message: Vulkan: another fix to the UBO barrier.
  Even though the vertex shader comes before the fragment shader,
  both bits needs to be present in the barrier, since a Vulkan
  implementation might partition its uniform cache between stages.
  Thanks to Chris Forbes for pointing this out.
diff: @@ -447,7 +447,8 @@ void VulkanUniformBuffer::loadFromCpu(const void* cpuData, uint32_t numBytes) {
  };
  vkCmdPipelineBarrier(commands.cmdbuffer, VK_PIPELINE_STAGE_TRANSFER_BIT,
  - VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, 0, 0, nullptr, 1, &barrier, 0, nullptr);
  + VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0,
  + nullptr, 1, &barrier, 0, nullptr);
  mStagePool.releaseStage(stage, commands);
  };
  