v3d: Update TEXTURE_SHADER_STATE after creating a new buffer when mapping a texture with DISCARD_WHOLE_RESOURCE
When a texture is mapped with the DISCARD_WHOLE_RESOURCE
flag set,
v3d_map_usage_prep
will try to allocate a new buffer for the resource.
Previously, if the resource was used in a bound texture then nothing
would cause it to update the sampler view with the offset for the new
buffer. This commit just adds that in by looking at all sampler views
and calling v3d_setup_texture_shader_state_for_so
for each one that
references this resource.
This fixes Mesa issue 1950.