Vulkan: Split fragment shader from ColorAttachmentAndAllShadersRead
Even though it is not common usage case that the same texture is used as
attachment and texture, but aztec ruins is using it. And earlier version
of gfxbench's T-Rex also running into this. So performance is still
important. This CL splits the texture from fragment shader usage case
out so we can have lighter barrier.
Bug: angleproject:5780
Change-Id: Ifdcbfe24488fdac62826c5af6ecfbb05f87c0499
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2795269
Commit-Queue: Charlie Lao <cclao@google.com>
Reviewed-by:
Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by:
Tim Van Patten <timvp@google.com>
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