!UPSTREAM: Primitive ID part 1.
!UPSTREAM: Primitive ID part 2.
!UPSTREAM: Primitive ID part 3.
!UPSTREAM: Primitive ID part 4.
!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: i965: turn on GS.

TODO:
- Commit message
i965/gen7: Allow URB_WRITE channel masks to be used.

Previously, brw_urb_WRITE() would unconditionally override the channel
masks in the URB_WRITE message to 0xff (indicating that all channels
should be written to the URB).

For geometry shaders, we need the ability to set the channel masks
programatically, so create a flag to prevent brw_urb_WRITE() from
overriding them.
!UPSTREAM: i965/gen7: Add the ability to send URB_WRITE_OWORD messages.

This will be used by geometry shaders to implement EndPrimitive()
functionality.

TODO:
- Move to appropriate place in series.
!UPSTREAM: i965/gs: implement EndPrimitive() functionality.

Stuff that needs fixing:
- Probably should pack vertex_count and cut_bits into a single register
- Code should be conditioned on whether the shader uses EndPrimitive()
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 x component to the w component.

This is similar to how we emit fixups and workarounds for vertex
shader attributes.
!UPSTREAM: i965: Add new primitive types.

TODO: test.
!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.
!UPSTREAM: glsl: Add new geometry shader constants.

TOOD:
- These constants need to be plumbed through to the driver back-ends.
!UPSTREAM: WIP: ad gl_in to builtin_variables.cpp.
main: Expose geometry shader constants in GL 3.0.