As per discussion in 606, plumbing constant buffer reflection through vkd3d-shader requires interface design and API documentation for an interface which is inherently quite specific to one format. Instead of wasting time on this interface, just implement RDEF parsing in vkd3d-utils itself. If we change our mind about this, we can always move the implementation to vkd3d-shader anyway.
This does not copy the existing implementation from Wine, because:
* Wine does not validate offsets; adding this changes the parsing code significantly;
* Wine incorrectly handles types, deduplicating them into an rbtree;
* Wine skips several fields which I have been able to find the purpose of.
The implementation is not that complex to begin with, so reimplementing it from scratch is not much work.
-- v7: tests: Add more tests for resource and struct RDEF contents. tests: Test constant and resource reflection via D3DReflect(). vkd3d-shader/tpf: Set the user-packed flag for sm5.0 resources as well. vkd3d-shader/tpf: Write the component count as the column count for structs. vkd3d-shader/tpf: Explicitly write the class and base type for non-numeric types. vkd3d-shader/tpf: Do not write structs with no numeric fields into the RDEF. vkd3d-shader/hlsl: Allocate register reservations for structs as well. vkd3d-shader/tpf: Do not write non-numeric struct fields into the RDEF. vkd3d-utils: Implement ID3D12ShaderReflectionType::GetMemberTypeByIndex(). vkd3d-utils: Implement ID3D12ShaderReflectionVariable::GetType(). vkd3d-utils: Implement ID3D12ShaderReflectionConstantBuffer::GetVariableByIndex(). vkd3d-utils: Parse the RD11 section. vkd3d-utils: Implement ID3D12ShaderReflection::GetConstantBufferByIndex().