Vulkan: fix usage based on shaders
Vulkan: fix usage based on shaders

This was based on an example where there is:
eid 1: vkCmdDispatch (used image as ssbo)
eid 2: vkCmdDraw (used image in FBO)
eid 3: vkCmdDraw (used image in FBO)

Image usage added CS_RWResource to draws in eid 2 and eid 3,
since a compute pipeline with the compute shader from eid 1
was still bound.

baldurk/renderdoc,Zorro666/renderdoc,baldurk/renderdoc,Zorro666/renderdoc,Zorro666/renderdoc,Zorro666/renderdoc,baldurk/renderdoc,Zorro666/renderdoc,baldurk/renderdoc,baldurk/renderdoc,baldurk/renderdoc,Zorro666/renderdoc