d3d maps of such resources will map the CPU copy, and uploads and downloads can
use a staging BO.
I'm concerned about performance implications of this change. If we use a staging (temporary) BO for downloads, then we're going to stall waiting for the download to complete in `wined3d_texture_vk_download_data`. What's the story here for D3D11_USAGE_STAGING resources?
I understand there's some reason to do this for the GL backend, what motivation there is for the Vulkan change?