Vulkan: avoid crash on AMD drivers with MSRTT emulation If you have a multisampled color+depth framebuffer and discard depth before the end of the render pass, ANGLE skips assigning pDepthStencilResolveAttachment. Doing so is fine on most vendors, but on AMD drivers, the application will crash in the user mode driver when calling vkCreateRenderPass2KHR. Simply not adding the depth/stencil resolve structure to the PNext chain avoids the crash and allows the application to function normally. Bug: angleproject:8217 Change-Id: I0dc14c03d2b999e280a4d363e0296fd10812540c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4627280 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>