Vulkan: Add missing barrier between multiple passes to the same target. #12224
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Games are sometimes a bit silly and render a bit to one target, a bit to another, then go back and render more to the first. We need to tell Vulkan that there's a sequential dependency, otherwise the driver might try to execute the passes concurrently or out of order. ARM Mali notably does this in newer driver versions.
Fixes #12215.
There's also potential here for increasing performance by merging passes.