i965: Initialize the maximum number of GS threads on Haswell.

We'll need proper values for max_gs_threads when we eventually support
geometry shaders.  Also, we initialize it for every other platform.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: Paul Berry <stereotype441@gmail.com>
!UPSTREAM: glsl: lower gl_ClipDistanceIn to gl_ClipDistanceInMESA in lower_clip_distance

This corresponds to the lowering of gl_ClipDistance to gl_ClipDistanceMESA.
It converts the 2D array gl_ClipDistanceIn from EXT/ARB_geometry_shader4 to
a 1D array of vec4s, gl_ClipDistanceInMESA.

v2 (Paul Berry <stereotype441@gmail.com>): Fix indexing order for
gl_ClipDistanceIn lowering.  Properly lower bulk assignment of
gl_ClipDistanceIn[i].

TODO: May need to rework for GLSL 1.50.
!UPSTREAM: glsl/linker: Fail if linking geometry shader with 0 GEOMETRY_VERTICES_OUT.

ARB_geometry_shader4 spec 2.15.2:
"Linking will also fail [...] if the program object contains objects to form a
geometry shader, and the value of GEOMETRY_VERTICES_OUT_ARB is zero."

Reviewed-by: Paul Berry <stereotype441@gmail.com>

TODO: May not be necessary for GLSL 1.50 style geometry shaders.  Make a test to validate.
!UPSTREAM: mesa: fix transform feedback when a geometry shader is active

TODO: test
!UPSTREAM: Fix up GS handling of gl_ClipDistance/gl_ClipVertex linkage rules.

TODO:
- Test
- Squash
!UPSTREAM: make stuff safe to include from C++

TODO:
- Split
i965: Initialize all elements of ctx->ShaderCompilerOptions

Otherwise any GS that requires lowering (e.g. one that uses
gl_ClipDistance or gl_ClipDistanceIn) will fail to work.
i965: Stop including brw_vs.h from brw_vec4.h

This is backwards from what we are going to want in the long term, which is:

- brw_vec4.h declares general-purpose vec4 infrastructure needed by
  both VS and GS
- brw_vs.h includes brw_vec4.h and adds VS-specific parts.
- brw_gs.h includes brw_vec4.h and adds GS-specific parts.

Note that at the moment brw_vec.h contains a fair amount of
VS-specific declarations--I plan to address that in a later patch.
!UPSTREAM: i965/vec4: Allow for dispatch_grf_start_reg to vary.

Both 3DSTATE_VS and 3DSTATE_GS have a dispatch_grf_start_reg control,
which determines the register where the hardware delivers data sourced
from the URB (push constants followed by per-vertex input data).

For vertex shaders, we always set dispatch_grf_start_reg to 1, since
R1 is always the first register available for push constants in vertex
shaders.

For geometry shaders, we'll need the flexibility to set
dispatch_grf_start_reg to different values depending on the behvaiour
of the geometry shader; if it accesses gl_PrimitiveIDIn, we'll need to
set it to 2 to allow the primitive ID to be delivered to the thread in
R1.

This patch eliminates the assumption that dispatch_grf_start_reg is
always 1.  In vec4_visitor, we record the regnum that was passed to
vec4_visitor::setup_uniforms() in prog_data for later use.  In
vec4_generator, we consult this value when converting an abstract
UNIFORM register to a concrete hardware register.  And in the code
that emits 3DSTATE_VS, we set dispatch_grf_start_reg based on the
value recorded in prog_data.

This will allow us to set dispatch_grf_start_reg to the appropriate
value when compiling geometry shaders.  Vertex shaders will continue
to always use a dispatch_grf_start_reg of 1.

TODO:
- Move into the proper part of the series.
!UPSTREAM: i965/vec4: Virtualize setup_payload instead of setup_attributes
i965: Add brw->geometry_program
!UPSTREAM: i965: Add an opcode for doing a URB write with an offset from a register (needed for GS).
!UPSTREAM: i965: Add GS_OPCODE_THREAD_END

TODO:
- Verify that I'm returning the correct value from implied_mrf_writes() for this new opcode.
i965/gs: Add GS_OPCODE_SET_WRITE_OFFSET
i965/gs: Add GS_OPCODE_SET_VERTEX_COUNT
!UPSTREAM: i965/gs: add GS visitors
i965: Make some files safe to include from C
i965: Make prim_to_hw_prim accessible outside brw_draw.c.

We will need access to this array in order to configure the geometry
shader.
!UPSTREAM: i965/gs: make the state atom for compiling Gen7 geometry shaders.

TODO: maybe disentangle
!UPSTREAM: i965: Fix some vec4 gs key setup

TODO:
- Test thoroughly
- Squash