!UPSTREAM: i965/vec4: Add the ability for attributes to be interleaved.

When geometry shaders are operated in "single" or "dual instanced"
mode, a single set of geometry shader inputs is interleaved into the
thread payload (with each payload register containing a pair of
inputs) in order to save register space.

This patch modifies vec4_visitor::lower_attributes_to_hw_regs so that
it can handle the interleaved format.

TODO:
- test.
!UPSTREAM: i965/gs: Add the ability to compile a DUAL_INSTANCED geometry shader.

Not yet used.

TODO:
- test.
!UPSTREAM: i965/vec4: Add the ability to suppress register spilling.

In future patches, this will allow us to first try compiling a
geometry shader in DUAL_OBJECT mode (which is more efficient but uses
more registers) and then if spilling is required, fall back on
DUAL_INSTANCED mode.

TODO:
- Test.
!UPSTREAM: i965/gs: If a DUAL_OBJECT gs would spill, fall back to DUAL_INSTANCED.

This is similar to what we do for 16-wide vs 8-wide fragment shaders.
First we try compiling the geometry shader in DUAL_OBJECT mode.  If we
can't do that without spilling, we fall back on DUAL_INSTANCED mode,
which should require less spilling (since it uses an interleaved
layout of payload registers).

In an ideal world we'd fall back to SINGLE mode, which would allow us
to interleave general-purpose registers too (resulting in even less
likelihood of spilling).  But at the moment, the vec4 generator and
visitor classes don't have the infrastructure to interleave general
purpose registers, so DUAL_INSTANCED is the best we can do.

As a side benefit this paves the way for implementing instanced
geometry shaders (which are incompatible with DUAL_OBJECT mode).

Since most geometry shaders used in piglit testing are small,
DUAL_INSTANCED mode won't get exercised very much in a normal piglit
run.  To force DUAL_INSTANCED mode to be used for all geometry
shaders, set INTEL_DEBUG=nogualobj.
!UPSTREAM: i965/vec4: if register allocation fails, don't try to schedule.

Otherwise the scheduler would be invoked with prog_data->total_grf ==
0, causing havoc.

In a future patch, this will allow us to try compiling a geometry
shader in DUAL_OBJECT mode with spilling disabled, and then fall back
to DUAL_INSTANCED mode if that failed.

TODO:
- Move earlier.
!UPSTREAM: i965/vec4: Allow MOV from vec4 or vec8 into vec4.

This can only happen when doing attribute fixup for
DUAL_INSTANCED geometry shaders.

TODO:
- Add force_writemask_all to "swizzle gl_PointSize input"
- Better commit message
- Better comment at the site of the MOV fixup
!UPSTREAM: Fixes to vertex reordering workaround

TODO:
- Fold into vertex reordering code.
!UPSTREAM: i965/vec4: fix up primitive ID workaround for DUAL_INSTANCE dispatch.

TODO:

- Add better explanatory comments in generate_vec4_instruction.

- Modify the patch that does similar things to
  generate_vec4_instruction's MOV case and add better explanatory
  comments to it too.
!UPSTREAM: i965: Reduce gl_MaxGeometryInputComponents to 64.

Although in principle there is no hardware limitation that prevents
gl_MaxGeometryInputComponents from being set to 128 on Gen7, we have
the following limitations in the vec4 compiler back end:

- Registers assigned to geometry shader inputs can't be spilled or
  later re-used for any other purpose.

- The last 16 registers are set aside for the "MRF hack", meaning they
  can only be used to send messages, and not for general purpose
  computation.

- Up to 32 registers may be reserved for push constants, even if there
  is sufficient register pressure to make this impractical.

A shader using 128 geometry input components, and having an input type
of triangles_adjacency, would use up:

- 1 register for r0 (which holds URB handles and various pieces of
  control information).

- 1 register for gl_PrimitiveID.

- 102 registers for geometry shader inputs (17 registers per input
  vertex, assuming DUAL_INSTANCED dispatch mode and allowing for one
  register of overhead for gl_Position and gl_PointSize, which are
  present in the URB map even if they are not used).

- Up to 32 registers for push constants.

- 16 registers for the "MRF hack".

That's a total of 152 registers, which is well over the 128 registers
the hardware supports.

Fortunately, the GLSL 1.50 spec allows us to reduce
gl_MaxGeometryInputComponents to 64.  Doing that frees up 48
registers, brining the total down to 104 registers, leaving 24
registers available to do computation.