Lazily Allocated Memory

Even if the current implementation (364.47 Windows 10 x64 GTX 970M in case it’s system specific) doesn’t support transient attachments, normal (strict) allocation is a valid allocation strategy for lazily allocated memory according to the Vulkan spec (section 10.2.2). Thus I believe it would be best to include this flag (VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT) in the device local memory heap properties even if it is ignored (for now at least). The point of this is to allow transient attachments to be used (even if they are always backed by memory in this implementation), simplifying cross platform code that also targets tile-based renderers.