i965/vs: Use a fixed set of register classes.

Arrays, structures, and matrices use large VGRFs of arbitrary sizes.
However, split_virtual_grfs() breaks those down into VGRFs of size 1.

For reference, commit 5d90b988791e51cfb6413109271ad102fd7a304c is the
analogous change to the FS backend.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: Paul Berry <stereotype441@gmail.com>
i965/vs: Expose the payload registers to the register allocator.

For now, nothing else can get allocated over them.  That may change at
some point in the future.

This also means that base_reg_count can be computed without knowing the
number of registers used for the payload, which is required if we want
to allocate the register set once at context creation time.

See commit 551e1cd44f6857f7e29ea4c8f892da5a97844377, which implemented
virtually identical code in the FS backend.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: Paul Berry <stereotype441@gmail.com>
i965/vs: Move base_reg_count computation to brw_alloc_reg_set().

We're soon going to be calling brw_alloc_reg_set() from outside of the
visitor, where we don't have the precomputed "max_grf" variable handy.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: Paul Berry <stereotype441@gmail.com>
i965/vs: Allocate register set once at context creation.

Now that we use a fixed set of register classes, we can set up the
register set and conflict graphs once, at context creation, rather than
on every VS compile.  This is obviously less expensive, and also what
we already do in the FS backend.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: Paul Berry <stereotype441@gmail.com>
i965: Allow C++ type safety in the use of enum brw_urb_write_flags.

(From a suggestion by Francisco Jerez)

If an enum represents a bitfield of flags, e.g.:

enum E {
  A = 1,
  B = 2,
  C = 4,
  D = 8,
};

then C++ normally prohibits statements like this:

enum E x = A | B;

because A and B are implicitly converted to ints before OR-ing them,
and an int can't be stored in an enum without a type cast.  C, on the
other hand, allows an int to be implicitly converted to an enum
without casting.

In the past we've dealt with this situation by storing flag bitfields
as ints.  This avoids ugly casting at the expense of some type safety
that C++ would normally have offered (e.g. we get no warning if we
accidentally use the wrong enum type).

However, we can get the best of both worlds if we override the |
operator.  The ugly casting is confined to the operator overload, and
we still get the benefit of C++ making sure we don't use the wrong
enum type.

The disadvantages are that (a) we need an explicit enum value for 0,
and (b) we can't use related operators like |= unless we define
additional overloads.

So what do folks think?  Is it worth it?

Cc: Francisco Jerez <currojerez@riseup.net>
i965: rename legacy gs structs and functions to ff_gs.

"ff" is for "fixed function".  This frees up the name "gs" to refer to
user-defined geometry shaders.
i965: Rename user-defined gs structs from vec4_gs to gs.

Now that the name "gs" is no longer used to refer to the legacy fixed
function geometry shaders, we can use it to refer to user-defined
geometry shaders.
i965: Move vec4 register allocation data structures to brw->vec4.

This will avoid confusion when we add geometry shaders, since these
data structures will be shared by vertex and geometry shaders.
i965/gs: Update defines related to GS surface organization.

Defines that previously referred to VS now refer to VEC4, since they
will be shared by the user-programmable vertex shader and geometry
shader stages.

Defines that previously referred to the Gen6 geometry shader stage
(which is only used for transform feedback) are now renamed to
explicitly refer to Gen6, to avoid confusion with the Gen7
user-programmable geometry shader stage.

Based on work by Eric Anholt <eric@anholt.net>.
i965: Move data from brw->vs into a base class if gs will also need it.

This paves the way for sharing the code that will set up the vertex
and geometry shader pipeline state.
i965/gs: Create brw_context::gs structure to track GS program state.

v2: Change name from "vec4_gs" to simply "gs".
i965: Make CACHE_NEW_GS_PROG.
i965/gs: Allocate URB space for use by GS.

Previously, we gave all of the URB space (other than the small amount
that is used for push constants) to the vertex shader.  However, when
a geometry shader is active, we need to divide it up between the
vertex and geometry shaders.

The size of the URB entries for the vertex and geometry shaders can
vary dramatically from one shader to the next.  So it doesn't make
sense to simply split the available space in two.  In particular:

- On Ivy Bridge GT1, this would not leave enough space for the worst
  case geometry shader, which requires 64k of URB space.

- Due to hardware-imposed limits on the maximum number of URB entries,
  sometimes a given shader stage will only be capable of using a small
  amount of URB space.  When this happens, it may make sense to
  allocate substantially less than half of the available space to that
  stage.

Our algorithm for dividing space between the two stages is to first
compute (a) the minimum amount of URB space that each stage needs in
order to function properly, and (b) the amount of additional URB space
that each stage "wants" (i.e. that it would be capable of making use
of).  If the total amount of space available is not enough to satisfy
needs + wants, then each stage's "wants" amount is scaled back by the
same factor in order to fit.

When only a vertex shader is active, this algorithm produces
equivalent results to the old algorithm (if the vertex shader stage
can make use of all the available URB space, we assign all the space
to it; if it can't, we let it use as much as it can).

In the future, when we need to support tessellation control and
tessellation evaluation pipeline stages, it should be straightforward
to expand this algorithm to cover them.

v2: Use "unsigned" rather than "GLuint".
i965/gs: Allocate push constant space for use by GS.

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
nearly-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: generalize brw_vs_pull_constants in preparation for GS.
i965/vs: generalize brw_vs_binding_table in preparation for GS.
i965/gs: Implement support for geometry shader surfaces.

This patch implements pull constant upload, binding table upload, and
surface setup for geometry shaders, by re-using vertex shader code
that was generalized in previous patches.

Based on work by Eric Anholt <eric@anholt.net>.
i965/gs: make the state atom for compiling Gen7 geometry shaders.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>

v2: Use "unsigned" rather than "GLuint".
i965/vs: generalize gen6_vs_push_constants in preparation for GS.