Vulkan: Split fragment shader from ColorAttachmentAndAllShadersRead Even though it is not common usage case that the same texture is used as attachment and texture, but aztec ruins is using it. And earlier version of gfxbench's T-Rex also running into this. So performance is still important. This CL splits the texture from fragment shader usage case out so we can have lighter barrier. Bug: angleproject:5780 Change-Id: Ifdcbfe24488fdac62826c5af6ecfbb05f87c0499 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2795269 Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>