anv: Use pipeline topology for GS shader input in Clanfolk
The geometry shaders in this game specify input topology to be points, but the real pipeline topology is triangles, which causes the calls to be ignored, as per "3DSTATE_GS_BODY::Expected Vertex Count" description. This is an application bug, because both Vulkan and DX spec say that the pipeline topology and GS input topology must match.
To fix the misrendering this commit adds a workaround that just computes Expected Vertex Count directly from the pipeline topology.
Cc: mesa-stable Closes: #11853 (closed) Signed-off-by: Sviatoslav Peleshko sviatoslav.peleshko@globallogic.com