glsl: Fix (and validate) comment above glsl_type::name.

The comment above glsl_type::name claimed that it could sometimes be
NULL.  This was wrong--it is never NULL.  Many error handling paths
would segfault if it were.

Fix the comment and add assertions to validate that it really is never
NULL.
i965: Rename backend_visitor::prog to shader_prog.

The next patch is going to change the type of vec4_visitor::vp from
struct gl_vertex_program * to struct gl_program *, and rename it.  The
sensible name to change it to is vec4_visitor::prog.  However, prog is
already used in backend_visitor (which vec4_visitor derives from).
Since backend_visitor::prog is of type struct gl_shader_program *, it
makes sense to rename it to shader_prog.
i965/vs: Make type of vec4_visitor::vp more generic.

The vec4_visitor functions don't use any VS specific data from
vec4_visitor::vp.  So rename it to "prog" and change its type from
struct gl_vertex_program * to struct gl_program *.  This will allow
the code to be re-used for geometry shaders.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>

v2: Use the name "prog" rather than "p".
i965: Generalize computation of VUE map in preparation for GS.

This patch modifies the arguments to brw_compute_vue_map() so that
they no longer bake in the assumption that we are generating a VUE map
for vertex shader outputs.  It also makes the function non-static so
that we can re-use it for geometry shader outputs.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
i965/vs: Remove brw_vs_prog_data pointer from brw_vs_compile.

In patches that follow, we'll be splitting structs brw_vs_prog_data
and brw_vs_compile into a vec4-generic base struct and a VS-specific
derived struct (this will allow the vec4-generic code to be re-used
for geometry shaders).  Having brw_vs_compile point to
brw_vs_prog_data makes it difficult to do this cleanly.

Fortunately most of the functions that use brw_vs_compile (those in
the vec4_visitor class) already have access to brw_vs_prog_data
through a separate pointer (vec4_visitor::prog_data).  So all we have
to do is use that pointer consistently, and plumb prog_data through
the few remaining functions that need access to it.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
i965/vs: split brw_vs_compile into generic and VS-specific parts.

This will allow the generic parts to be re-used for geometry shaders.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
i965/vs: split brw_vs_prog_key into generic and VS-specific parts.

This will allow the generic parts to be re-used for geometry shaders.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
i965/vs: split brw_vs_prog_data into generic and VS-specific parts.

This will allow the generic parts to be re-used for geometry shaders.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>

v2: Put urb_read_length and urb_entry_size in the generic struct.
i965/vs: Make vec4_vs_visitor class derived from vec4_visitor.

This patch just creates the derived class; later patches will migrate
VS-specific functions and data structures from the base class into the
derived class.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
i965/vs: Make some vec4_visitor functions virtual.

This patch makes the following vec4_visitor functions virtual, since
they will need to be implemented differently for vertex and geometry
shaders.  Some of the functions are renamed to reflect their generic
purpose, rather than their VS-specific behaviour:

- setup_attributes
- emit_attribute_fixups (renamed to emit_prolog)
- emit_vertex_program_code (renamed to emit_program_code)
- emit_urb_writes (renamed to emit_thread_end)

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
i965/vs: Add virtual function make_reg_for_system_value().

The system values handled by vec4_visitor::visit(ir_variable *) are
VS-specific (vertex ID and instance ID).  This patch moves the
handling of those values into a new virtual function,
make_reg_for_system_value(), so that this VS-specific code won't be
inherited by geomtry shaders.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
i965/vs: move ARB_vertex_program functions to vec4_vs_visitor.

This patch moves functions from vec4_visitor to vec4_vs_visitor that
deal with ARB (assembly) vertex programs.  There's no point in having
these functions in the base class since we don't intend to support
assembly programs for the GS stage.  The following functions are
moved:

- setup_vp_regs
- get_vp_dst_reg
- get_vp_src_reg

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
i965/vs: move VS-specific data members to vs_vec4_visitor.

This patch moves the following data structures from vec4_visitor to
vec4_vs_visitor, since they contain VS-specific data:

- struct brw_vs_compile *c (renamed to vs_compile)
- struct brw_vs_prog_data *prog_data (renamed to vs_prog_data)
- src_reg *vp_temp_regs
- src_reg vp_addr_reg

Since brw_vs_compile and brw_vs_prog_data also contain vec4-generic
data, the following pointers are added to the base class, to allow it
to access the vec4-generic portions of these data structures:

- struct brw_vec4_compile *c
- struct brw_vec4_prog_key *key
- struct brw_vec4_prog_data *prog_data

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>

v2: Use shorter names in the base class and longer names in the
derived class.
i965/vs: Rename vec4_generator::prog to shader_prog.

The next patch is going to change the type of vec4_generator::vp from
struct gl_vertex_program * to struct gl_program *, and rename it.  The
sensible name to change it to is vec4_generator::prog.  However, prog
is already used.  Since the existing vec4_generator::prog is of type
struct gl_shader_program, it makes sense to rename it to shader_prog.
i965/vs: Generalize data structures pointed to by vec4_generator.

This patch removes the following field from vec4_generator, since it
is not used:

- struct brw_vs_compile *c

And changes the following field:

- struct gl_vertex_program *vp => struct gl_program *prog

With these changes, vec4_generator no longer refers to any VS-specific
data structures.  This will pave the way for re-using it for geometry
shaders.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>

v2: Use the name "prog" rather than "p".
i965/vs: rename vec4_generator::generate_vs_instruction.

Since this function is going to get used for geometry shaders too, it
deserves a more generic name: generate_vec4_instruction.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
i965/vs: Generalize vertex emission code in preparation for GS.

This patch introduces a new function, vec4_visitor::emit_vertex(),
which contains the code for emitting vertices that will need to be
common between the vertex and geometry shaders.

Geometry shaders will need to use a different message header, and a
different opcode, for their URB writes, so we introduce virtual
functions emit_urb_write_header() and emit_urb_write_opcode() to take
care of the GS-specific behaviours.

Also, since vertex emission happens at the end of the VS, but in the
middle of the GS, we need to be sure to only call
emit_shader_time_end() during VS vertex emission.  We accomplish this
by moving the call to emit_shader_time_end() into the VS
implementation of emit_urb_write_opcode().

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
i965/vs: Generalize attribute setup code in preparation for GS.

This patch introduces a new function,
vec4_visitor::lower_attributes_to_hw_regs(), which replaces registers
of type ATTR in the instruction stream with the hardware registers
that store those attributes.  This logic will need to be common
between the vertex and geometry shaders.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
i965/vs: Generalize computation of array strides in preparation for GS.

Geometry shader inputs are arrays, but they use an unusual array
layout: instead of all array elements for a given geometry shader
input being stored consecutively, all geometry shader inputs are
interleaved into one giant array.  As a result, the array stride we
use to access geometry shader inputs must be equal to the size of the
input VUE, rather than the size of the array element.

This patch introduces a new virtual function,
vec4_visitor::compute_array_stride(), which will allow geometry shader
compilation to specialize the computation of array stride to account
for the unusual layout of geometry shader input arrays.  It also
renames the local variable that the ir_dereference_array visitor uses
to store the stride, to avoid confusion.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
i965/vs: Don't hardcode DEBUG_VS in generic vec4 code.

Since the vec4_visitor and vec4_generator classes are going to be
re-used for geometry shaders, we can't enable their debug
functionality based on (INTEL_DEBUG & DEBUG_VS) anymore.  Instead, add
a debug_flag boolean to these two classes, so that when they're
instantiated the caller can specify whether debug dumps are needed.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>