message: Render more context when getting shader output
  * This prevents issues where implementations may produce different per-sample
  results if the sample mask changes. Since we're not doing anything that would
  break by writing multiple samples we can keep the original sample mask.
  * We also write the quad neighbourhood for similar reasons.
diff: @@ -2232,8 +2232,14 @@ struct VulkanPixelHistoryPerFragmentCallback : VulkanPixelHistoryCallback
  Pipelines pipes = CreatePerFragmentPipelines(curPipeline, newRp, eid, 0, colorOutputIndex);
  for(uint32_t i = 0; i < state.views.size(); i++)
  + {
  ScissorToPixel(state.views[i], state.scissors[i]);
  + state.scissors[i].offset.x &= ~0x1;
  + state.scissors[i].offset.y &= ~0x1;
  + state.scissors[i].extent = {2, 2};
  + }
  +
  state.renderPass = GetResID(newRp);
  state.SetFramebuffer(m_pDriver, GetResID(newFb));
  @@ -2470,8 +2476,6 @@ struct VulkanPixelHistoryPerFragmentCallback : VulkanPixelHistoryCallback
  VkPipelineDepthStencilStateCreateInfo *ds =
  (VkPipelineDepthStencilStateCreateInfo *)pipeCreateInfo.pDepthStencilState;
  - VkPipelineMultisampleStateCreateInfo *ms =
  - (VkPipelineMultisampleStateCreateInfo *)pipeCreateInfo.pMultisampleState;
  VkRect2D newScissors[16];
  memset(newScissors, 0, sizeof(newScissors));
  @@ -2486,8 +2490,6 @@ struct VulkanPixelHistoryPerFragmentCallback : VulkanPixelHistoryCallback
  ds->front.writeMask = 0xff;
  ds->front.reference = 0;
  ds->back = ds->front;
  -
  - ms->pSampleMask = &m_CallbackInfo.sampleMask;
  }
  stages.resize(pipeCreateInfo.stageCount);
  