This is an invalid optimization and leads to render hazards being dropped
Our hazard tracking for render targets is done in render target indices as opposed to texture indices for depth stencil tracking so `texMask` doesn't work for that reason, and the fact that even if it did, there is no relationship to an individual texture and a render target index that has a hazard.
Track depth stencil textures being used and whether we have any active hazards.
Rebind the framebuffer with VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL if we encounter a depth stencil hazard.
Fixes black squares in Mass Effect and validation errors in some titles.
Closes#1484
I am naive to think that this API is in any way sane, and that iSwapChains actually does what you would expect.
Swapchains created by CreateAdditionalSwapchain[Ex] are not tracked in that figure... There can only ever be one.
Great API. Very cool.
This also adds and consolidates some missing thread synchronization on the swapchain functions (that should have already had it).
(note: m_implicitSwapchain always exists, so we don't need to lock if that's all we call.)