tests: Expect update-after-bind to work when Vulkan heaps are in use.
Update-after-bind doesn't seem to be related to the resource binding tier. In D3D12 it is simply expected to always work.
Unfortunately we don't have a simple way to know from the vkd3d device whether it's using Vulkan or virtual heaps, so we introduce an heuristics which mimics the decision procedure in vkd3d.