nir: move shader_enums.[ch] to compiler

This way one can reuse it in glsl, nir or other infrastructure without
pulling nir as dependency.

Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
diff --git a/src/compiler/Android.mk b/src/compiler/Android.mk
new file mode 100644
index 0000000..8ebd497
--- /dev/null
+++ b/src/compiler/Android.mk
@@ -0,0 +1,44 @@
+# Mesa 3-D graphics library
+#
+# Copyright (C) 2015 Intel Corporation
+#
+# 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.
+
+LOCAL_PATH := $(call my-dir)
+
+include $(LOCAL_PATH)/Makefile.sources
+
+# ---------------------------------------
+# Build libmesa_compiler
+# ---------------------------------------
+
+include $(CLEAR_VARS)
+
+LOCAL_SRC_FILES := $(LIBCOMPILER_FILES)
+
+LOCAL_C_INCLUDES := \
+	$(MESA_TOP)/src/mapi \
+	$(MESA_TOP)/src/mesa \
+	$(MESA_TOP)/src/gallium/include \
+	$(MESA_TOP)/src/gallium/auxiliary
+
+LOCAL_MODULE := libmesa_compiler
+
+include $(MESA_COMMON_MK)
+include $(BUILD_STATIC_LIBRARY)
diff --git a/src/compiler/Makefile.am b/src/compiler/Makefile.am
index 8ed8205..fd1dd4b 100644
--- a/src/compiler/Makefile.am
+++ b/src/compiler/Makefile.am
@@ -22,4 +22,25 @@
 
 include Makefile.sources
 
-EXTRA_DIST = $(LIBCOMPILER_FILES)
+AM_CPPFLAGS = \
+	-I$(top_srcdir)/include \
+	-I$(top_srcdir)/src \
+	-I$(top_srcdir)/src/mapi \
+	-I$(top_srcdir)/src/mesa/ \
+	-I$(top_srcdir)/src/gallium/include \
+	-I$(top_srcdir)/src/gallium/auxiliary \
+	$(DEFINES)
+
+AM_CFLAGS = \
+	$(VISIBILITY_CFLAGS) \
+	$(MSVC2013_COMPAT_CFLAGS)
+
+AM_CXXFLAGS = \
+	$(VISIBILITY_CXXFLAGS) \
+	$(MSVC2013_COMPAT_CXXFLAGS)
+
+noinst_LTLIBRARIES = libcompiler.la
+
+libcompiler_la_SOURCES = $(LIBCOMPILER_FILES)
+
+EXTRA_DIST = SConscript
diff --git a/src/compiler/Makefile.sources b/src/compiler/Makefile.sources
index f154062..73e1771 100644
--- a/src/compiler/Makefile.sources
+++ b/src/compiler/Makefile.sources
@@ -1,2 +1,4 @@
 LIBCOMPILER_FILES = \
-	builtin_type_macros.h
+	builtin_type_macros.h \
+	shader_enums.c \
+	shader_enums.h
diff --git a/src/compiler/SConscript b/src/compiler/SConscript
new file mode 100644
index 0000000..412da0e
--- /dev/null
+++ b/src/compiler/SConscript
@@ -0,0 +1,22 @@
+Import('*')
+
+env = env.Clone()
+
+env.MSVC2013Compat()
+
+env.Prepend(CPPPATH = [
+    '#include',
+    '#src',
+    '#src/mapi',
+    '#src/mesa',
+    '#src/gallium/include',
+    '#src/gallium/auxiliary',
+])
+
+sources = env.ParseSourceList('Makefile.sources', 'LIBCOMPILER_FILES')
+
+compiler = env.ConvenienceLibrary(
+    target = 'compiler',
+    source = sources
+)
+Export('compiler')
diff --git a/src/compiler/shader_enums.c b/src/compiler/shader_enums.c
new file mode 100644
index 0000000..942d152
--- /dev/null
+++ b/src/compiler/shader_enums.c
@@ -0,0 +1,257 @@
+/*
+ * Mesa 3-D graphics library
+ *
+ * Copyright © 2015 Red Hat
+ *
+ * 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 (including the next
+ * paragraph) 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.
+ *
+ * Authors:
+ *    Rob Clark <robclark@freedesktop.org>
+ */
+
+#include "shader_enums.h"
+#include "util/macros.h"
+#include "mesa/main/config.h"
+
+#define ENUM(x) [x] = #x
+#define NAME(val) ((((val) < ARRAY_SIZE(names)) && names[(val)]) ? names[(val)] : "UNKNOWN")
+
+const char *
+gl_shader_stage_name(gl_shader_stage stage)
+{
+   static const char *names[] = {
+      ENUM(MESA_SHADER_VERTEX),
+      ENUM(MESA_SHADER_TESS_CTRL),
+      ENUM(MESA_SHADER_TESS_EVAL),
+      ENUM(MESA_SHADER_GEOMETRY),
+      ENUM(MESA_SHADER_FRAGMENT),
+      ENUM(MESA_SHADER_COMPUTE),
+   };
+   STATIC_ASSERT(ARRAY_SIZE(names) == MESA_SHADER_STAGES);
+   return NAME(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)
+{
+   switch (stage) {
+   case MESA_SHADER_VERTEX:   return "vertex";
+   case MESA_SHADER_FRAGMENT: return "fragment";
+   case MESA_SHADER_GEOMETRY: return "geometry";
+   case MESA_SHADER_COMPUTE:  return "compute";
+   case MESA_SHADER_TESS_CTRL: return "tessellation control";
+   case MESA_SHADER_TESS_EVAL: return "tessellation evaluation";
+   }
+
+   unreachable("Unknown shader 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)
+{
+   switch (stage) {
+   case MESA_SHADER_VERTEX:   return "VS";
+   case MESA_SHADER_FRAGMENT: return "FS";
+   case MESA_SHADER_GEOMETRY: return "GS";
+   case MESA_SHADER_COMPUTE:  return "CS";
+   case MESA_SHADER_TESS_CTRL: return "TCS";
+   case MESA_SHADER_TESS_EVAL: return "TES";
+   }
+
+   unreachable("Unknown shader stage.");
+}
+
+const char *
+gl_vert_attrib_name(gl_vert_attrib attrib)
+{
+   static const char *names[] = {
+      ENUM(VERT_ATTRIB_POS),
+      ENUM(VERT_ATTRIB_WEIGHT),
+      ENUM(VERT_ATTRIB_NORMAL),
+      ENUM(VERT_ATTRIB_COLOR0),
+      ENUM(VERT_ATTRIB_COLOR1),
+      ENUM(VERT_ATTRIB_FOG),
+      ENUM(VERT_ATTRIB_COLOR_INDEX),
+      ENUM(VERT_ATTRIB_EDGEFLAG),
+      ENUM(VERT_ATTRIB_TEX0),
+      ENUM(VERT_ATTRIB_TEX1),
+      ENUM(VERT_ATTRIB_TEX2),
+      ENUM(VERT_ATTRIB_TEX3),
+      ENUM(VERT_ATTRIB_TEX4),
+      ENUM(VERT_ATTRIB_TEX5),
+      ENUM(VERT_ATTRIB_TEX6),
+      ENUM(VERT_ATTRIB_TEX7),
+      ENUM(VERT_ATTRIB_POINT_SIZE),
+      ENUM(VERT_ATTRIB_GENERIC0),
+      ENUM(VERT_ATTRIB_GENERIC1),
+      ENUM(VERT_ATTRIB_GENERIC2),
+      ENUM(VERT_ATTRIB_GENERIC3),
+      ENUM(VERT_ATTRIB_GENERIC4),
+      ENUM(VERT_ATTRIB_GENERIC5),
+      ENUM(VERT_ATTRIB_GENERIC6),
+      ENUM(VERT_ATTRIB_GENERIC7),
+      ENUM(VERT_ATTRIB_GENERIC8),
+      ENUM(VERT_ATTRIB_GENERIC9),
+      ENUM(VERT_ATTRIB_GENERIC10),
+      ENUM(VERT_ATTRIB_GENERIC11),
+      ENUM(VERT_ATTRIB_GENERIC12),
+      ENUM(VERT_ATTRIB_GENERIC13),
+      ENUM(VERT_ATTRIB_GENERIC14),
+      ENUM(VERT_ATTRIB_GENERIC15),
+   };
+   STATIC_ASSERT(ARRAY_SIZE(names) == VERT_ATTRIB_MAX);
+   return NAME(attrib);
+}
+
+const char *
+gl_varying_slot_name(gl_varying_slot slot)
+{
+   static const char *names[] = {
+      ENUM(VARYING_SLOT_POS),
+      ENUM(VARYING_SLOT_COL0),
+      ENUM(VARYING_SLOT_COL1),
+      ENUM(VARYING_SLOT_FOGC),
+      ENUM(VARYING_SLOT_TEX0),
+      ENUM(VARYING_SLOT_TEX1),
+      ENUM(VARYING_SLOT_TEX2),
+      ENUM(VARYING_SLOT_TEX3),
+      ENUM(VARYING_SLOT_TEX4),
+      ENUM(VARYING_SLOT_TEX5),
+      ENUM(VARYING_SLOT_TEX6),
+      ENUM(VARYING_SLOT_TEX7),
+      ENUM(VARYING_SLOT_PSIZ),
+      ENUM(VARYING_SLOT_BFC0),
+      ENUM(VARYING_SLOT_BFC1),
+      ENUM(VARYING_SLOT_EDGE),
+      ENUM(VARYING_SLOT_CLIP_VERTEX),
+      ENUM(VARYING_SLOT_CLIP_DIST0),
+      ENUM(VARYING_SLOT_CLIP_DIST1),
+      ENUM(VARYING_SLOT_PRIMITIVE_ID),
+      ENUM(VARYING_SLOT_LAYER),
+      ENUM(VARYING_SLOT_VIEWPORT),
+      ENUM(VARYING_SLOT_FACE),
+      ENUM(VARYING_SLOT_PNTC),
+      ENUM(VARYING_SLOT_TESS_LEVEL_OUTER),
+      ENUM(VARYING_SLOT_TESS_LEVEL_INNER),
+      ENUM(VARYING_SLOT_VAR0),
+      ENUM(VARYING_SLOT_VAR1),
+      ENUM(VARYING_SLOT_VAR2),
+      ENUM(VARYING_SLOT_VAR3),
+      ENUM(VARYING_SLOT_VAR4),
+      ENUM(VARYING_SLOT_VAR5),
+      ENUM(VARYING_SLOT_VAR6),
+      ENUM(VARYING_SLOT_VAR7),
+      ENUM(VARYING_SLOT_VAR8),
+      ENUM(VARYING_SLOT_VAR9),
+      ENUM(VARYING_SLOT_VAR10),
+      ENUM(VARYING_SLOT_VAR11),
+      ENUM(VARYING_SLOT_VAR12),
+      ENUM(VARYING_SLOT_VAR13),
+      ENUM(VARYING_SLOT_VAR14),
+      ENUM(VARYING_SLOT_VAR15),
+      ENUM(VARYING_SLOT_VAR16),
+      ENUM(VARYING_SLOT_VAR17),
+      ENUM(VARYING_SLOT_VAR18),
+      ENUM(VARYING_SLOT_VAR19),
+      ENUM(VARYING_SLOT_VAR20),
+      ENUM(VARYING_SLOT_VAR21),
+      ENUM(VARYING_SLOT_VAR22),
+      ENUM(VARYING_SLOT_VAR23),
+      ENUM(VARYING_SLOT_VAR24),
+      ENUM(VARYING_SLOT_VAR25),
+      ENUM(VARYING_SLOT_VAR26),
+      ENUM(VARYING_SLOT_VAR27),
+      ENUM(VARYING_SLOT_VAR28),
+      ENUM(VARYING_SLOT_VAR29),
+      ENUM(VARYING_SLOT_VAR30),
+      ENUM(VARYING_SLOT_VAR31),
+   };
+   STATIC_ASSERT(ARRAY_SIZE(names) == VARYING_SLOT_MAX);
+   return NAME(slot);
+}
+
+const char *
+gl_system_value_name(gl_system_value sysval)
+{
+   static const char *names[] = {
+     ENUM(SYSTEM_VALUE_VERTEX_ID),
+     ENUM(SYSTEM_VALUE_INSTANCE_ID),
+     ENUM(SYSTEM_VALUE_VERTEX_ID_ZERO_BASE),
+     ENUM(SYSTEM_VALUE_BASE_VERTEX),
+     ENUM(SYSTEM_VALUE_INVOCATION_ID),
+     ENUM(SYSTEM_VALUE_FRONT_FACE),
+     ENUM(SYSTEM_VALUE_SAMPLE_ID),
+     ENUM(SYSTEM_VALUE_SAMPLE_POS),
+     ENUM(SYSTEM_VALUE_SAMPLE_MASK_IN),
+     ENUM(SYSTEM_VALUE_TESS_COORD),
+     ENUM(SYSTEM_VALUE_VERTICES_IN),
+     ENUM(SYSTEM_VALUE_PRIMITIVE_ID),
+     ENUM(SYSTEM_VALUE_TESS_LEVEL_OUTER),
+     ENUM(SYSTEM_VALUE_TESS_LEVEL_INNER),
+     ENUM(SYSTEM_VALUE_LOCAL_INVOCATION_ID),
+     ENUM(SYSTEM_VALUE_WORK_GROUP_ID),
+     ENUM(SYSTEM_VALUE_NUM_WORK_GROUPS),
+     ENUM(SYSTEM_VALUE_VERTEX_CNT),
+   };
+   STATIC_ASSERT(ARRAY_SIZE(names) == SYSTEM_VALUE_MAX);
+   return NAME(sysval);
+}
+
+const char *
+glsl_interp_qualifier_name(enum glsl_interp_qualifier qual)
+{
+   static const char *names[] = {
+      ENUM(INTERP_QUALIFIER_NONE),
+      ENUM(INTERP_QUALIFIER_SMOOTH),
+      ENUM(INTERP_QUALIFIER_FLAT),
+      ENUM(INTERP_QUALIFIER_NOPERSPECTIVE),
+   };
+   STATIC_ASSERT(ARRAY_SIZE(names) == INTERP_QUALIFIER_COUNT);
+   return NAME(qual);
+}
+
+const char *
+gl_frag_result_name(gl_frag_result result)
+{
+   static const char *names[] = {
+      ENUM(FRAG_RESULT_DEPTH),
+      ENUM(FRAG_RESULT_STENCIL),
+      ENUM(FRAG_RESULT_COLOR),
+      ENUM(FRAG_RESULT_SAMPLE_MASK),
+      ENUM(FRAG_RESULT_DATA0),
+      ENUM(FRAG_RESULT_DATA1),
+      ENUM(FRAG_RESULT_DATA2),
+      ENUM(FRAG_RESULT_DATA3),
+      ENUM(FRAG_RESULT_DATA4),
+      ENUM(FRAG_RESULT_DATA5),
+      ENUM(FRAG_RESULT_DATA6),
+      ENUM(FRAG_RESULT_DATA7),
+   };
+   STATIC_ASSERT(ARRAY_SIZE(names) == FRAG_RESULT_MAX);
+   return NAME(result);
+}
diff --git a/src/compiler/shader_enums.h b/src/compiler/shader_enums.h
new file mode 100644
index 0000000..efc0b0d
--- /dev/null
+++ b/src/compiler/shader_enums.h
@@ -0,0 +1,542 @@
+/*
+ * 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,
+
+   /**
+    * 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_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 */