For TXP we need to divide texture coords by their w component, or
use the coords' 1/w in the perspective interpolation instruction.
This also tries to support 1D, 3D and CUBE textures, and lets the
instruction only load the components that are used.
Use different buffers for immds, FP params, and VP params.
One has to map constant buffer indices in shader code to buffers
defined via CB_DEF. In principle, we could use more buffers so
we'd have to change the shader code less frequently.
Immediates are inlined now where possible, so we need to set
pc->allow32 to FALSE in LIT where we have the conditional MOV,
since immediates swallow the predicate bits.
I chose to just convert unpaired 32 bit length instructions
after parsing all instructions, although it might be possible
to determine beforehand whether there would be any lone ones,
and then even do some swapping to bring them together ...
VP outputs that should be loadable in the FP are mapped to
interpolant indices by HPOS, COL0 etc.; of course HPOS is
always written, so the highest byte of 1988 is a bitmask that
selects which components of HPOS are used for interpolants,
i.e. the FP inputs in COL0 start at index POPCNT(1988[24:28]).
Record interpolation mode for attributes while parsing declarations,
and also remember the indices of FP color inputs and FP depth output,
which has to end up in the highest output register.
We now inspect the TGSI instructions in tx_prep to determine where
temps and FP attrs are last accessed.
This will enable us to reclaim some temporaries early and we also
use it to omit pre-loading FP attributes that aren't used.
This array was mistakenly dimensioned with VERT_ATTRIB_MAX (32) but it
should really be MAX_VERTEX_GENERIC_ATTRIBS (16).
The generic vertex attributes are in addition to the conventional arrays
(except in NV vertex program mode- they alias/overlay in that case) so
the total of all conventional attributes plus generic attributes should
total 32 (not 48).
When a vertex shader uses generic vertex attribute 0, but not gl_Vertex,
we need to set attribute[16] to point to attribute[0]. We were setting the
attribute size, but not the pointer.
Fixes crash in glsl/multitex.c when using the VertCoord attribute instead
of gl_Vertex.