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+/*
+ * Mesa 3-D graphics library
+ *
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
+ * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#ifndef SHADER_ENUMS_H
+#define SHADER_ENUMS_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * Shader stages. Note that these will become 5 with tessellation.
+ *
+ * The order must match how shaders are ordered in the pipeline.
+ * The GLSL linker assumes that if i<j, then the j-th shader is
+ * executed later than the i-th shader.
+ */
+typedef enum
+{
+ MESA_SHADER_VERTEX = 0,
+ MESA_SHADER_TESS_CTRL = 1,
+ MESA_SHADER_TESS_EVAL = 2,
+ MESA_SHADER_GEOMETRY = 3,
+ MESA_SHADER_FRAGMENT = 4,
+ MESA_SHADER_COMPUTE = 5,
+} gl_shader_stage;
+
+const char *gl_shader_stage_name(gl_shader_stage stage);
+
+/**
+ * Translate a gl_shader_stage to a short shader stage name for debug
+ * printouts and error messages.
+ */
+const char *_mesa_shader_stage_to_string(unsigned stage);
+
+/**
+ * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
+ * for debug printouts and error messages.
+ */
+const char *_mesa_shader_stage_to_abbrev(unsigned stage);
+
+#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
+
+
+/**
+ * Indexes for vertex program attributes.
+ * GL_NV_vertex_program aliases generic attributes over the conventional
+ * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
+ * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
+ * generic attributes are distinct/separate).
+ */
+typedef enum
+{
+ VERT_ATTRIB_POS = 0,
+ VERT_ATTRIB_WEIGHT = 1,
+ VERT_ATTRIB_NORMAL = 2,
+ VERT_ATTRIB_COLOR0 = 3,
+ VERT_ATTRIB_COLOR1 = 4,
+ VERT_ATTRIB_FOG = 5,
+ VERT_ATTRIB_COLOR_INDEX = 6,
+ VERT_ATTRIB_EDGEFLAG = 7,
+ VERT_ATTRIB_TEX0 = 8,
+ VERT_ATTRIB_TEX1 = 9,
+ VERT_ATTRIB_TEX2 = 10,
+ VERT_ATTRIB_TEX3 = 11,
+ VERT_ATTRIB_TEX4 = 12,
+ VERT_ATTRIB_TEX5 = 13,
+ VERT_ATTRIB_TEX6 = 14,
+ VERT_ATTRIB_TEX7 = 15,
+ VERT_ATTRIB_POINT_SIZE = 16,
+ VERT_ATTRIB_GENERIC0 = 17,
+ VERT_ATTRIB_GENERIC1 = 18,
+ VERT_ATTRIB_GENERIC2 = 19,
+ VERT_ATTRIB_GENERIC3 = 20,
+ VERT_ATTRIB_GENERIC4 = 21,
+ VERT_ATTRIB_GENERIC5 = 22,
+ VERT_ATTRIB_GENERIC6 = 23,
+ VERT_ATTRIB_GENERIC7 = 24,
+ VERT_ATTRIB_GENERIC8 = 25,
+ VERT_ATTRIB_GENERIC9 = 26,
+ VERT_ATTRIB_GENERIC10 = 27,
+ VERT_ATTRIB_GENERIC11 = 28,
+ VERT_ATTRIB_GENERIC12 = 29,
+ VERT_ATTRIB_GENERIC13 = 30,
+ VERT_ATTRIB_GENERIC14 = 31,
+ VERT_ATTRIB_GENERIC15 = 32,
+ VERT_ATTRIB_MAX = 33
+} gl_vert_attrib;
+
+const char *gl_vert_attrib_name(gl_vert_attrib attrib);
+
+/**
+ * Symbolic constats to help iterating over
+ * specific blocks of vertex attributes.
+ *
+ * VERT_ATTRIB_FF
+ * includes all fixed function attributes as well as
+ * the aliased GL_NV_vertex_program shader attributes.
+ * VERT_ATTRIB_TEX
+ * include the classic texture coordinate attributes.
+ * Is a subset of VERT_ATTRIB_FF.
+ * VERT_ATTRIB_GENERIC
+ * include the OpenGL 2.0+ GLSL generic shader attributes.
+ * These alias the generic GL_ARB_vertex_shader attributes.
+ */
+#define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
+#define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
+
+#define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
+#define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
+
+#define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
+#define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
+
+/**
+ * Bitflags for vertex attributes.
+ * These are used in bitfields in many places.
+ */
+/*@{*/
+#define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
+#define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
+#define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
+#define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
+#define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
+#define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
+#define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
+#define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
+#define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
+#define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
+#define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
+#define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
+#define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
+#define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
+#define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
+#define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
+#define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
+#define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
+
+#define VERT_BIT(i) BITFIELD64_BIT(i)
+#define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
+
+#define VERT_BIT_FF(i) VERT_BIT(i)
+#define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
+#define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
+#define VERT_BIT_TEX_ALL \
+ BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
+
+#define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
+#define VERT_BIT_GENERIC_ALL \
+ BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
+/*@}*/
+
+
+/**
+ * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
+ * fragment shader inputs.
+ *
+ * Note that some of these values are not available to all pipeline stages.
+ *
+ * When this enum is updated, the following code must be updated too:
+ * - vertResults (in prog_print.c's arb_output_attrib_string())
+ * - fragAttribs (in prog_print.c's arb_input_attrib_string())
+ * - _mesa_varying_slot_in_fs()
+ */
+typedef enum
+{
+ VARYING_SLOT_POS,
+ VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
+ VARYING_SLOT_COL1,
+ VARYING_SLOT_FOGC,
+ VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
+ VARYING_SLOT_TEX1,
+ VARYING_SLOT_TEX2,
+ VARYING_SLOT_TEX3,
+ VARYING_SLOT_TEX4,
+ VARYING_SLOT_TEX5,
+ VARYING_SLOT_TEX6,
+ VARYING_SLOT_TEX7,
+ VARYING_SLOT_PSIZ, /* Does not appear in FS */
+ VARYING_SLOT_BFC0, /* Does not appear in FS */
+ VARYING_SLOT_BFC1, /* Does not appear in FS */
+ VARYING_SLOT_EDGE, /* Does not appear in FS */
+ VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
+ VARYING_SLOT_CLIP_DIST0,
+ VARYING_SLOT_CLIP_DIST1,
+ VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
+ VARYING_SLOT_LAYER, /* Appears as VS or GS output */
+ VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
+ VARYING_SLOT_FACE, /* FS only */
+ VARYING_SLOT_PNTC, /* FS only */
+ VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
+ VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
+ VARYING_SLOT_VAR0, /* First generic varying slot */
+ /* the remaining are simply for the benefit of gl_varying_slot_name()
+ * and not to be construed as an upper bound:
+ */
+ VARYING_SLOT_VAR1,
+ VARYING_SLOT_VAR2,
+ VARYING_SLOT_VAR3,
+ VARYING_SLOT_VAR4,
+ VARYING_SLOT_VAR5,
+ VARYING_SLOT_VAR6,
+ VARYING_SLOT_VAR7,
+ VARYING_SLOT_VAR8,
+ VARYING_SLOT_VAR9,
+ VARYING_SLOT_VAR10,
+ VARYING_SLOT_VAR11,
+ VARYING_SLOT_VAR12,
+ VARYING_SLOT_VAR13,
+ VARYING_SLOT_VAR14,
+ VARYING_SLOT_VAR15,
+ VARYING_SLOT_VAR16,
+ VARYING_SLOT_VAR17,
+ VARYING_SLOT_VAR18,
+ VARYING_SLOT_VAR19,
+ VARYING_SLOT_VAR20,
+ VARYING_SLOT_VAR21,
+ VARYING_SLOT_VAR22,
+ VARYING_SLOT_VAR23,
+ VARYING_SLOT_VAR24,
+ VARYING_SLOT_VAR25,
+ VARYING_SLOT_VAR26,
+ VARYING_SLOT_VAR27,
+ VARYING_SLOT_VAR28,
+ VARYING_SLOT_VAR29,
+ VARYING_SLOT_VAR30,
+ VARYING_SLOT_VAR31,
+} gl_varying_slot;
+
+
+#define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
+#define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
+#define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
+
+const char *gl_varying_slot_name(gl_varying_slot slot);
+
+/**
+ * Bitflags for varying slots.
+ */
+/*@{*/
+#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
+#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
+#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
+#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
+#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
+#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
+#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
+#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
+#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
+#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
+#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
+#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
+#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
+#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
+ MAX_TEXTURE_COORD_UNITS)
+#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
+#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
+#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
+#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
+#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
+#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
+#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
+#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
+#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
+#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
+#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
+#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
+#define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
+#define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
+#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
+/*@}*/
+
+/**
+ * Bitflags for system values.
+ */
+#define SYSTEM_BIT_SAMPLE_ID ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_ID)
+#define SYSTEM_BIT_SAMPLE_POS ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_POS)
+#define SYSTEM_BIT_SAMPLE_MASK_IN ((uint64_t)1 << SYSTEM_VALUE_SAMPLE_MASK_IN)
+#define SYSTEM_BIT_LOCAL_INVOCATION_ID ((uint64_t)1 << SYSTEM_VALUE_LOCAL_INVOCATION_ID)
+
+/**
+ * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
+ * one of these values. If a NIR variable's mode is nir_var_system_value, it
+ * will be one of these values.
+ */
+typedef enum
+{
+ /**
+ * \name Vertex shader system values
+ */
+ /*@{*/
+ /**
+ * OpenGL-style vertex ID.
+ *
+ * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
+ * OpenGL 3.3 core profile spec says:
+ *
+ * "gl_VertexID holds the integer index i implicitly passed by
+ * DrawArrays or one of the other drawing commands defined in section
+ * 2.8.3."
+ *
+ * Section 2.8.3 (Drawing Commands) of the same spec says:
+ *
+ * "The commands....are equivalent to the commands with the same base
+ * name (without the BaseVertex suffix), except that the ith element
+ * transferred by the corresponding draw call will be taken from
+ * element indices[i] + basevertex of each enabled array."
+ *
+ * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
+ * says:
+ *
+ * "In unextended GL, vertex shaders have inputs named gl_VertexID and
+ * gl_InstanceID, which contain, respectively the index of the vertex
+ * and instance. The value of gl_VertexID is the implicitly passed
+ * index of the vertex being processed, which includes the value of
+ * baseVertex, for those commands that accept it."
+ *
+ * gl_VertexID gets basevertex added in. This differs from DirectX where
+ * SV_VertexID does \b not get basevertex added in.
+ *
+ * \note
+ * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
+ * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
+ * \c SYSTEM_VALUE_BASE_VERTEX.
+ *
+ * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
+ */
+ SYSTEM_VALUE_VERTEX_ID,
+
+ /**
+ * Instanced ID as supplied to gl_InstanceID
+ *
+ * Values assigned to gl_InstanceID always begin with zero, regardless of
+ * the value of baseinstance.
+ *
+ * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
+ * says:
+ *
+ * "gl_InstanceID holds the integer instance number of the current
+ * primitive in an instanced draw call (see section 10.5)."
+ *
+ * Through a big chain of pseudocode, section 10.5 describes that
+ * baseinstance is not counted by gl_InstanceID. In that section, notice
+ *
+ * "If an enabled vertex attribute array is instanced (it has a
+ * non-zero divisor as specified by VertexAttribDivisor), the element
+ * index that is transferred to the GL, for all vertices, is given by
+ *
+ * floor(instance/divisor) + baseinstance
+ *
+ * If an array corresponding to an attribute required by a vertex
+ * shader is not enabled, then the corresponding element is taken from
+ * the current attribute state (see section 10.2)."
+ *
+ * Note that baseinstance is \b not included in the value of instance.
+ */
+ SYSTEM_VALUE_INSTANCE_ID,
+
+ /**
+ * Vulkan InstanceIndex.
+ *
+ * InstanceIndex = gl_InstanceID + gl_BaseInstance
+ */
+ SYSTEM_VALUE_INSTANCE_INDEX,
+
+ /**
+ * DirectX-style vertex ID.
+ *
+ * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
+ * the value of basevertex.
+ *
+ * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
+ */
+ SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
+
+ /**
+ * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
+ * functions.
+ *
+ * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
+ */
+ SYSTEM_VALUE_BASE_VERTEX,
+
+ /**
+ * Value of \c baseinstance passed to instanced draw entry points
+ *
+ * \sa SYSTEM_VALUE_INSTANCE_ID
+ */
+ SYSTEM_VALUE_BASE_INSTANCE,
+
+ /**
+ * From _ARB_shader_draw_parameters:
+ *
+ * "Additionally, this extension adds a further built-in variable,
+ * gl_DrawID to the shading language. This variable contains the index
+ * of the draw currently being processed by a Multi* variant of a
+ * drawing command (such as MultiDrawElements or
+ * MultiDrawArraysIndirect)."
+ *
+ * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
+ */
+ SYSTEM_VALUE_DRAW_ID,
+ /*@}*/
+
+ /**
+ * \name Geometry shader system values
+ */
+ /*@{*/
+ SYSTEM_VALUE_INVOCATION_ID, /**< (Also in Tessellation Control shader) */
+ /*@}*/
+
+ /**
+ * \name Fragment shader system values
+ */
+ /*@{*/
+ SYSTEM_VALUE_FRAG_COORD,
+ SYSTEM_VALUE_FRONT_FACE,
+ SYSTEM_VALUE_SAMPLE_ID,
+ SYSTEM_VALUE_SAMPLE_POS,
+ SYSTEM_VALUE_SAMPLE_MASK_IN,
+ SYSTEM_VALUE_HELPER_INVOCATION,
+ /*@}*/
+
+ /**
+ * \name Tessellation Evaluation shader system values
+ */
+ /*@{*/
+ SYSTEM_VALUE_TESS_COORD,
+ SYSTEM_VALUE_VERTICES_IN, /**< Tessellation vertices in input patch */
+ SYSTEM_VALUE_PRIMITIVE_ID,
+ SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
+ SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
+ /*@}*/
+
+ /**
+ * \name Compute shader system values
+ */
+ /*@{*/
+ SYSTEM_VALUE_LOCAL_INVOCATION_ID,
+ SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
+ SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
+ SYSTEM_VALUE_WORK_GROUP_ID,
+ SYSTEM_VALUE_NUM_WORK_GROUPS,
+ /*@}*/
+
+ /**
+ * Driver internal vertex-count, used (for example) for drivers to
+ * calculate stride for stream-out outputs. Not externally visible.
+ */
+ SYSTEM_VALUE_VERTEX_CNT,
+
+ SYSTEM_VALUE_MAX /**< Number of values */
+} gl_system_value;
+
+const char *gl_system_value_name(gl_system_value sysval);
+
+/**
+ * The possible interpolation qualifiers that can be applied to a fragment
+ * shader input in GLSL.
+ *
+ * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
+ * gl_fragment_program data structure to 0 causes the default behavior.
+ */
+enum glsl_interp_qualifier
+{
+ INTERP_QUALIFIER_NONE = 0,
+ INTERP_QUALIFIER_SMOOTH,
+ INTERP_QUALIFIER_FLAT,
+ INTERP_QUALIFIER_NOPERSPECTIVE,
+ INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
+};
+
+const char *glsl_interp_qualifier_name(enum glsl_interp_qualifier qual);
+
+/**
+ * Fragment program results
+ */
+typedef enum
+{
+ FRAG_RESULT_DEPTH = 0,
+ FRAG_RESULT_STENCIL = 1,
+ /* If a single color should be written to all render targets, this
+ * register is written. No FRAG_RESULT_DATAn will be written.
+ */
+ FRAG_RESULT_COLOR = 2,
+ FRAG_RESULT_SAMPLE_MASK = 3,
+
+ /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
+ * or ARB_fragment_program fragment.color[n]) color results. If
+ * any are written, FRAG_RESULT_COLOR will not be written.
+ * FRAG_RESULT_DATA1 and up are simply for the benefit of
+ * gl_frag_result_name() and not to be construed as an upper bound
+ */
+ FRAG_RESULT_DATA0 = 4,
+ FRAG_RESULT_DATA1,
+ FRAG_RESULT_DATA2,
+ FRAG_RESULT_DATA3,
+ FRAG_RESULT_DATA4,
+ FRAG_RESULT_DATA5,
+ FRAG_RESULT_DATA6,
+ FRAG_RESULT_DATA7,
+} gl_frag_result;
+
+const char *gl_frag_result_name(gl_frag_result result);
+
+#define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
+
+/**
+ * \brief Layout qualifiers for gl_FragDepth.
+ *
+ * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
+ * a layout qualifier.
+ *
+ * \see enum ir_depth_layout
+ */
+enum gl_frag_depth_layout
+{
+ FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
+ FRAG_DEPTH_LAYOUT_ANY,
+ FRAG_DEPTH_LAYOUT_GREATER,
+ FRAG_DEPTH_LAYOUT_LESS,
+ FRAG_DEPTH_LAYOUT_UNCHANGED
+};
+
+#ifdef __cplusplus
+} /* extern "C" */
+#endif
+
+#endif /* SHADER_ENUMS_H */