George Ouzounoudis e6ef49b454 nvk: Switch point rasterization to point sprites
It seems for Vulkan we always need square points with shader PointCoords
just like OpenGL point sprites.

From vulkan spec's point rasterization:
"Point rasterization produces a fragment for each fragment area group of
framebuffer pixels with one or more sample points that intersect a region
centered at the point’s (xf,yf).
This region is a square with side equal to the current point size.
... (xf,yf) is the exact, unrounded framebuffer coordinate of the vertex
for the point"

From OpenGL compatibility spec:
Basic point rasterization:
"If point sprites are enabled, then point rasterization produces a
fragment for each framebuffer pixel whose center lies inside a square
centered at the point’s (xw, yw), with side length equal to the current
point size.
... and xw and yw are the exact, unrounded window coordinates of the
vertex for the point"

Also in OpenGL multisampling leads to circle points as we see in the spec:
Point multisample rasterization:
"This region is a circle having diameter equal to the current point width
if POINT_SPRITE is disabled, or a square with side equal to the current
point width if POINT_SPRITE is enabled."

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24326>
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`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


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