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Current atomics scheme fail when users forget to update the shader binding table  #69

@natevm

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@natevm

I'd like to be able to use HLSL's InterlockedXYZ calls to do things like atomically compute bounding boxes, rasterize into grids, etc.

At the moment, GPRT uses Vulkan's raw device addressing capabilities to load and store data to and from memory. But these raw addresses aren't compatible with HLSL's interlocked calls, since those calls currently require a "Resource variable type" like a RWStructuredBuffer.

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