- I suspect I already know the answer to this one, but... If this is all going to be d3d specific anyway... do we really care about having this in vkd3d-shader?
Maybe not; perhaps it's fine for this to live in vkd3d-utils. Note though that instead of reporting this through vkd3d_shader_scan() we could also consider introducing e.g. a vkd3d_shader_parse_rdef() function, analogous to vkd3d_shader_parse_root_signature(). That probably wouldn't change the implementation much, but it would perhaps avoid the issue of this interface being a fair bit more specific to DXBC/D3D shaders than the rest of vkd3d_shader_scan().