vkd3d-shader: Fix descriptor scan regressions.
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Oops, sorry about that...
Wrt 2/2, my original intent was that these would eventually be exposed as API, and in that case I think byte size is a bit more intuitive to deal with than vec4 size. In that case I intended to fix spirv to treat the size as a byte size, but forgot to do that (and of course the tests didn't catch it, since it just resulted in declaring larger buffers than we actually access).
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- 5a3cfb10 - vkd3d-shader: Handle size in bytes in spirv_compiler_emit_cbv_declaration().
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