vulkan: perform sRGB-to-linear conversion correctly for premultiplied values
Pre-multipled sRGB values need to be un-multiplied before conversion to linear and then re-multiplied after. Compare shaders/texture.frag.
This fixes an issue in labwc where titlebar corners (rendered as ARGB textures) did not match the rest of the titlebar (rendered as a solid wlr_scene_rect).
Backport of !4635 (merged) to the 0.17 branch.