Update Vulkan SDK + Volk
Stub old vrad3-gpu, incompatible from using beta vk headers
rendersystemvulkan: fix raytracing being required, remove VK_EXT_debug_report for VK_EXT_debug_utils
vfx_vulkan HLSL compiler using dxc and spirv-tools; rendersystem_vulkan support for how dxc does $Globals / register offsets
Sam's shader changes, most of this should just go to master now
vfx_vulkan: compatability with shadergraph
vfxcompile: display shader compile time in ms
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
vfx_vulkan sets correct offsets & more reflection info for compute shaders, refactor rendersystemvulkan to use valve's new helpers, bump max samplers to 64, loads of other fixes
spir-v remapper (size reduction)
Use Vulkan 1.1 if avaliable to resolve VK_ERROR_INCOMPATIBLE_DRIVER, use Vulkan 1.2 when raytracing is avaliable
Fix invalid command buffer in CRenderContextVulkan::ApplyDelayedChanges()
[temp] don't mount any asset.party shaders
vr_lighting.fxc: need explicit sampler lod as used from vs
better logging & timeout for when the swapchain hangs, which it shouldn't be, but lets you know wtf is going on
Update vfxcompile, less mpi shit, simpler parallel processing loop
Reuse DXC instances per compiler (I think having 1 per thread would be more optimal), clean up the DxcIncludeHandler
Update DXC, some memory allocator fixes
IMalloc wrapper for our memory alloc to pass to DXC
Latest compiled shaders