i965/gs: Implement basic gl_PrimitiveIDIn functionality.

If the geometry shader refers to the built-in variable
gl_PrimitiveIDIn, we need to set a bit in 3DSTATE_GS to tell the
hardware to dispatch primitive ID to r1, and we need to leave room for
it when allocating registers.

Note: this feature doesn't yet work properly when software primitive
restart is in use (the primitive ID counter will incorrectly reset
with each primitive restart, since software primitive restart works by
performing multiple draw calls).  I plan to address that in a future
patch series.

Fixes piglit test "spec/glsl-1.50/execution/geometry/primitive-id-in".

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
i965: Add some missing bits to {mesa,brw,cache}_bits[].

These data structures are used for debug output, so it wasn't hurting
anything that there were missing bits.  But it's good to keep things
up to date.

This patch also adds static asserts so that the {brw,cache}_bits[]
arrays are the proper size, so that we don't forget to add to them in
the future.  Unfortunately there's no convenient way to assert that
mesa_bits[] is the proper size.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
glsl: Keep track of location for interface block fields.

This patch adds a "location" element to struct glsl_struct_field, so
that we can keep track of the gl_varying_slot associated with each
built-in geometry shader input.

In lower_named_interface_blocks, we use this value to populate the
"location" field in the ir_variable that stores each geometry shader
input.
glsl/gs: add gl_in support to builtin_variables.cpp.

Previously, builtin_variables.cpp was written assuming that we
supported ARB_geometry_shader4 style geometry shader inputs, meaning
that each built-in varying input to a geometry was supplied via an
array variable whose name ended in "In", e.g. gl_PositionIn or
gl_PointSizeIn.

However, in GLSL 1.50 style geometry shaders, things work
differently--built-in inputs are supplied to geometry shaders via a
built-in interface block called gl_in, which contains all the built-in
inputs using their usual names (e.g. the gl_Position input is supplied
to the geometry shader as gl_in[i].gl_Position).

This patch adds the necessary logic to builtin_variables.cpp to create
the gl_in interface block and populate it accordingly for geometry
shader inputs.  The old ARB_geometry_shader4 style varyings are
removed, though they can easily be added back in the future if we
decide to support ARB_geometry_shader4.
glsl/gs: handle gl_ClipDistance geometry input in lower_clip_distance.

This corresponds to the lowering of gl_ClipDistance to
gl_ClipDistanceMESA for vertex and geometry shader outputs.  Since
this lowering pass occurs after lower_named_interface blocks, it deals
with 2D arrays (gl_ClipDistance[vertex][clip_plane]) rather than 1D
arrays in an interface block
(gl_in[vertex].gl_ClipDistance[clip_plane]).

v2 (Paul Berry <stereotype441@gmail.com>): Fix indexing order for
gl_ClipDistance input lowering.  Properly lower bulk assignment of
gl_ClipDistance inputs.  Rework for GLSL 1.50 style geometry shaders.
i965/gs: Fixup gl_PointSize on entry to geometry shaders.

gl_PointSize is stored in the w component of VARYING_SLOT_PSIZ, but
the geometry shader infrastructure assumes that it should look for all
geometry shader inputs of type float in the x component.  So when
compiling a geomtery shader that uses a gl_PointSize input, fix it up
during the shader prolog by moving the w component to the x component.

This is similar to how we emit fixups and workarounds for vertex
shader attributes.

Fixes piglit test spec/glsl-1.50/execution/geometry/core-inputs.
!UPSTREAM: i965/gs: Generalize some error messages for GS.

TODO: find more places to generalize.
TODO: Don't use "VS/GS" terminology.  Use "vec4" terminology, since that will endure longer.
!UPSTREAM: glsl: Add new geometry shader constants.

TOOD:
- These constants need to be plumbed through to the driver back-ends.
main: Expose geometry shader constants in GL 3.0.
!UPSTREAM: mesa: fix transform feedback when a geometry shader is active.

TODO: test
!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: i965: turn on GS.

TODO:
- Commit message
!UPSTREAM: Debug optimization passes.
!UPSTREAM: Expose GLSL 1.50 and GL 3.2 core contexts.

This lets me run tests normally, since globally doing GL version override
can break tests that require a compatibility context.
vbo: Make vbo_sw_primitive_restart optionally count primitives.

This will be necessary in order to get the i965 back-end to produce
the correct value of gl_PrimitiveIDIn when using software primitive
restart.
!UPSTREAM: i965/gs: Fix gl_PrimitiveIDIn when using SW primitive restart.

TODO: We really ought to set _NEW_PROGRAM_CONSTANTS only when software
primitive restart is in use.  Currently we set it for hardware
primitive restart too.
!UPSTREAM: i965/gs: Set the REORDER bit in 3DSTATE_GS.

Ivy Bridge's "reorder enable" bit gives us a binary choice for the
order in which vertices from triangle strips are delivered to the
geometry shader.  Neither choice follows the OpenGL spec, but setting
the bit is better, because it gets triangle orientation correct.

Haswell replaces the "reorder enable" bit with a new "reorder mode"
bit (which occupies the same location in the command packet).  This
bit gives us a different binary choice, which affects both triangle
strips and triangle strips with adjacency.  Setting the bit gives the
proper order according to the OpenGL spec.

So in either case we want to set the bit.

On Ivy Bridge, fixes piglit test
spec/glsl-1.50/execution/geometry/triangle-strip-orientation.

On Haswell, should fix piglit tests
spec/glsl-1.50/glsl-1.50-geometry-primitive-types
{GL_TRIANGLE_STRIP,GL_TRIANGLE_STRIP_ADJACENCY}, but I haven't tested
this.

TODO: test on HSW
i965/vec4: Teach copy propagation about writes to non-GRFs.

During copy propagation, when we encounter an instruction that writes
to register R, we clear out any record of other registers that
previously contained copies of R, since after the write they will
contain the old value of R.

Previously, we only did this for GRFs (since this pass occurs before
register allocation, input ATTRs don't count as GRFs).  As a result,
an instruction stream that moved from an ATTR to a GRF, and then
overwrote the ATTR, might get incorrectly optimized.

In this past this hasn't really been a problem because the only time
we wrote to ATTRs was during vertex attribute fixup, and we never had
a reason to save the old value of the ATTR in a GRF.

However, a future patch will introduce a geometry shader workaround
which re-orders input vertices before executing the body of a geometry
shader--this workaround will produce code like the following:

    A mov tmp, ATTR0
    B mov ATTR0, ATTR1
    C mov ATTR1, tmp

Without this patch, copy propagation would incorrectly conclude that
after instruction B, tmp still contained a copy of ATTR0, so it would
"optimize" this to:

    B mov ATTR0, ATTR1
    C mov ATTR1, ATTR0

Which is clearly incorrect.

The solution is to have copy propagation consider writes to non-GRFs
the same way as writes to GRFs--in either case, the write invalidates
previous copies.
i965/vec4_scheduler: Account for WAW deps between HW_REGs

The vec4 instruction scheduler wasn't accounting for write-after-write
dependencies between fixed hardware registers.  As a result, an
instruction stream that contained a sequence of writes to fixed
hardware registers might get scheduled incorrectly.

In the past this hasn't really been a problem because the only time we
wrote to fixed hardware registers was during vertex attribute fixup,
and these could safely occur in any order.

However, a future patch will introduce a geometry shader workaround
which re-orders input vertices before executing the body of a geometry
shader--this workaround will produce code like the following:

    A mov tmp1 g2
    B mov tmp2 g6
    C mov g2   g18
    D mov g6   g22
    E mov g18  g10
    F mov g22  g14
    G mov g10  tmp1
    H mov g14  tmp2

(where the g's represent fixed hardware registers and the tmps
represent GRFs allocated by the register allocator).

This can't occur in any order; H has a write-after-read dependency on
F (H may not safely write to g14 until after F has read from it).

However, since instruction scheduling operates conservatively with
respect to fixed hardware registers (it regards all fixed hardware
registers as a single unit rather than distinguishing between them),
it sees the above instruction stream as:

    A mov tmp1 g??
    B mov tmp2 g??
    C mov g??  g??
    D mov g??  g??
    E mov g??  g??
    F mov g??  g??
    G mov g??  tmp1
    H mov g??  tmp2

And so it considers G to have a write-after-read dependency on F,
rather than H.  As a result, H may wind up getting scheduled before F,
leading to incorrect execution.

The solution is to consider H to have a write-after-write dependency
on G.  This ensures that H won't get scheduled before F, because of
G's dependency on F.

In the long run we may want to consider modifying instruction
scheduling to distinguish between fixed hardware registers, but that's
a performance concern rather than a correctness concern.  Adding the
write-after-write dependency checking for fixed hardware registers
restores correctness.
!UPSTREAM: i965/gs: Reorder triangle strip vertices on Ivy Bridge.

When rendering a triangle strip or triangle strip with adjacency, Ivy
Bridge doesn't order the input vertices of odd numbered triangles in
the way OpenGL requires.  We work around this by using the primitive
ID to detect which triangles are odd numbered, and rearrange the order
of vertices during the geometry shader prolog.

A problem with consulting the primitive ID is that if primitive
restart is in use, triangles may have opposite parity relative to the
entire draw call vs. relative to the strip.  We need to look at the
parity of the triangle relative to the strip.  Fortunately, we can
work around this by using software primitive restart in this case.

TODO:
- Confirm that HSW doesn't need this.

- Consider dropping this whole sub-series, since it still doesn't do
  the right thing in the presence of instanced rendering.