We were passing arrays by value which the compiler fails to optimize,
causing abyssal performance. To fix this, we need to consider that
descriptors can be in constant or const device address spaces.
Also, lone descriptors are passed by value, so we explicitly remove address
space qualifiers.
One failure case is when shader passes a texture/sampler array as an
argument. It's all UniformConstant in SPIR-V, but in MSL it might be
thread, const device or constant, so that won't work ...
Global variable use works fine though, and that should cover 99.9999999%
of use cases.
These need to use arrayed texture types, or Metal will complain when
binding the resource. The target layer is addressed relative to the
Layer output by the vertex pipeline, or to the ViewIndex if in a
multiview pipeline. Unlike with the s/t coordinates, Vulkan does not
forbid non-zero layer coordinates here, though this cannot be expressed
in Vulkan GLSL.
Supporting 3D textures will require additional work. Part of the problem
is that Metal does not allow texture views to subset a 3D texture, so we
need some way to pass the base depth to the shader.