GLSL: Don't bind PreparedImage as SRV in depth clip shader #90
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The GLSL version of the depth clip pass binds the image "PreparedInputColor" as both an SRV and a UAV.
https://github.com/GPUOpen-Effects/FidelityFX-FSR2/blob/master/src/ffx-fsr2-api/shaders/ffx_fsr2_depth_clip_pass.glsl#L32
https://github.com/GPUOpen-Effects/FidelityFX-FSR2/blob/master/src/ffx-fsr2-api/shaders/ffx_fsr2_depth_clip_pass.glsl#LL41C9-L41C61
The Vulkan backend transitions all SRVs to IMAGE_LAYOUT_SHADER_READ_ONLY and all UAVs to IMAGE_LAYOUT_GENERAL. SRV layout transitions are added after the UAV ones and SRV descriptors are set to use IMAGE_LAYOUT_SHADER_READ_ONLY, so even if we assume that layout transitions are serialized and the shader never actually writes to the UAV, this is still a bug.
The HLSL equivalent does not try to bind the SRV of PreparedInputColor and the underlying shader only ever needs the UAV one (write only even).