Fix/ffvii rebirth - #6
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The Linux build linked libexpat and read its drirc from /usr/local/share/drirc.d, which the WinNative rootfs does not have, so Turnip's vkd3d and DXVK options never applied: vkd3d-proton detected only Shader Model 6.0 unless VKD3D_SHADER_MODEL overrode it, and the D3D texture coordinate rounding and alpha-to-coverage emulation were off. Build with -Dxmlconfig=disabled, as the Android drivers are, and fail verification when a package reads its defaults from disk.
FINAL FANTASY VII REBIRTH draws its world with mesh shaders and creates compute shaders that declare WaveSize(32). Turnip had no VK_EXT_mesh_shader and no subgroup size below 64 on A8XX, so the game's pipelines failed. Apply two Mesa commits from linux/patches after the existing scripts: compute-based mesh shader emulation, and half-wave subgroups for a required subgroup size of 32. Verification fails when either is missing.
With mesh shaders and wave32 subgroups in place, the game still lost the device on A8XX, at the title or while loading gameplay. Add three Mesa commits to linux/patches: sanitize cube map sampling directions, invalidate bindless descriptors through A8XX's dedicated registers, and fetch command streams through a KGSL virtual BO alias that is unbound before the memory is freed. Refresh the mesh shader patch with its per-component output copy, and verify the new patches in the build.
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