4a4b1482cd758cfec7be1a2d72f13c28565fab3e
This adds basic emulation of the subpass input feature of vulkan and to a lower extend Raster Order Group on Metal. This help test paths that might use this feature in the future (like shadow rendering) on all platform and or simplify higher level code for supporting older hardware. This add clear description to the load/store ops and to the new `GPUAttachementState`. The OpenGL backend will correctly mask un-writable attachments and will bind as texture readable attachments. Even if possible by the vulkan standard, the GPU API prohibit the read and write to the same attachment inside the same subpass. In the GL backend, this is implemented using `glTextureBarrier` and `texelFetch` as it is described in the ARB_texture_barrier extension. https://registry.khronos.org/OpenGL/extensions/ARB/ARB_texture_barrier.txt Pull Request: https://projects.blender.org/blender/blender/pulls/112051
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