/*
 * 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

#ifndef __OPENCL_VERSION__
#include <stdbool.h>
#include "util/macros.h"
#include "util/u_debug.h"
#else
#define ENUM_PACKED
#define BITFIELD_BIT(b) (1u << (b))
#define debug_printf(x, ...)
#endif

/* 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 pipe_shader_type
{
   MESA_SHADER_NONE = -1,
   MESA_SHADER_VERTEX = 0,
   PIPE_SHADER_VERTEX = MESA_SHADER_VERTEX,
   MESA_SHADER_TESS_CTRL = 1,
   PIPE_SHADER_TESS_CTRL = MESA_SHADER_TESS_CTRL,
   MESA_SHADER_TESS_EVAL = 2,
   PIPE_SHADER_TESS_EVAL = MESA_SHADER_TESS_EVAL,
   MESA_SHADER_GEOMETRY = 3,
   PIPE_SHADER_GEOMETRY = MESA_SHADER_GEOMETRY,
   MESA_SHADER_FRAGMENT = 4,
   PIPE_SHADER_FRAGMENT = MESA_SHADER_FRAGMENT,
   MESA_SHADER_COMPUTE = 5,
   PIPE_SHADER_COMPUTE = MESA_SHADER_COMPUTE,

   PIPE_SHADER_TYPES = (PIPE_SHADER_COMPUTE + 1),
   /* Vulkan-only stages. */
   MESA_SHADER_TASK         = 6,
   PIPE_SHADER_TASK = MESA_SHADER_TASK,
   MESA_SHADER_MESH         = 7,
   PIPE_SHADER_MESH = MESA_SHADER_MESH,
   PIPE_SHADER_MESH_TYPES = (PIPE_SHADER_MESH + 1),

   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_is_rt(gl_shader_stage stage)
{
   return stage == MESA_SHADER_RAYGEN || gl_shader_stage_is_callable(stage);
}

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 VERT_ATTRIB_SELECT_RESULT_OFFSET VERT_ATTRIB_GENERIC(3)
#define VERT_BIT_SELECT_RESULT_OFFSET VERT_BIT_GENERIC(3)
/*@}*/

#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()
 * - gl_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_CULL_PRIMITIVE = VARYING_SLOT_BOUNDING_BOX0, /* Only appears in MESH. */

   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))
/*@}*/

/**
 * Writemask values, 1 bit per component.
 */
/*@{*/
#define WRITEMASK_X     0x1
#define WRITEMASK_Y     0x2
#define WRITEMASK_XY    0x3
#define WRITEMASK_Z     0x4
#define WRITEMASK_XZ    0x5
#define WRITEMASK_YZ    0x6
#define WRITEMASK_XYZ   0x7
#define WRITEMASK_W     0x8
#define WRITEMASK_XW    0x9
#define WRITEMASK_YW    0xa
#define WRITEMASK_XYW   0xb
#define WRITEMASK_ZW    0xc
#define WRITEMASK_XZW   0xd
#define WRITEMASK_YZW   0xe
#define WRITEMASK_XYZW  0xf
/*@}*/

/**
 * 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_LAYER_ID,
   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_BASE_WORKGROUP_ID,
   SYSTEM_VALUE_WORKGROUP_INDEX,
   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_CENTER_RHW,
   SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,
   SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,
   SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,
   SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,

   /**
    * \name VK_KHR_fragment_shader_barycentric
    */
   /*@{*/
   SYSTEM_VALUE_BARYCENTRIC_PERSP_COORD,
   SYSTEM_VALUE_BARYCENTRIC_LINEAR_COORD,
   /*@}*/

   /**
    * \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,
   SYSTEM_VALUE_CULL_MASK,
   SYSTEM_VALUE_RAY_TRIANGLE_VERTEX_POSITIONS,
   /*@}*/

   /**
    * \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,

   /*
    * Rasterized fragment is fully covered by the generating primitive
    * (SPV_EXT_fragment_fully_covered).
    */
   SYSTEM_VALUE_FULLY_COVERED,

   /*
    * Fragment size and invocation count used for
    * EXT_fragment_invocation_density (Vulkan).
    */
   SYSTEM_VALUE_FRAG_SIZE,
   SYSTEM_VALUE_FRAG_INVOCATION_COUNT,

   /* SPV_AMDX_shader_enqueue */
   SYSTEM_VALUE_SHADER_INDEX,
   SYSTEM_VALUE_COALESCED_INPUT_COUNT,

   /* SPV_NV_shader_sm_builtins */
   SYSTEM_VALUE_WARPS_PER_SM_NV,
   SYSTEM_VALUE_SM_COUNT_NV,
   SYSTEM_VALUE_WARP_ID_NV,
   SYSTEM_VALUE_SM_ID_NV,

   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_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 Layout qualifiers for AMD_shader_early_and_late_fragment_tests.
 */
enum gl_frag_stencil_layout
{
   FRAG_STENCIL_LAYOUT_NONE, /**< No layout is specified. */
   FRAG_STENCIL_LAYOUT_ANY,
   FRAG_STENCIL_LAYOUT_GREATER,
   FRAG_STENCIL_LAYOUT_LESS,
   FRAG_STENCIL_LAYOUT_UNCHANGED
};

/**
 * \brief Memory access qualifiers
 */
enum gl_access_qualifier
{
   /**
    * This means that the memory scope is the current device. It indicates
    * that reads and writes are coherent with reads and writes from other
    * shader invocations and other workgroups.
    */
   ACCESS_COHERENT      = (1 << 0),

   /**
    * This means non-aliased. It indicates that the accessed address is not
    * accessible through any other memory resource in the shader.
    */
   ACCESS_RESTRICT      = (1 << 1),

   /**
    * The access cannot be eliminated, duplicated, or combined with other
    * accesses.
    */
   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.
    *
    * This is not allowed in either OpenGL or OpenGL ES, or Vulkan unless
    * VK_EXT_descriptor_indexing is supported and the appropriate capability is
    * enabled.
    *
    * Some GL spec archaeology justifying this:
    *
    * Up through at least GLSL ES 3.20 and GLSL 4.50,  "Opaque Types" says "When
    * aggregated into arrays within a shader, opaque types can only be indexed
    * with a dynamically uniform integral expression (see section 3.9.3) unless
    * otherwise noted; otherwise, results are undefined."
    *
    * The original GL_AB_shader_image_load_store specification for desktop GL
    * didn't have this restriction ("Images may be aggregated into arrays within
    * a shader (using square brackets [ ]) and can be indexed with general
    * integer expressions.")  At the same time,
    * GL_ARB_shader_storage_buffer_objects *did* have the uniform restriction
    * ("A uniform or shader storage block array can only be indexed with a
    * dynamically uniform integral expression, otherwise results are
    * undefined"), just like ARB_gpu_shader5 did when it first introduced a
    * non-constant indexing of an opaque type with samplers.  So, we assume that
    * this was an oversight in the original image_load_store spec, and was
    * considered a correction in the merge to core.
    */
   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),

   /**
    * Hints that the accessed address is not likely to be accessed again
    * in the near future. This reduces data retention in caches.
    */
   ACCESS_NON_TEMPORAL = (1 << 7),

   /** Execute instruction also in helpers. */
   ACCESS_INCLUDE_HELPERS = (1 << 8),

   /**
    * Whether the address bits are swizzled by the hw. This practically means
    * that loads can't be vectorized and must be exactly 32 bits on some chips.
    * The swizzle amount is determined by the descriptor.
    */
   ACCESS_IS_SWIZZLED_AMD = (1 << 9),

   /**
    * Whether an AMD-specific buffer intrinsic uses a format conversion.
    *
    * If unset, the intrinsic will access raw memory without any conversion.
    *
    * If set, the memory opcode performs a format conversion according to
    * the format determined by the descriptor (in a manner identical to image
    * buffers and sampler buffers).
    */
   ACCESS_USES_FORMAT_AMD = (1 << 10),

   /**
    * Whether a multi sample image load intrinsic uses sample index extracted
    * from fragment mask buffer.
    */
   ACCESS_FMASK_LOWERED_AMD = (1 << 11),

   /**
    * Whether it is safe to speculatively execute this load. This allows
    * hoisting loads out of conditional control flow (including out of software
    * bounds checks). Setting this optimally depends on knowledge of the
    * hardware. Speculation is safe if out-of-bounds access does not trigger
    * undefined behaviour (even though the returned value of the speculated load
    * is bogus). This is the case if there is hardware-level bounds checking, or
    * if MMU faults are suppressed for the load.
    */
   ACCESS_CAN_SPECULATE = (1 << 12),

   /**
    * Whether coherency with CP (command processor) or GE (geometry engine)
    * is required.
    */
   ACCESS_CP_GE_COHERENT_AMD = (1 << 13),

   /* Guarantee that an image_load is in bounds so we can skip robustness code
    * on AGX, used for some internal shaders.
    */
   ACCESS_IN_BOUNDS_AGX = (1 << 14),
};

/**
 * \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 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,
};

static inline void
mesa_count_tess_level_components(const enum tess_primitive_mode mode,
                                 unsigned *outer, unsigned *inner)
{
   switch (mode) {
   case TESS_PRIMITIVE_ISOLINES:
      *outer = 2;
      *inner = 0;
      break;
   case TESS_PRIMITIVE_TRIANGLES:
      *outer = 3;
      *inner = 1;
      break;
   case TESS_PRIMITIVE_QUADS:
   default:
      *outer = 4;
      *inner = 2;
      break;
   }
}

/**
 * Mesa primitive types for both GL and Vulkan:
 */
enum ENUM_PACKED mesa_prim
{
   MESA_PRIM_POINTS,
   MESA_PRIM_LINES,
   MESA_PRIM_LINE_LOOP,
   MESA_PRIM_LINE_STRIP,
   MESA_PRIM_TRIANGLES,
   MESA_PRIM_TRIANGLE_STRIP,
   MESA_PRIM_TRIANGLE_FAN,
   MESA_PRIM_QUADS,
   MESA_PRIM_QUAD_STRIP,
   MESA_PRIM_POLYGON,
   MESA_PRIM_LINES_ADJACENCY,
   MESA_PRIM_LINE_STRIP_ADJACENCY,
   MESA_PRIM_TRIANGLES_ADJACENCY,
   MESA_PRIM_TRIANGLE_STRIP_ADJACENCY,
   MESA_PRIM_PATCHES,
   MESA_PRIM_MAX = MESA_PRIM_PATCHES,
   MESA_PRIM_COUNT = MESA_PRIM_MAX +1,
   MESA_PRIM_UNKNOWN = (MESA_PRIM_MAX * 2),
};

/**
 * Number of vertices per primitive as seen by a geometry or mesh shader.
 */
static inline unsigned
mesa_vertices_per_prim(enum mesa_prim prim)
{
   switch(prim) {
   case MESA_PRIM_POINTS:
      return 1;
   case MESA_PRIM_LINES:
   case MESA_PRIM_LINE_LOOP:
   case MESA_PRIM_LINE_STRIP:
      return 2;
   case MESA_PRIM_TRIANGLES:
   case MESA_PRIM_TRIANGLE_STRIP:
   case MESA_PRIM_TRIANGLE_FAN:
      return 3;
   case MESA_PRIM_LINES_ADJACENCY:
   case MESA_PRIM_LINE_STRIP_ADJACENCY:
      return 4;
   case MESA_PRIM_TRIANGLES_ADJACENCY:
   case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
      return 6;

   case MESA_PRIM_QUADS:
   case MESA_PRIM_QUAD_STRIP:
      /* These won't be seen from geometry shaders but prim assembly might for
       * prim id.
       */
      return 4;

   /* The following primitives should never be used with geometry or mesh
    * shaders and their size is undefined.
    */
   case MESA_PRIM_POLYGON:
   default:
      debug_printf("Unrecognized geometry or mesh shader primitive");
      return 3;
   }
}

/**
 * Returns the number of decomposed primitives for the given
 * vertex count.
 * Parts of the pipline are invoked once for each triangle in
 * triangle strip, triangle fans and triangles and once
 * for each line in line strip, line loop, lines. Also
 * statistics depend on knowing the exact number of decomposed
 * primitives for a set of vertices.
 */
static inline unsigned
u_decomposed_prims_for_vertices(enum mesa_prim primitive, int vertices)
{
   switch (primitive) {
   case MESA_PRIM_POINTS:
      return vertices;
   case MESA_PRIM_LINES:
      return vertices / 2;
   case MESA_PRIM_LINE_LOOP:
      return (vertices >= 2) ? vertices : 0;
   case MESA_PRIM_LINE_STRIP:
      return (vertices >= 2) ? vertices - 1 : 0;
   case MESA_PRIM_TRIANGLES:
      return vertices / 3;
   case MESA_PRIM_TRIANGLE_STRIP:
      return (vertices >= 3) ? vertices - 2 : 0;
   case MESA_PRIM_TRIANGLE_FAN:
      return (vertices >= 3) ? vertices - 2 : 0;
   case MESA_PRIM_LINES_ADJACENCY:
      return vertices / 4;
   case MESA_PRIM_LINE_STRIP_ADJACENCY:
      return (vertices >= 4) ? vertices - 3 : 0;
   case MESA_PRIM_TRIANGLES_ADJACENCY:
      return vertices / 6;
   case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
      return (vertices >= 6) ? 1 + (vertices - 6) / 2 : 0;
   case MESA_PRIM_QUADS:
      return vertices / 4;
   case MESA_PRIM_QUAD_STRIP:
      return (vertices >= 4) ? (vertices - 2) / 2 : 0;
   /* Polygons can't be decomposed
    * because the number of their vertices isn't known so
    * for them and whatever else we don't recognize just
    * return 1 if the number of vertices is greater than
    * or equal to 3 and zero otherwise */
   case MESA_PRIM_POLYGON:
   default:
      debug_printf("Invalid decomposition primitive!\n");
      return (vertices >= 3) ? 1 : 0;
   }
}

/**
 * Decompose a primitive that is a loop, a strip, or a fan.  Return the
 * original primitive if it is already decomposed.
 */
static inline enum mesa_prim
u_decomposed_prim(enum mesa_prim prim)
{
   switch (prim) {
   case MESA_PRIM_LINE_LOOP:
   case MESA_PRIM_LINE_STRIP:
      return MESA_PRIM_LINES;
   case MESA_PRIM_TRIANGLE_STRIP:
   case MESA_PRIM_TRIANGLE_FAN:
      return MESA_PRIM_TRIANGLES;
   case MESA_PRIM_QUAD_STRIP:
      return MESA_PRIM_QUADS;
   case MESA_PRIM_LINE_STRIP_ADJACENCY:
      return MESA_PRIM_LINES_ADJACENCY;
   case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
      return MESA_PRIM_TRIANGLES_ADJACENCY;
   default:
      return prim;
   }
}

/**
 * Reduce a primitive to one of MESA_PRIM_POINTS, MESA_PRIM_LINES, and
 * MESA_PRIM_TRIANGLES.
 */
static inline enum mesa_prim
u_reduced_prim(enum mesa_prim prim)
{
   switch (prim) {
   case MESA_PRIM_POINTS:
      return MESA_PRIM_POINTS;
   case MESA_PRIM_LINES:
   case MESA_PRIM_LINE_LOOP:
   case MESA_PRIM_LINE_STRIP:
   case MESA_PRIM_LINES_ADJACENCY:
   case MESA_PRIM_LINE_STRIP_ADJACENCY:
      return MESA_PRIM_LINES;
   default:
      return MESA_PRIM_TRIANGLES;
   }
}

/**
 * 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
{
   /* The order of these matters. For float_controls2, only the first 9 bits
    * are used and stored per-instruction in nir_alu_instr::fp_fast_math.
    * Any changes in this enum need to be synchronized with that.
    */
   FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE = 0,
   FLOAT_CONTROLS_SIGNED_ZERO_PRESERVE_FP16  = BITFIELD_BIT(0),
   FLOAT_CONTROLS_SIGNED_ZERO_PRESERVE_FP32  = BITFIELD_BIT(1),
   FLOAT_CONTROLS_SIGNED_ZERO_PRESERVE_FP64  = BITFIELD_BIT(2),
   FLOAT_CONTROLS_INF_PRESERVE_FP16          = BITFIELD_BIT(3),
   FLOAT_CONTROLS_INF_PRESERVE_FP32          = BITFIELD_BIT(4),
   FLOAT_CONTROLS_INF_PRESERVE_FP64          = BITFIELD_BIT(5),
   FLOAT_CONTROLS_NAN_PRESERVE_FP16          = BITFIELD_BIT(6),
   FLOAT_CONTROLS_NAN_PRESERVE_FP32          = BITFIELD_BIT(7),
   FLOAT_CONTROLS_NAN_PRESERVE_FP64          = BITFIELD_BIT(8),
   FLOAT_CONTROLS_DENORM_PRESERVE_FP16       = BITFIELD_BIT(9),
   FLOAT_CONTROLS_DENORM_PRESERVE_FP32       = BITFIELD_BIT(10),
   FLOAT_CONTROLS_DENORM_PRESERVE_FP64       = BITFIELD_BIT(11),
   FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16  = BITFIELD_BIT(12),
   FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32  = BITFIELD_BIT(13),
   FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64  = BITFIELD_BIT(14),
   FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16     = BITFIELD_BIT(15),
   FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32     = BITFIELD_BIT(16),
   FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64     = BITFIELD_BIT(17),
   FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16     = BITFIELD_BIT(18),
   FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32     = BITFIELD_BIT(19),
   FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64     = BITFIELD_BIT(20),

   FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16 =
      FLOAT_CONTROLS_SIGNED_ZERO_PRESERVE_FP16 |
      FLOAT_CONTROLS_INF_PRESERVE_FP16 |
      FLOAT_CONTROLS_NAN_PRESERVE_FP16,

   FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32 =
      FLOAT_CONTROLS_SIGNED_ZERO_PRESERVE_FP32 |
      FLOAT_CONTROLS_INF_PRESERVE_FP32 |
      FLOAT_CONTROLS_NAN_PRESERVE_FP32,

   FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64 =
      FLOAT_CONTROLS_SIGNED_ZERO_PRESERVE_FP64 |
      FLOAT_CONTROLS_INF_PRESERVE_FP64 |
      FLOAT_CONTROLS_NAN_PRESERVE_FP64,
   
   FLOAT_CONTROLS_SIGNED_ZERO_PRESERVE =
      FLOAT_CONTROLS_SIGNED_ZERO_PRESERVE_FP16 |
      FLOAT_CONTROLS_SIGNED_ZERO_PRESERVE_FP32 |
      FLOAT_CONTROLS_SIGNED_ZERO_PRESERVE_FP64,

   FLOAT_CONTROLS_INF_PRESERVE =
      FLOAT_CONTROLS_INF_PRESERVE_FP16 |
      FLOAT_CONTROLS_INF_PRESERVE_FP32 |
      FLOAT_CONTROLS_INF_PRESERVE_FP64,

   FLOAT_CONTROLS_NAN_PRESERVE =
      FLOAT_CONTROLS_NAN_PRESERVE_FP16 |
      FLOAT_CONTROLS_NAN_PRESERVE_FP32 |
      FLOAT_CONTROLS_NAN_PRESERVE_FP64,
};

/**
* 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)

/** An enum representing what kind of input gl_SubgroupSize is. */
enum ENUM_PACKED gl_subgroup_size
{
   /** Actual subgroup size, whatever that happens to be */
   SUBGROUP_SIZE_VARYING = 0,

   /** Subgroup size must appear to be draw or dispatch-uniform
    *
    * This is the OpenGL behavior
    */
   SUBGROUP_SIZE_UNIFORM,

   /** Subgroup size must appear to be the API advertised constant
    *
    * This is the default Vulkan 1.1 behavior
    */
   SUBGROUP_SIZE_API_CONSTANT,

   /** Subgroup size must actually be the API advertised constant
    *
    * Not only must the subgroup size match the API advertised constant as
    * with SUBGROUP_SIZE_API_CONSTANT but it must also be dispatched such that
    * all the subgroups are full if there are enough invocations.
    */
   SUBGROUP_SIZE_FULL_SUBGROUPS,

   /* These enums are specifically chosen so that the value of the enum is
    * also the subgroup size.  If any new values are added, they must respect
    * this invariant.
    */
   SUBGROUP_SIZE_REQUIRE_8   = 8,   /**< VK_EXT_subgroup_size_control */
   SUBGROUP_SIZE_REQUIRE_16  = 16,  /**< VK_EXT_subgroup_size_control */
   SUBGROUP_SIZE_REQUIRE_32  = 32,  /**< VK_EXT_subgroup_size_control */
   SUBGROUP_SIZE_REQUIRE_64  = 64,  /**< VK_EXT_subgroup_size_control */
   SUBGROUP_SIZE_REQUIRE_128 = 128, /**< VK_EXT_subgroup_size_control */
};

/* Ordered from narrower to wider scope. */
typedef enum {
   SCOPE_NONE,
   SCOPE_INVOCATION,
   SCOPE_SUBGROUP,
   SCOPE_SHADER_CALL,
   SCOPE_WORKGROUP,
   SCOPE_QUEUE_FAMILY,
   SCOPE_DEVICE,
} mesa_scope;

const char *mesa_scope_name(mesa_scope scope);

#ifdef __cplusplus
} /* extern "C" */
#endif

#endif /* SHADER_ENUMS_H */
