radv: decompress fmask before reading using texture unit
Before we can read the fmask using the compute shader, we need to decompress the fmask in place. This fixes a bunch of remaining failure and hopefully multisampling in Talos.
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@@ -439,6 +439,8 @@ void radv_CmdResolveImage(
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use_compute_resolve = true;
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if (use_compute_resolve) {
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radv_fast_clear_flush_image_inplace(cmd_buffer, src_image);
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radv_meta_resolve_compute_image(cmd_buffer,
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src_image,
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src_image_layout,
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