c0);
sampler sam : packoffset(c0) : register(s1) : SEMANTIC;
}
float4 main() : sv_target
{
return tex.Sample(sam, float2(0, 0)) + a;
}
```
but this motivated the addition of the `hlsl_ir_var.offset_reservation` field instead of reusing `hlsl_ir_var.reg_reservation`.
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v3: vkd3d-shader/hlsl: Consider register() as manual packing for resource fields.
tests: Test packoffset() with resources inside cbuffers.
vkd3d-shader/hlsl: Ignore packoffset() contents for SM1.
vkd3d-shader/hlsl: Don't allow manual and automatic cbuffer offset packing.
vkd3d-shader/hlsl: Detect overlaps in cbuffer offsets.
vkd3d-shader/hlsl: Support packoffset().
vkd3d-shader/hlsl: Parse packoffset().
tests: Test packoffset().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/106
Needed by the VR games Forewarned and Überlaüfer.
I had to put the parameters of the header functions on newlines because they're too long. Did the same for the other headers for consistency. windows.security.cryptography.idl uses a similar style.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2292