Vulkan 1.2 is minimum requirement, device support remains the same. We already required several extensions that are core in 1.2 such as descriptor indexing
Shaders compiler uses scalar layout instead of std140/std430 layout (VK_EXT_scalar_block_layout is core in 1.2)
This is a much less confusing layout for structures in HLSL, allowing for
tighter packing and generally matching their C++/C# counter parts.
e.g:
```hlsl
struct T {
float a_float;
float3 b_float3;
}
```
The size of struct T was previously 32 bytes with GL layout and is now 16 bytes.
The offset of b_float3 was previously 16 bytes and is now 4 bytes with scalar layout.
More info on rules (previously GL, new Scalar)
microsoft/DirectXShaderCompiler/blob/main/docs/SPIR-V.rst#memory-layout-rules
https://maraneshi.github.io/HLSL-ConstantBufferLayoutVisualizer/