i965/gs: Add GS_OPCODE_URB_WRITE.
i965/gs: Add GS_OPCODE_THREAD_END.
i965/gs: Add GS_OPCODE_SET_WRITE_OFFSET.
i965/gs: Add GS_OPCODE_SET_VERTEX_COUNT.
i965/gs: Add GS_OPCODE_SET_DWORD_2_IMMED.
!UPSTREAM: i965/gs: add GS visitors.
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.
i965/vec4: Make a function for setting up vec4 program key clip info.

This functionality will need to be reused by geometry shaders.
i965/gs: Add a data structure for tracking VS output VUE map.
i965/gs: Create brw_context::vec4_gs structure to track GS program state.
i965/gs: Support UBOs by generating surface state and binding tables.

All but two of the piglit GLSL 1.50/uniform_buffer tests work, and
maxuniformblocksize and referenced-by-shader work.
i965/gs: make the state atom for compiling Gen7 geometry shaders.
i965/gs(gen7): Allocate URB space for use by geometry shader.
i965/gs(gen7): Allocate push constant space.

Previously, we would always use the same push constant allocation
regardless of what shader programs were being run: the available push
constant space was split into 2 equal size partitions, one for the
vertex shader, and one for the fragment shader.

Now that we are adding geometry shader support, we need to do
something smarter.  This patch adjusts things so that when a geometry
shader is in use, we split the available push constant space into 3
(roughly) equal size partitions instead of 2.

Since the push constant allocation is now affected by GL state, it can
no longer be set up by brw_upload_initial_gpu_state(); instead it must
be set up by a state atom.
i965: Make sure constants re-sent after constant buffer reallocation.

The hardware requires that after constant buffers for a stage are
allocated using a 3DSTATE_PUSH_CONSTANT_ALLOC_{VS,HS,DS,GS,PS}
command, and prior to execution of a 3DPRIMITIVE, the corresponding
stage's constant buffers must be reprogrammed using a
3DSTATE_CONSTANT_{VS,HS,DS,GS,PS} command.

Previously we didn't need to worry about this, because we only
programmed 3DSTATE_PUSH_CONSTANT_ALLOC_{VS,HS,DS,GS,PS} once on
startup.  But now that we reallocate the constant buffers whenever
geometry shaders are switched on and off, we need to make sure the
constant buffers are reprogrammed.

We do this by adding a new bit, BRW_NEW_PUSH_CONSTANT_ALLOCATION, to
brw->state.dirty.brw.
i965/vs: generalize push const upload in preparation for GS.
i965/gs: set up GS state.
!UPSTREAM ===== END of preliminary back-end work =====
!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: Fix GS sampling.

TODO:

- Seems like these functions ought to be rewritten to loop over
  program types.

- Handling of null gs seems clumsy.

- Can the same sampler be used in multiple shader stages (e.g. both VS
  and FS)?  If not, then it seems like we're going to run out of
  samplers in our bitfield.  If so, then is it guaranteed that
  fs->SamplerUnits[s] == gs->SamplerUnits[s]?  If so this needs an
  explanatory comment.  If not, this code seems broken.

- Decide what to do about code duplication.  Either I should de-dup
  the code or I suppose I should only update the gen7 code.

- Move to appropriate place in the series.