draw: use vectorized calculations for fetch
Instead of doing all the math with scalars, use vectors. This means the
overflow math needs to be done manually, albeit that's only really
problematic for the stride/index mul, the rest has been pretty much
moved outside the shader loop (albeit the mul could actually be optimized
away too), where things are still scalar. Because llvm is complete fail
with the zero-extend widening mul, roll our own even...
To eliminate control flow in the main shader loop fetch, provide fake
buffers (so index 0 is always valid to fetch).
Still uses aos fetch though in the end - mostly because some more code
would be needed to handle unaligned fetches in that path, and because for
most formats it won't make a difference anyway (we generate some truly
horrendous code for things like R16G16_something for instance).
Instanced fetch however stays roughly the same as before, except that
no longer the same element is fetched multiple times (I've seen a reduction
of ~3 times in main shader loop size due to apparently llvm not being able
to deduce it's really all the same with a couple instanced elements).
Also, for elts gathering, use vectorized code as well - provide a fake
elt buffer if there's no valid one bound.
The generated shaders are smaller and faster to compile (not entirely sure
about execution speed, but generally unless there's just single vertices
to handle I would expect it to be faster - there's more opportunities
for future improvements by using soa fetch).
No piglit change.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>