D3D11: fix UAV handling. For setting UAVs, Microsoft has provided two APIs: ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews() for pixel and vertex, and ID3D11DeviceContext::CSSetUnorderedAccessViews() for compute. They both take very similar arguments, perform similar functions, but have one crucial difference: the former will clobber any existing UAV bindings that are not specified in the call, while the latter will not. The initial implementation of non-compute UAVs in ANGLE didn't accomodate this, and sets UAVs individually, as is done for compute, which clobbers any UAVs set in a previous call. The fix is to collect all UAVs required for a draw or compute pass, and set them all at once. This required reworking the internal dirty bits to reflect the actual D3D requirements (SRV and/or UAV usage), and to split the sync functions to set only SRV or UAV state. Also add a two-SSBO fragment shader test. Bug: angleproject:7385 Change-Id: I0c98e1506d56eccf1db446c0be808f2f3020ae1e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3690735 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Stephen White <senorblanco@chromium.org>