Vulkan bandwidth optimizations (configure renderpass load/store better) #15917
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This makes a few straightforward optimizations to when we load/store from framebuffers (in depal, for example, can ignore depth/stencil entirely when drawing to temp FBO, and limit the drawn rectangle in the renderpass).
In reinterpret, by adding a check for full coverage in BlitUsingRaster we know that previous contents of the framebuffer will be irrelevant so can safely set the current render pass to loadop = DONT_CARE.
There's more to be done here later, mainly we should be able to create color-only renderpasses when possible, so we don't even have to consider the depth channel.