radv: shaders related cleanup
This trivial series cleans the shader path a bit, it's the first one of a semi-major refactoring. The main goal is to be able to calculate some NGG values for creating the RTLD symbols. Currently we hardcode the symbol sizes but this is incorrect, at least for NGG GS. The main problem is that we have to calculate these NGG values from NIR and not after/during NIR->LLVM.
I have an upcoming series that moves a bunch of shader info related stuff in the info pass. This is still incomplete but should be ready soon.