Fix memory management, image layout issues in uploadImageSparse()
Fixes an issue where ShaderRenderCaseInstance::uploadSparseImage()
would first configure sparse image bindings and then deallocate
the memory objects, prior to actually sampling the image.
Fixes an issue where the sparse image, after having been filled with
contents, would first be transitioned to SHADER_READ_ONLY_OPTIMAL
layout, and then used in a DS which was expecting it to be in
GENERLA layout.
Finally, the patch addresses a problem, where the function would not
correctly recognize the VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT,
as reported by the running driver.
The change affects dEQP-VK.glsl.*sparse* tests
VK-GL-CTS issue: 156
Change-Id: Ie5717841fe0ef9c0672b5075380ff96bba9855b9
(cherry picked from commit
70fc0800efe725f4f91f4d03b09aa0e567dbb09c)