text: /*
   * 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
  
  #include <stdbool.h>
  
  /* Project-wide (GL and Vulkan) maximum. */
  #define MAX_DRAW_BUFFERS 8
  
  #ifdef __cplusplus
  extern "C" {
  #endif
  
  /**
   * Shader stages.
   *
   * 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_NONE = -1,
     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,
  
     /* Vulkan-only stages. */
     MESA_SHADER_TASK         = 6,
     MESA_SHADER_MESH         = 7,
     MESA_SHADER_RAYGEN       = 8,
     MESA_SHADER_ANY_HIT      = 9,
     MESA_SHADER_CLOSEST_HIT  = 10,
     MESA_SHADER_MISS         = 11,
     MESA_SHADER_INTERSECTION = 12,
     MESA_SHADER_CALLABLE     = 13,
  
     /* must be last so it doesn't affect the GL pipeline */
     MESA_SHADER_KERNEL = 14,
  } gl_shader_stage;
  
  static inline bool
  gl_shader_stage_is_compute(gl_shader_stage stage)
  {
     return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
  }
  
  static inline bool
  gl_shader_stage_is_mesh(gl_shader_stage stage)
  {
     return stage == MESA_SHADER_TASK ||
            stage == MESA_SHADER_MESH;
  }
  
  static inline bool
  gl_shader_stage_uses_workgroup(gl_shader_stage stage)
  {
     return stage == MESA_SHADER_COMPUTE ||
            stage == MESA_SHADER_KERNEL ||
            stage == MESA_SHADER_TASK ||
            stage == MESA_SHADER_MESH;
  }
  
  static inline bool
  gl_shader_stage_is_callable(gl_shader_stage stage)
  {
     return stage == MESA_SHADER_ANY_HIT ||
            stage == MESA_SHADER_CLOSEST_HIT ||
            stage == MESA_SHADER_MISS ||
            stage == MESA_SHADER_INTERSECTION ||
            stage == MESA_SHADER_CALLABLE;
  }
  
  static inline bool
  gl_shader_stage_can_set_fragment_shading_rate(gl_shader_stage stage)
  {
     /* According to EXT_fragment_shading_rate :
      *
      *    "This extension adds support for setting the fragment shading rate
      *     for a primitive in vertex, geometry, and mesh shading stages"
      */
     return stage == MESA_SHADER_VERTEX ||
            stage == MESA_SHADER_GEOMETRY ||
            stage == MESA_SHADER_MESH;
  }
  
  /**
   * Number of STATE_* values we need to address any GL state.
   * Used to dimension arrays.
   */
  #define STATE_LENGTH 4
  
  typedef short gl_state_index16; /* see enum gl_state_index */
  
  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);
  
  /**
   * GL related stages (not including CL)
   */
  #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
  
  /**
   * Vulkan stages (not including CL)
   */
  #define MESA_VULKAN_SHADER_STAGES (MESA_SHADER_CALLABLE + 1)
  
  /**
   * All stages
   */
  #define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 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,
     VERT_ATTRIB_NORMAL,
     VERT_ATTRIB_COLOR0,
     VERT_ATTRIB_COLOR1,
     VERT_ATTRIB_FOG,
     VERT_ATTRIB_COLOR_INDEX,
     VERT_ATTRIB_TEX0,
     VERT_ATTRIB_TEX1,
     VERT_ATTRIB_TEX2,
     VERT_ATTRIB_TEX3,
     VERT_ATTRIB_TEX4,
     VERT_ATTRIB_TEX5,
     VERT_ATTRIB_TEX6,
     VERT_ATTRIB_TEX7,
     VERT_ATTRIB_POINT_SIZE,
     VERT_ATTRIB_GENERIC0,
     VERT_ATTRIB_GENERIC1,
     VERT_ATTRIB_GENERIC2,
     VERT_ATTRIB_GENERIC3,
     VERT_ATTRIB_GENERIC4,
     VERT_ATTRIB_GENERIC5,
     VERT_ATTRIB_GENERIC6,
     VERT_ATTRIB_GENERIC7,
     VERT_ATTRIB_GENERIC8,
     VERT_ATTRIB_GENERIC9,
     VERT_ATTRIB_GENERIC10,
     VERT_ATTRIB_GENERIC11,
     VERT_ATTRIB_GENERIC12,
     VERT_ATTRIB_GENERIC13,
     VERT_ATTRIB_GENERIC14,
     VERT_ATTRIB_GENERIC15,
     /* This must be last to keep VS inputs and vertex attributes in the same
      * order in st/mesa, and st/mesa always adds edgeflags as the last input.
      */
     VERT_ATTRIB_EDGEFLAG,
     VERT_ATTRIB_MAX
  } gl_vert_attrib;
  
  const char *gl_vert_attrib_name(gl_vert_attrib attrib);
  
  /**
   * Max number of texture coordinate units.  This mainly just applies to
   * the fixed-function vertex code.  This will be difficult to raise above
   * eight because of various vertex attribute bitvectors.
   */
  #define MAX_TEXTURE_COORD_UNITS     8
  #define MAX_VERTEX_GENERIC_ATTRIBS  16
  
  /**
   * Symbolic constats to help iterating over
   * specific blocks of vertex attributes.
   *
   * VERT_ATTRIB_TEX
   *   include the classic texture coordinate attributes.
   * VERT_ATTRIB_GENERIC
   *   include the OpenGL 2.0+ GLSL generic shader attributes.
   *   These alias the generic GL_ARB_vertex_shader attributes.
   * VERT_ATTRIB_MAT
   *   include the generic shader attributes used to alias
   *   varying material values for the TNL shader programs.
   *   They are located at the end of the generic attribute
   *   block not to overlap with the generic 0 attribute.
   */
  #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
  
  #define VERT_ATTRIB_MAT0            \
     (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
  #define VERT_ATTRIB_MAT(i)          \
     VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
  #define VERT_ATTRIB_MAT_MAX         MAT_ATTRIB_MAX
  
  /**
   * Bitflags for vertex attributes.
   * These are used in bitfields in many places.
   */
  /*@{*/
  #define VERT_BIT_POS             BITFIELD_BIT(VERT_ATTRIB_POS)
  #define VERT_BIT_NORMAL          BITFIELD_BIT(VERT_ATTRIB_NORMAL)
  #define VERT_BIT_COLOR0          BITFIELD_BIT(VERT_ATTRIB_COLOR0)
  #define VERT_BIT_COLOR1          BITFIELD_BIT(VERT_ATTRIB_COLOR1)
  #define VERT_BIT_FOG             BITFIELD_BIT(VERT_ATTRIB_FOG)
  #define VERT_BIT_COLOR_INDEX     BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
  #define VERT_BIT_TEX0            BITFIELD_BIT(VERT_ATTRIB_TEX0)
  #define VERT_BIT_TEX1            BITFIELD_BIT(VERT_ATTRIB_TEX1)
  #define VERT_BIT_TEX2            BITFIELD_BIT(VERT_ATTRIB_TEX2)
  #define VERT_BIT_TEX3            BITFIELD_BIT(VERT_ATTRIB_TEX3)
  #define VERT_BIT_TEX4            BITFIELD_BIT(VERT_ATTRIB_TEX4)
  #define VERT_BIT_TEX5            BITFIELD_BIT(VERT_ATTRIB_TEX5)
  #define VERT_BIT_TEX6            BITFIELD_BIT(VERT_ATTRIB_TEX6)
  #define VERT_BIT_TEX7            BITFIELD_BIT(VERT_ATTRIB_TEX7)
  #define VERT_BIT_POINT_SIZE      BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
  #define VERT_BIT_GENERIC0        BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
  #define VERT_BIT_EDGEFLAG        BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
  
  #define VERT_BIT(i)              BITFIELD_BIT(i)
  #define VERT_BIT_ALL             BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
  
  #define VERT_BIT_FF_ALL          (BITFIELD_RANGE(0, VERT_ATTRIB_GENERIC0) | \
                                    VERT_BIT_EDGEFLAG)
  #define VERT_BIT_TEX(i)          VERT_BIT(VERT_ATTRIB_TEX(i))
  #define VERT_BIT_TEX_ALL         \
     BITFIELD_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     \
     BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
  
  #define VERT_BIT_MAT(i)	         VERT_BIT(VERT_ATTRIB_MAT(i))
  #define VERT_BIT_MAT_ALL         \
     BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
  /*@}*/
  
  #define MAX_VARYING 32 /**< number of float[4] vectors */
  
  /**
   * 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()
   * - _mesa_varying_slot_name_for_stage()
   */
  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_CULL_DIST0,
     VARYING_SLOT_CULL_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_BOUNDING_BOX0, /* Only appears as TCS output. */
     VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
     VARYING_SLOT_VIEW_INDEX,
     VARYING_SLOT_VIEWPORT_MASK, /* Does not appear in FS */
     VARYING_SLOT_PRIMITIVE_SHADING_RATE = VARYING_SLOT_FACE, /* Does not appear in FS. */
  
     VARYING_SLOT_PRIMITIVE_COUNT = VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears in MESH. */
     VARYING_SLOT_PRIMITIVE_INDICES = VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears in MESH. */
     VARYING_SLOT_TASK_COUNT = VARYING_SLOT_BOUNDING_BOX0, /* Only appears in TASK. */
  
     VARYING_SLOT_VAR0 = 32, /* 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,
     /* Per-patch varyings for tessellation. */
     VARYING_SLOT_PATCH0,
     VARYING_SLOT_PATCH1,
     VARYING_SLOT_PATCH2,
     VARYING_SLOT_PATCH3,
     VARYING_SLOT_PATCH4,
     VARYING_SLOT_PATCH5,
     VARYING_SLOT_PATCH6,
     VARYING_SLOT_PATCH7,
     VARYING_SLOT_PATCH8,
     VARYING_SLOT_PATCH9,
     VARYING_SLOT_PATCH10,
     VARYING_SLOT_PATCH11,
     VARYING_SLOT_PATCH12,
     VARYING_SLOT_PATCH13,
     VARYING_SLOT_PATCH14,
     VARYING_SLOT_PATCH15,
     VARYING_SLOT_PATCH16,
     VARYING_SLOT_PATCH17,
     VARYING_SLOT_PATCH18,
     VARYING_SLOT_PATCH19,
     VARYING_SLOT_PATCH20,
     VARYING_SLOT_PATCH21,
     VARYING_SLOT_PATCH22,
     VARYING_SLOT_PATCH23,
     VARYING_SLOT_PATCH24,
     VARYING_SLOT_PATCH25,
     VARYING_SLOT_PATCH26,
     VARYING_SLOT_PATCH27,
     VARYING_SLOT_PATCH28,
     VARYING_SLOT_PATCH29,
     VARYING_SLOT_PATCH30,
     VARYING_SLOT_PATCH31,
     /* 32 16-bit vec4 slots packed in 16 32-bit vec4 slots for GLES/mediump.
      * They are really just additional generic slots used for 16-bit data to
      * prevent conflicts between neighboring mediump and non-mediump varyings
      * that can't be packed without breaking one or the other, which is
      * a limitation of separate shaders. This allows linking shaders in 32 bits
      * and then get an optimally packed 16-bit varyings by remapping the IO
      * locations to these slots. The remapping can also be undone trivially.
      *
      * nir_io_semantics::high_16bit determines which half of the slot is
      * accessed. The low and high halves share the same IO "base" number.
      * Drivers can treat these as 32-bit slots everywhere except for FP16
      * interpolation.
      */
     VARYING_SLOT_VAR0_16BIT,
     VARYING_SLOT_VAR1_16BIT,
     VARYING_SLOT_VAR2_16BIT,
     VARYING_SLOT_VAR3_16BIT,
     VARYING_SLOT_VAR4_16BIT,
     VARYING_SLOT_VAR5_16BIT,
     VARYING_SLOT_VAR6_16BIT,
     VARYING_SLOT_VAR7_16BIT,
     VARYING_SLOT_VAR8_16BIT,
     VARYING_SLOT_VAR9_16BIT,
     VARYING_SLOT_VAR10_16BIT,
     VARYING_SLOT_VAR11_16BIT,
     VARYING_SLOT_VAR12_16BIT,
     VARYING_SLOT_VAR13_16BIT,
     VARYING_SLOT_VAR14_16BIT,
     VARYING_SLOT_VAR15_16BIT,
  
     NUM_TOTAL_VARYING_SLOTS,
  } gl_varying_slot;
  
  
  #define VARYING_SLOT_MAX	(VARYING_SLOT_VAR0 + MAX_VARYING)
  #define VARYING_SLOT_TESS_MAX	(VARYING_SLOT_PATCH0 + MAX_VARYING)
  #define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
  
  const char *gl_varying_slot_name_for_stage(gl_varying_slot slot,
                                             gl_shader_stage stage);
  
  /**
   * Determine if the given gl_varying_slot appears in the fragment shader.
   */
  static inline bool
  _mesa_varying_slot_in_fs(gl_varying_slot slot)
  {
     switch (slot) {
     case VARYING_SLOT_PSIZ:
     case VARYING_SLOT_BFC0:
     case VARYING_SLOT_BFC1:
     case VARYING_SLOT_EDGE:
     case VARYING_SLOT_CLIP_VERTEX:
     case VARYING_SLOT_LAYER:
     case VARYING_SLOT_TESS_LEVEL_OUTER:
     case VARYING_SLOT_TESS_LEVEL_INNER:
     case VARYING_SLOT_BOUNDING_BOX0:
     case VARYING_SLOT_BOUNDING_BOX1:
     case VARYING_SLOT_VIEWPORT_MASK:
        return false;
     default:
        return true;
     }
  }
  
  /**
   * 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_BITS_COLOR (VARYING_BIT_COL0 | \
                              VARYING_BIT_COL1 |        \
                              VARYING_BIT_BFC0 |        \
                              VARYING_BIT_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_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
  #define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_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_PRIMITIVE_SHADING_RATE BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_SHADING_RATE)
  #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_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
  #define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
  #define VARYING_BIT_VIEWPORT_MASK BITFIELD64_BIT(VARYING_SLOT_VIEWPORT_MASK)
  #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
  /*@}*/
  
  /**
   * 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 System values applicable to all shaders
      */
     /*@{*/
  
     /**
      * Builtin variables added by GL_ARB_shader_ballot.
      */
     /*@{*/
  
     /**
      * From the GL_ARB_shader-ballot spec:
      *
      *    "A sub-group is a collection of invocations which execute in lockstep.
      *     The variable <gl_SubGroupSizeARB> is the maximum number of
      *     invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
      *     supported in this extension is 64."
      *
      * The spec defines this as a uniform. However, it's highly unlikely that
      * implementations actually treat it as a uniform (which is loaded from a
      * constant buffer). Most likely, this is an implementation-wide constant,
      * or perhaps something that depends on the shader stage.
      */
     SYSTEM_VALUE_SUBGROUP_SIZE,
  
     /**
      * From the GL_ARB_shader_ballot spec:
      *
      *    "The variable <gl_SubGroupInvocationARB> holds the index of the
      *     invocation within sub-group. This variable is in the range 0 to
      *     <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
      *     number of invocations in a sub-group."
      */
     SYSTEM_VALUE_SUBGROUP_INVOCATION,
  
     /**
      * From the GL_ARB_shader_ballot spec:
      *
      *    "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
      *     invocations, with one bit per invocation starting with the least
      *     significant bit, according to the following table,
      *
      *       variable               equation for bit values
      *       --------------------   ------------------------------------
      *       gl_SubGroupEqMaskARB   bit index == gl_SubGroupInvocationARB
      *       gl_SubGroupGeMaskARB   bit index >= gl_SubGroupInvocationARB
      *       gl_SubGroupGtMaskARB   bit index >  gl_SubGroupInvocationARB
      *       gl_SubGroupLeMaskARB   bit index <= gl_SubGroupInvocationARB
      *       gl_SubGroupLtMaskARB   bit index <  gl_SubGroupInvocationARB
      */
     SYSTEM_VALUE_SUBGROUP_EQ_MASK,
     SYSTEM_VALUE_SUBGROUP_GE_MASK,
     SYSTEM_VALUE_SUBGROUP_GT_MASK,
     SYSTEM_VALUE_SUBGROUP_LE_MASK,
     SYSTEM_VALUE_SUBGROUP_LT_MASK,
     /*@}*/
  
     /**
      * Builtin variables added by VK_KHR_subgroups
      */
     /*@{*/
     SYSTEM_VALUE_NUM_SUBGROUPS,
     SYSTEM_VALUE_SUBGROUP_ID,
     /*@}*/
  
     /*@}*/
  
     /**
      * \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,
  
     /**
      * Depending on the type of the draw call (indexed or non-indexed),
      * is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
      * similar, or is the value of \c first passed to \c glDrawArrays and
      * similar.
      *
      * \note
      * It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
      * \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
      *
      * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
      */
     SYSTEM_VALUE_FIRST_VERTEX,
  
     /**
      * If the Draw command used to start the rendering was an indexed draw
      * or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
      * \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
      */
     SYSTEM_VALUE_IS_INDEXED_DRAW,
  
     /**
      * 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_POINT_COORD,
     SYSTEM_VALUE_LINE_COORD, /**< Coord along axis perpendicular to line */
     SYSTEM_VALUE_FRONT_FACE,
     SYSTEM_VALUE_SAMPLE_ID,
     SYSTEM_VALUE_SAMPLE_POS,
     SYSTEM_VALUE_SAMPLE_POS_OR_CENTER,
     SYSTEM_VALUE_SAMPLE_MASK_IN,
     SYSTEM_VALUE_HELPER_INVOCATION,
     SYSTEM_VALUE_COLOR0,
     SYSTEM_VALUE_COLOR1,
     /*@}*/
  
     /**
      * \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 */
     SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT, /**< TCS input for passthru TCS */
     SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT, /**< TCS input for passthru TCS */
     /*@}*/
  
     /**
      * \name Compute shader system values
      */
     /*@{*/
     SYSTEM_VALUE_LOCAL_INVOCATION_ID,
     SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
     SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
     SYSTEM_VALUE_BASE_GLOBAL_INVOCATION_ID,
     SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,
     SYSTEM_VALUE_WORKGROUP_ID,
     SYSTEM_VALUE_NUM_WORKGROUPS,
     SYSTEM_VALUE_WORKGROUP_SIZE,
     SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
     SYSTEM_VALUE_WORK_DIM,
     SYSTEM_VALUE_USER_DATA_AMD,
     /*@}*/
  
     /** Required for VK_KHR_device_group */
     SYSTEM_VALUE_DEVICE_INDEX,
  
     /** Required for VK_KHX_multiview */
     SYSTEM_VALUE_VIEW_INDEX,
  
     /**
      * Driver internal vertex-count, used (for example) for drivers to
      * calculate stride for stream-out outputs.  Not externally visible.
      */
     SYSTEM_VALUE_VERTEX_CNT,
  
     /**
      * Required for AMD_shader_explicit_vertex_parameter and also used for
      * varying-fetch instructions.
      *
      * The _SIZE value is "primitive size", used to scale i/j in primitive
      * space to pixel space.
      */
     SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL,
     SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE,
     SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID,
     SYSTEM_VALUE_BARYCENTRIC_PERSP_SIZE,
     SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,
     SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,
     SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,
     SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,
  
     /**
      * \name Ray tracing shader system values
      */
     /*@{*/
     SYSTEM_VALUE_RAY_LAUNCH_ID,
     SYSTEM_VALUE_RAY_LAUNCH_SIZE,
     SYSTEM_VALUE_RAY_WORLD_ORIGIN,
     SYSTEM_VALUE_RAY_WORLD_DIRECTION,
     SYSTEM_VALUE_RAY_OBJECT_ORIGIN,
     SYSTEM_VALUE_RAY_OBJECT_DIRECTION,
     SYSTEM_VALUE_RAY_T_MIN,
     SYSTEM_VALUE_RAY_T_MAX,
     SYSTEM_VALUE_RAY_OBJECT_TO_WORLD,
     SYSTEM_VALUE_RAY_WORLD_TO_OBJECT,
     SYSTEM_VALUE_RAY_HIT_KIND,
     SYSTEM_VALUE_RAY_FLAGS,
     SYSTEM_VALUE_RAY_GEOMETRY_INDEX,
     SYSTEM_VALUE_RAY_INSTANCE_CUSTOM_INDEX,
     /*@}*/
  
     /**
      * \name Task/Mesh shader system values
      */
     /*@{*/
     SYSTEM_VALUE_MESH_VIEW_COUNT,
     SYSTEM_VALUE_MESH_VIEW_INDICES,
     /*@}*/
  
     /**
      * IR3 specific geometry shader and tesselation control shader system
      * values that packs invocation id, thread id and vertex id.  Having this
      * as a nir level system value lets us do the unpacking in nir.
      */
     SYSTEM_VALUE_GS_HEADER_IR3,
     SYSTEM_VALUE_TCS_HEADER_IR3,
  
     /* IR3 specific system value that contains the patch id for the current
      * subdraw.
      */
     SYSTEM_VALUE_REL_PATCH_ID_IR3,
  
     /**
      * Fragment shading rate used for KHR_fragment_shading_rate (Vulkan).
      */
     SYSTEM_VALUE_FRAG_SHADING_RATE,
  
     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_MODE_NONE must be 0 so that memsetting the
   * ir_variable data structure to 0 causes the default behavior.
   */
  enum glsl_interp_mode
  {
     INTERP_MODE_NONE = 0,
     INTERP_MODE_SMOOTH,
     INTERP_MODE_FLAT,
     INTERP_MODE_NOPERSPECTIVE,
     INTERP_MODE_EXPLICIT,
     INTERP_MODE_COLOR, /**< glShadeModel determines the interp mode */
     INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
  };
  
  enum glsl_interface_packing {
     GLSL_INTERFACE_PACKING_STD140,
     GLSL_INTERFACE_PACKING_SHARED,
     GLSL_INTERFACE_PACKING_PACKED,
     GLSL_INTERFACE_PACKING_STD430
  };
  
  const char *glsl_interp_mode_name(enum glsl_interp_mode 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
  };
  
  /**
   * \brief Buffer access qualifiers
   */
  enum gl_access_qualifier
  {
     ACCESS_COHERENT      = (1 << 0),
     ACCESS_RESTRICT      = (1 << 1),
     ACCESS_VOLATILE      = (1 << 2),
  
     /* The memory used by the access/variable is not read. */
     ACCESS_NON_READABLE  = (1 << 3),
  
     /* The memory used by the access/variable is not written. */
     ACCESS_NON_WRITEABLE = (1 << 4),
  
     /** The access may use a non-uniform buffer or image index */
     ACCESS_NON_UNIFORM   = (1 << 5),
  
     /* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
      * used with loads. In other words, it means that the load can be
      * arbitrarily reordered, or combined with other loads to the same address.
      * It is implied by ACCESS_NON_WRITEABLE and a lack of ACCESS_VOLATILE.
      */
     ACCESS_CAN_REORDER = (1 << 6),
  
     /** Use as little cache space as possible. */
     ACCESS_STREAM_CACHE_POLICY = (1 << 7),
  
     /** Execute instruction also in helpers. */
     ACCESS_INCLUDE_HELPERS = (1 << 8),
  };
  
  /**
   * \brief Blend support qualifiers
   */
  enum gl_advanced_blend_mode
  {
     BLEND_NONE = 0,
     BLEND_MULTIPLY,
     BLEND_SCREEN,
     BLEND_OVERLAY,
     BLEND_DARKEN,
     BLEND_LIGHTEN,
     BLEND_COLORDODGE,
     BLEND_COLORBURN,
     BLEND_HARDLIGHT,
     BLEND_SOFTLIGHT,
     BLEND_DIFFERENCE,
     BLEND_EXCLUSION,
     BLEND_HSL_HUE,
     BLEND_HSL_SATURATION,
     BLEND_HSL_COLOR,
     BLEND_HSL_LUMINOSITY,
  };
  
  enum blend_func
  {
     BLEND_FUNC_ADD,
     BLEND_FUNC_SUBTRACT,
     BLEND_FUNC_REVERSE_SUBTRACT,
     BLEND_FUNC_MIN,
     BLEND_FUNC_MAX,
  };
  
  enum blend_factor
  {
     BLEND_FACTOR_ZERO,
     BLEND_FACTOR_SRC_COLOR,
     BLEND_FACTOR_SRC1_COLOR,
     BLEND_FACTOR_DST_COLOR,
     BLEND_FACTOR_SRC_ALPHA,
     BLEND_FACTOR_SRC1_ALPHA,
     BLEND_FACTOR_DST_ALPHA,
     BLEND_FACTOR_CONSTANT_COLOR,
     BLEND_FACTOR_CONSTANT_ALPHA,
     BLEND_FACTOR_SRC_ALPHA_SATURATE,
  };
  
  enum gl_tess_spacing
  {
     TESS_SPACING_UNSPECIFIED,
     TESS_SPACING_EQUAL,
     TESS_SPACING_FRACTIONAL_ODD,
     TESS_SPACING_FRACTIONAL_EVEN,
  };
  
  enum tess_primitive_mode
  {
     TESS_PRIMITIVE_UNSPECIFIED,
     TESS_PRIMITIVE_TRIANGLES,
     TESS_PRIMITIVE_QUADS,
     TESS_PRIMITIVE_ISOLINES,
  };
  
  /* these also map directly to GL and gallium prim types. */
  enum shader_prim
  {
     SHADER_PRIM_POINTS,
     SHADER_PRIM_LINES,
     SHADER_PRIM_LINE_LOOP,
     SHADER_PRIM_LINE_STRIP,
     SHADER_PRIM_TRIANGLES,
     SHADER_PRIM_TRIANGLE_STRIP,
     SHADER_PRIM_TRIANGLE_FAN,
     SHADER_PRIM_QUADS,
     SHADER_PRIM_QUAD_STRIP,
     SHADER_PRIM_POLYGON,
     SHADER_PRIM_LINES_ADJACENCY,
     SHADER_PRIM_LINE_STRIP_ADJACENCY,
     SHADER_PRIM_TRIANGLES_ADJACENCY,
     SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY,
     SHADER_PRIM_PATCHES,
     SHADER_PRIM_MAX = SHADER_PRIM_PATCHES,
     SHADER_PRIM_UNKNOWN = (SHADER_PRIM_MAX * 2),
  };
  
  /**
   * A compare function enum for use in compiler lowering passes.  This is in
   * the same order as GL's compare functions (shifted down by GL_NEVER), and is
   * exactly the same as gallium's PIPE_FUNC_*.
   */
  enum compare_func
  {
     COMPARE_FUNC_NEVER,
     COMPARE_FUNC_LESS,
     COMPARE_FUNC_EQUAL,
     COMPARE_FUNC_LEQUAL,
     COMPARE_FUNC_GREATER,
     COMPARE_FUNC_NOTEQUAL,
     COMPARE_FUNC_GEQUAL,
     COMPARE_FUNC_ALWAYS,
  };
  
  /**
   * Arrangements for grouping invocations from NV_compute_shader_derivatives.
   *
   *   The extension provides new layout qualifiers that support two different
   *   arrangements of compute shader invocations for the purpose of derivative
   *   computation.  When specifying
   *
   *     layout(derivative_group_quadsNV) in;
   *
   *   compute shader invocations are grouped into 2x2x1 arrays whose four local
   *   invocation ID values follow the pattern:
   *
   *       +-----------------+------------------+
   *       | (2x+0, 2y+0, z) |  (2x+1, 2y+0, z) |
   *       +-----------------+------------------+
   *       | (2x+0, 2y+1, z) |  (2x+1, 2y+1, z) |
   *       +-----------------+------------------+
   *
   *   where Y increases from bottom to top.  When specifying
   *
   *     layout(derivative_group_linearNV) in;
   *
   *   compute shader invocations are grouped into 2x2x1 arrays whose four local
   *   invocation index values follow the pattern:
   *
   *       +------+------+
   *       | 4n+0 | 4n+1 |
   *       +------+------+
   *       | 4n+2 | 4n+3 |
   *       +------+------+
   *
   *   If neither layout qualifier is specified, derivatives in compute shaders
   *   return zero, which is consistent with the handling of built-in texture
   *   functions like texture() in GLSL 4.50 compute shaders.
   */
  enum gl_derivative_group {
     DERIVATIVE_GROUP_NONE = 0,
     DERIVATIVE_GROUP_QUADS,
     DERIVATIVE_GROUP_LINEAR,
  };
  
  enum float_controls
  {
     FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE        = 0x0000,
     FLOAT_CONTROLS_DENORM_PRESERVE_FP16              = 0x0001,
     FLOAT_CONTROLS_DENORM_PRESERVE_FP32              = 0x0002,
     FLOAT_CONTROLS_DENORM_PRESERVE_FP64              = 0x0004,
     FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16         = 0x0008,
     FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32         = 0x0010,
     FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64         = 0x0020,
     FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16 = 0x0040,
     FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32 = 0x0080,
     FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64 = 0x0100,
     FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16            = 0x0200,
     FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32            = 0x0400,
     FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64            = 0x0800,
     FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16            = 0x1000,
     FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32            = 0x2000,
     FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64            = 0x4000,
  };
  
  /**
  * Enums to describe sampler properties used by OpenCL's inline constant samplers.
  * These values match the meanings described in the SPIR-V spec.
  */
  enum cl_sampler_addressing_mode {
     SAMPLER_ADDRESSING_MODE_NONE = 0,
     SAMPLER_ADDRESSING_MODE_CLAMP_TO_EDGE = 1,
     SAMPLER_ADDRESSING_MODE_CLAMP = 2,
     SAMPLER_ADDRESSING_MODE_REPEAT = 3,
     SAMPLER_ADDRESSING_MODE_REPEAT_MIRRORED = 4,
  };
  
  enum cl_sampler_filter_mode {
     SAMPLER_FILTER_MODE_NEAREST = 0,
     SAMPLER_FILTER_MODE_LINEAR = 1,
  };
  
  /**
   * \name Bit flags used for updating material values.
   */
  /*@{*/
  #define MAT_ATTRIB_FRONT_AMBIENT           0
  #define MAT_ATTRIB_BACK_AMBIENT            1
  #define MAT_ATTRIB_FRONT_DIFFUSE           2
  #define MAT_ATTRIB_BACK_DIFFUSE            3
  #define MAT_ATTRIB_FRONT_SPECULAR          4
  #define MAT_ATTRIB_BACK_SPECULAR           5
  #define MAT_ATTRIB_FRONT_EMISSION          6
  #define MAT_ATTRIB_BACK_EMISSION           7
  #define MAT_ATTRIB_FRONT_SHININESS         8
  #define MAT_ATTRIB_BACK_SHININESS          9
  #define MAT_ATTRIB_FRONT_INDEXES           10
  #define MAT_ATTRIB_BACK_INDEXES            11
  #define MAT_ATTRIB_MAX                     12
  
  #define MAT_ATTRIB_AMBIENT(f)  (MAT_ATTRIB_FRONT_AMBIENT+(f))
  #define MAT_ATTRIB_DIFFUSE(f)  (MAT_ATTRIB_FRONT_DIFFUSE+(f))
  #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
  #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
  #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
  #define MAT_ATTRIB_INDEXES(f)  (MAT_ATTRIB_FRONT_INDEXES+(f))
  
  #define MAT_BIT_FRONT_AMBIENT         (1<<MAT_ATTRIB_FRONT_AMBIENT)
  #define MAT_BIT_BACK_AMBIENT          (1<<MAT_ATTRIB_BACK_AMBIENT)
  #define MAT_BIT_FRONT_DIFFUSE         (1<<MAT_ATTRIB_FRONT_DIFFUSE)
  #define MAT_BIT_BACK_DIFFUSE          (1<<MAT_ATTRIB_BACK_DIFFUSE)
  #define MAT_BIT_FRONT_SPECULAR        (1<<MAT_ATTRIB_FRONT_SPECULAR)
  #define MAT_BIT_BACK_SPECULAR         (1<<MAT_ATTRIB_BACK_SPECULAR)
  #define MAT_BIT_FRONT_EMISSION        (1<<MAT_ATTRIB_FRONT_EMISSION)
  #define MAT_BIT_BACK_EMISSION         (1<<MAT_ATTRIB_BACK_EMISSION)
  #define MAT_BIT_FRONT_SHININESS       (1<<MAT_ATTRIB_FRONT_SHININESS)
  #define MAT_BIT_BACK_SHININESS        (1<<MAT_ATTRIB_BACK_SHININESS)
  #define MAT_BIT_FRONT_INDEXES         (1<<MAT_ATTRIB_FRONT_INDEXES)
  #define MAT_BIT_BACK_INDEXES          (1<<MAT_ATTRIB_BACK_INDEXES)
  
  #ifdef __cplusplus
  } /* extern "C" */
  #endif
  
  #endif /* SHADER_ENUMS_H */
  