freedreno: Workaround r11g11r10 tile load issue
A user reported some mis-rendering in various corner cases in Genshin Impact. Which through a bit of trial/error (made tricker as GI somehow resists tracing) narrowed down to an r11g11r10_float tile load. There isn't a whole lot to get wrong about a CP_EVENT_WRITE:BLIT
tile load or store (no msaa involved in this case), most of the state is the same MRT state as is used for draws. So I guess this is a thing we need to work-around.
TODO write some test code to repro, check other formats