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asahi: switch to VS/FS prolog/epilog system

Alyssa Rosenzweig requested to merge alyssa/mesa:agx/non-monolithic into main
With the exception of some variants for framebuffer fetch (to be addressed in a
follow up MR, this is big enough as it is) -- this switches us to a shader
precompile path for VS & FS. VS prologs let us implement vertex buffer fetch
with dynamic formats, FS prologs let us implement misc emulation like API sample
masking and cull distance, while FS epilogs handle blending and tilebuffer
stores. This should cut down shader recompile jank significantly in the GL
driver. It also prepares us with most of what we need for big ticket Vulkan
extensions like ESO, GPL, and EDS3.

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