This will enable large code removal.
shader->config.lds_size is now always computed the same as ACO except for
compute shaders.
We have to add a new 8-bit user SGPR bitfield called
GS_STATE_GS_OUT_LDS_OFFSET_256B, which contains the offset
that was previously set by the relocation.
Since the offset must be a multiple of 256, we have to add padding
to the LDS size computation to make sure the alignment to 256 for the ESGS
LDS size doesn't cause us to exceed the maximum LDS size.
Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/35529>