glsl/linker: Make separate allocations to track vertex and fragment shaders.

There's no reason to be clever about this.  By making separate
allocations for vertex and fragment shaders, we'll allow geometry
shaders to be added without introducing any complication.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl: support compilation of geometry shaders

This commit adds all of the parsing and semantics for GLSL 150 style
geometry shaders.

v2 (Paul Berry <stereotype441@gmail.com>): Add a few missing calls to
get_pipeline_stage().  Fix some signed/unsigned comparison warnings.
Fix handling of NULL consumer in assign_varying_locations().

v3 (Bryan Cain <bryancain3@gmail.com>): fix indexing order of 2D
arrays.  Also, allow interpolation qualifiers in geometry shaders.

v4 (Paul Berry <stereotype441@gmail.com>): Eliminate
get_pipeline_stage()--it is no longer needed thanks to 030ca23 (mesa:
renumber shader indices according to their placement in pipeline).
Remove 2D stuff.  Move vertices_per_prim() to ir.h, so that it will be
accessible from outside the linker.  Remove
inject_num_vertices_visitor.  Rework for GLSL 1.50.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>

v5 (Paul Berry <stereotype441@gmail.com>): Split out
do_set_program_inouts() argument refactoring to a separate patch.
Move geom_array_resizing_visitor to later in the series.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
mesa: Refactor copying of linked program data.

This patch creates a single function to copy the the UsesClipDistance
flag from gl_shader_program.Vert to gl_vertex_program.  Previously
this logic was duplicated in the i965-specific function
brw_link_shader() and the core mesa function _mesa_ir_link_shader().

This logic will have to be expanded to support geometry shaders, and I
don't want to have to update it in two separate places.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
mesa: Copy linked program data for GS.

The documentation for gl_shader_program.Geom and gl_geometry_program
says that the former is copied to the latter at link time, but this
wasn't happening.  This patch causes _mesa_ir_link_shader() to perform
the copy, and updates comment accordingly.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl: Require geometry shader inputs to be arrays.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl/linker: Properly error check VS-GS linkage.

From section 4.3.4 (Inputs) of the GLSL 1.50 spec:

    Geometry shader input variables get the per-vertex values written
    out by vertex shader output variables of the same names. Since a
    geometry shader operates on a set of vertices, each input varying
    variable (or input block, see interface blocks below) needs to be
    declared as an array.

Therefore, the element type of each geometry shader input array should
match the type of the corresponding vertex shader output.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl/linker: Properly pack GS input varyings.

Since geometry shader inputs are arrays (where the array index
indicates which vertex is being examined), varying packing needs to
treat them differently.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
glsl: Modify varying packing to use a temporary exec_list.

This patch modifies lower_packed_varyings to store the packing code it
generates in a temporary exec_list, and then splice that list into the
shader's main() function when it's done.  This paves the way for
supporting geometry shader outputs, where we'll have to splice a clone
of the packing code before every call to EmitVertex().

As a side benefit, varying packing code is now emitted in the same
order for inputs and outputs; this should make debug output a little
easier to read.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
glsl: Properly pack GS output varyings

In geometry shaders, outputs are consumed at the time of a call to
EmitVertex() (as opposed to all other shader types, where outputs are
consumed when the shader exits).  Therefore, when packing geometry
shader output varyings using lower_packed_varyings, we need to do the
packing at the time of the EmitVertex() call.

This patch accomplishes that by adding a new visitor class,
lower_packed_varyings_gs_splicer, which is responsible for splicing
the varying packing code into place wherever EmitVertex() is found.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
mesa/shaderapi: Allow 0 GEOMETRY_VERTICES_OUT.

ARB_geometry_shader4 spec Errors:
"The error INVALID_VALUE is generated by ProgramParameteriARB if <pname>
is GEOMETRY_VERTICES_OUT_ARB and <value> is negative."

Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
mesa: Validate the drawing primitive against the geometry shader input primitive type.

Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl/linker: Fail to link geometry shader without vertex shader.

From section 2.15 (Geometry Shaders) the OpenGL 3.2 spec:

    A program object that includes a geometry shader must also include
    a vertex shader; otherwise a link error will occur.

Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
main: Fix delete_shader_cb() for geometry shaders

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl: Make sure that we don't put too many bitfields in ast_type_qualifier.

We do some tests of qualifiers using a union containing an int and the
struct full of bitfields, so make sure the bitfields don't spill
outside the int.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl: Parse the GLSL 1.50 GS layout qualifiers.

Limited semantic checking (compatibility between declarations, checking
that they're in the right shader target, etc.) is done.

v2: Remove stray debug printfs.

v3 (Paul Berry <stereotype441@gmail.com>): Process input layout
qualifiers at ast_to_hir time rather than at parse time, since certain
error conditions depend on the relative ordering between input layout
qualifiers, declarations, and calls to .length().

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl: Export the compiler's GS layout qualifiers to the gl_shader.

Next step is to validate them at link time.

v2 (Paul Berry <stereotype441@gmail.com>): Don't attempt to export the
layout qualifiers in the event of a compile error, since some of them
are set up by ast_to_hir(), and ast_to_hir() isn't guaranteed to have
run in the event of a compile error.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>

v3 (Paul Berry <stereotype441@gmail.com>): Use PRIM_UNKNOWN to
represent "not set in this shader".

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
glsl: Cross-validate GS layout qualifiers while intrastage linking.

This gets piglit's geometry-basic test running.

TODO: Still need to validate that the GS layout qualifiers don't get used
in places they shouldn't (like an interface block, or a particular shader
input or output)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl: Permit non-ubo input interface arrays to use non-const indexing.

From the GLSL ES 3.00 spec:

    "All indexes used to index a uniform block array must be constant
    integral expressions."

Similar text exists in GLSL specs since 1.50.

When we implemented this, the only type of interface block supported
by Mesa was uniform blocks, so we required all indexes used to index
any interface block to be constant integral expressions.

Now that we are adding interface block support for GLSL 1.50, we need
a more specific check.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl: Allow geometry shader input instance arrays to be unsized.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
glsl: Implement rules for geometry shader input sizes.

Section 4.3.8.1 (Input Layout Qualifiers) of the GLSL 1.50 spec
contains some tricky rules for how the sizes of geometry shader input
arrays are related to the input layout specification.  In essence,
those rules boil down to the following:

- If an input array declaration does not specify a size, and it
  follows an input layout declaration, it is sized according to the
  input layout.

- If an input layout declaration follows an input array declaration
  that didn't specify a size, the input array declaration is given a
  size at the time the input layout declaration appears.

- All input layout declarations and input array sizes must ultimately
  match.  Inconsistencies are reported as soon as they are detected,
  at compile time if the inconsistency is within one compilation unit,
  otherwise at link time.

- At least one compilation unit must contain an input layout
  declaration.

(Note: the geom_array_resize_visitor class was contributed by Bryan
Cain <bryancain3@gmail.com>.)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>