The Vulkan spec says:
If a fragment shader entry point statically uses an input variable
decorated with a BuiltIn of SampleId or SamplePosition,
sample shading is enabled and a value of 1.0 is used instead of minSampleShading.
If a fragment shader entry point statically uses an input variable decorated
with Sample, sample shading may be enabled and a value of 1.0 will be
used instead of minSampleShading if it is.
This means we have to overwrite the command buffer state entirely.
Cc: mesa-stable
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <maraeo@gmail.com>
(cherry picked from commit e7a035df65)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/41540>