Faith Ekstrand b8d50542c0 nak,nir: Rework gl_SampleMaskIn[] handling
The pixld.covmask instruction returns the coverage mask for the entire
pixel being shaded, not the set of samples covered by the current FS
invocation as required by GL/Vulkan.  In order to get the GL/Vulkan
behavior, we have to mask off samples not covered by the current FS
invocation.

Previously, we handled this by masking by 1 << gl_SampleID.  This
required us to force full sample shading whenever gl_SampleMaskIn[] was
used.  Otherwise, we didn't know what to mask.  Instead, this commit
switches us to using an array in CB0 which has a sample mask for each
sample, representing the set of samples in that sample's pass.  Masking
by this allows us to get the full range of variability provided by
NVIDIA's multi-pass MSAA hardware.  It also allows us to eliminate the
workaround that forced per-sample shading for gl_SampleMaskIn[] because
we can adjust the masks from the API side as needed.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29194>
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`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


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------

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