[Bug 73110] [BISECTED] commit "r600g: use shader-based MSAA resolving when hw-based one cannot be used" crashes some games with R600_LLVM=1

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Comment # 4 on bug 73110 from
The shaders are generated by this code:

http://cgit.freedesktop.org/mesa/mesa/diff/src/gallium/auxiliary/util/u_simple_shaders.c?id=fc21098a95c8f7d0aadbfcc90cb2e9e78d1e2ef3
http://cgit.freedesktop.org/mesa/mesa/diff/src/gallium/auxiliary/util/u_simple_shaders.c?id=5a609fbcb5459fc5cac2e0361a405ea4b884325f

There is nothing special except for the texel fetch instructions which read
from MSAA textures. The shaders also contain float<->int and float<->unsigned
conversions. I think the latter is not used with GLSL very often.


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