WIP: d3d12: Use lower_ubo_vec4 instead of rolling our own.
The previous build_load_ubo_dxil()
didn't handle straddling loads
correctly, which nir_lower_ubo_vec4()
can do for us based on the
align_mul
/offset
fields that GL fills in. We can also avoid addressing
math on indirect loads by letting the GL frontend generate load_ubo_vec4
s
directly.
Super untested, this is just my hacking at "this is where I think d3d12 should be going with ubo loads based on my understanding of the driver"