This series enables the compressed multisample layout for multisample textures.
Previously we would only use CMS for renderbuffers, since our texelFetch()
implementation didn't understand it.

Changes from V1:
- Include fix for Haswell's second copy of the sample mask
- Actually allocate an MCS surface for textures with this layout
- Emit the MCS info in surface state for textures
- Fix swizzling of MCS data in VS

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