driconf, glsl: Add new vs_position_always_precise option
This is basically the same workaround as in 9b577f2a (driconf, glsl: Add a vs_position_always_invariant option) commit but for tesselation evaluation shaders. Some applications (e.g. Assault Android Cactus) do not mark outputs as precise in tesselation evaluation shaders which can lead to different results in case some optimizations were applied.
Signed-off-by: Vadym Shovkoplias vadym.shovkoplias@globallogic.com Fixes: #5376 (closed)