summaryrefslogtreecommitdiffstats
path: root/src/glsl/shader_enums.h
blob: 39780076e74536ef2455b35dda639619069788c5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
/*
 * 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

/**
 * 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);

#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;

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,
   /*@}*/

   /**
    * \name Geometry shader system values
    */
   /*@{*/
   SYSTEM_VALUE_INVOCATION_ID,  /**< (Also in Tessellation Control shader) */
   /*@}*/

   /**
    * \name Fragment shader system values
    */
   /*@{*/
   SYSTEM_VALUE_FRONT_FACE,     /**< (not done yet) */
   SYSTEM_VALUE_SAMPLE_ID,
   SYSTEM_VALUE_SAMPLE_POS,
   SYSTEM_VALUE_SAMPLE_MASK_IN,
   /*@}*/

   /**
    * \name Tessellation Evaluation shader system values
    */
   /*@{*/
   SYSTEM_VALUE_TESS_COORD,
   SYSTEM_VALUE_VERTICES_IN,    /**< Tessellation vertices in input patch */
   SYSTEM_VALUE_PRIMITIVE_ID,   /**< (currently not used by GS) */
   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,
   /*@}*/

   /**
    * 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);

#endif /* SHADER_ENUMS_H */