I guess you're trying to avoid having to use vkd3d_shader_scan() to determine the values of "local" constants? It would be nice if we could, but there may not be a good solution for that.
Pretty much, just trying to avoid more API changes :-)
It's fairly minor, but I'd still feel better about this if it used VKD3D_SHADER_RESOURCE_DATA_UINT. Or perhaps we can use a common helper shared with vkd3d_shader_scan_constant_buffer_declaration().
Ah, for consistency with sm4 constant buffers. Fixed in v3.