Vulkan: Extend the NVIDIA MSAA bug to render-pass based clears #6011
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Replaces #5931 by keeping the render-pass based clear around, as it can potentially benefit tilers.
Calling vkCmdClearAttachments with a partial rect, or specifying a render area in a render pass with the load op set to clear can cause the GPU to lock up, or raise a bounds violation. This only occurs on MSAA
framebuffers, and it seems when there are multiple clears in a single command buffer. Worked around by back to the slow path (drawing quads) when MSAA is enabled.
Issue reference: https://dolp.in/i10463