The main advantage is that this way we're getting valid DXBC checksums for DXBC blobs generated by d3dcompiler. See also https://bugs.winehq.org/show_bug.cgi?id=54464.
-- v3: d3dcompiler: Use vkd3d_shader_parse_dxbc() in d3dcompiler_shader_reflection_init(). d3dcompiler: Use vkd3d_shader_parse_dxbc() in d3dcompiler_strip_shader(). d3dcompiler: Use vkd3d_shader_parse_dxbc() in d3dcompiler_get_blob_part(). d3dcompiler: Use vkd3d_shader_serialize_dxbc() in d3dcompiler_strip_shader(). d3dcompiler: Use vkd3d_shader_serialize_dxbc() in d3dcompiler_get_blob_part(). d3dcompiler: Store DXBC sections as vkd3d_shader_dxbc_section_desc structures.