compiler: Turn on enough to invoke front end during XGL execution

Remove glassy compile checks, fix more things to run glsl
Consume glsl in the stack, store resulting IR

Fix up things enough to invoke our shader compiler with glsl, via
the real XGL calls.  Store the result as a gl_shader_program which
contains the IR.

The test still consumes the ISA generated by hand, but it will
print out the IR generated by xglCreateShader.  It will continue
to use hand ISA until we implement xglCreateGraphicsPipeline, which
will lower the IR to ISA using NOS.
diff --git a/icd/intel/shader.c b/icd/intel/shader.c
index 1cb2746..84d6e27 100644
--- a/icd/intel/shader.c
+++ b/icd/intel/shader.c
@@ -28,6 +28,7 @@
 
 #include "dev.h"
 #include "shader.h"
+#include "compiler/shader/compiler_interface.h"
 
 static XGL_RESULT shader_parse_bil(struct intel_shader *sh,
                                    const struct intel_gpu *gpu,
@@ -50,6 +51,19 @@
 
     memcpy(ir->kernel, bil + 1, ir->size);
 
+    //
+    // TEMPORARY CODE TO INVOKE COMPILER
+    //
+
+    // invoke our program creation as well
+    ir->shader_program = shader_create_program(sh, bil);
+    if (!ir->shader_program)
+        return XGL_ERROR_BAD_SHADER_CODE;
+
+    //
+    // END TEMPORARY CODE
+    //
+
     sh->ir = ir;
     switch (bil->gen_magic) {
     case 'v':
@@ -74,6 +88,7 @@
 {
     struct intel_shader *sh = intel_shader_from_obj(obj);
 
+    shader_destroy_program(sh->ir->shader_program);
     icd_free(sh->ir);
     intel_base_destroy(&sh->obj.base);
 }