swr/rast: Support dynamically sized vertex layout
Each shader stage state (VS, TS, GS, SO, BE/CLIP) now has a
vertexAttribOffset to specify the offset to the start of the
general attribute section of the incoming verts for that stage.
It is up to the driver to set this up correctly based on the
active stages. All the shader stages use this value instead of
VERTEX_ATTRIB_START_SLOT to offset to the incoming attributes.
Only the vertex shader stage supports dynamic layout output
currently. The other stages continue to expect the output to be
the fixed layout slots as before. Will be enabling GS next.
Reviewed-by: Bruce Cherniak <bruce.cherniak at intel.com>