mesa: Add an option so driver can opt out of varying packing.

On hardware that supports a limited number of texture indirections,
varying packing will comsume an extra texture indirection, since ALU
operations are needed in the fragment shader to unpack the varyings
before any texturing can be done.

This patch introduces a new driver option,
ctx->Const.DisableVaryingPacking, which can be used by a driver to opt
out of varying packing if the extra texture indirection is costly
enough to outweigh the advantages of packing varyings.
gallium: Disable varying packing on hardware with <=8 texture indirections.

In practice this will disable varying packing on R300, R400, i915g,
and nv30.
glsl/linker: Pack within compound varyings.

This patch implements varying packing within varyings that are
composed of multiple vectors of size less than 4 (e.g. arrays of
vec2's, or matrices with height less than 4).

Previously, such varyings used up a full 4-wide varying slot for each
constituent vector, meaning that some of the components of each
varying slot went unused.  For example, a mat4x3 would be stored as
follows:

 <----slot1----> <----slot2----> <----slot3----> <----slot4---->  slots
  *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *
 <-column1->  x  <-column2->  x  <-column3->  x  <-column4->  x   matrix

(Each * represents a varying component, and the "x"s represent wasted
space).  In addition to wasting precious varying components, this
layout complicated transform feedback, since the constituents of the
varying are expected to be output to the transform feedback buffer
contiguously (e.g. without gaps between the columns, in the case of a
matrix).

This change packs the constituents of each varying together so that
all wasted space is at the end.  For the mat4x3 example, this looks
like so:

 <----slot1----> <----slot2----> <----slot3----> <----slot4---->  slots
  *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *
 <-column1-> <-column2-> <-column3-> <-column4->  x   x   x   x   matrix

Note that matrix columns 2 and 3 now cross a boundary between varying
slots (a characteristic I call "double parking" of a varying).

We don't bother trying to eliminate the wasted space at the end of the
varying, since the patch that follows will take care of that.

Since compiler back-ends don't (yet) support this packed layout, the
lower_packed_varyings function is used to rewrite the shader into a
form where each varying occupies a full varying slot.  Later, if we
add native back-end support for varying packing, we can make this
lowering pass optional.

Reviewed-by: Eric Anholt <eric@anholt.net>

v2: Skip varying packing if ctx->Const.DisableVaryingPacking is true.
glsl/linker: Pack between varyings.

This patch implements varying packing between varyings.

Previously, each varying occupied components 0 through N-1 of its
assigned varying slot, so there was no way to pack two varyings into
the same slot.  For example, if the varyings were a float, a vec2, a
vec3, and another vec2, they would be stored as follows:

 <----slot1----> <----slot2----> <----slot3----> <----slot4---->  slots
  *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *
 flt  x   x   x  <vec2->  x   x  <--vec3--->  x  <vec2->  x   x   varyings

(Each * represents a varying component, and the "x"s represent wasted
space).

This change packs the varyings together to eliminate wasted space
between varyings, like so:

 <----slot1----> <----slot2----> <----slot3----> <----slot4---->  slots
  *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *
 <vec2-> <vec2-> flt <--vec3--->  x   x   x   x   x   x   x   x   varyings

Note that we take advantage of the sort order introduced in previous
patches (vec4's first, then vec2's, then scalars, then vec3's) to
minimize how often a varying is "double parked" (split across varying
slots).

Reviewed-by: Eric Anholt <eric@anholt.net>

v2: Skip varying packing if ctx->Const.DisableVaryingPacking is true.