anv/sparse: get ready to issue a single vm_bind ioctl per non-opaque bind
Game testing shows it's common for this operation to result in
multiple bind regions, so try to use a single ioctl when we can.
Actual testing reveals 136 shader-related tests fail when we actually
do this, so for now keep doing a single bind per ioctl while leaving a
very easy way to the desired behavior when we figure this out.
It should also be possible to go even higher-level and do this at the
anv_queue_submit_sparse_bind_locked() layer, but that should happen in
future commits.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23045>