[Mesa-dev] [PATCH] glsl: move shader_enums into nir

Rob Clark robdclark at gmail.com
Thu Oct 8 15:25:02 PDT 2015


From: Rob Clark <robclark at freedesktop.org>

First step towards inverting the dependency between glsl and nir (so nir
can be used without glsl).  Also solves this issue with 'make distclean'

  Making distclean in mesa
  make[2]: Entering directory '/mnt/sdb1/Src64/Mesa-git/mesa/src/mesa'
  Makefile:2486: ../glsl/.deps/shader_enums.Plo: No such file or directory
  make[2]: *** No rule to make target '../glsl/.deps/shader_enums.Plo'. Stop.
  make[2]: Leaving directory '/mnt/sdb1/Src64/Mesa-git/mesa/src/mesa'
  Makefile:684: recipe for target 'distclean-recursive' failed
  make[1]: *** [distclean-recursive] Error 1
  make[1]: Leaving directory '/mnt/sdb1/Src64/Mesa-git/mesa/src'
  Makefile:615: recipe for target 'distclean-recursive' failed
  make: *** [distclean-recursive] Error 1

Reported-by: Andy Furniss <adf.lists at gmail.com>
Signed-off-by: Rob Clark <robclark at freedesktop.org>
---
 src/Makefile.am                                    |   1 -
 src/gallium/auxiliary/nir/tgsi_to_nir.c            |   2 +-
 .../drivers/freedreno/ir3/ir3_compiler_nir.c       |   1 -
 src/gallium/drivers/freedreno/ir3/ir3_nir.h        |   1 +
 src/gallium/drivers/freedreno/ir3/ir3_shader.h     |   2 +-
 src/glsl/Makefile.sources                          |   7 +-
 src/glsl/nir/nir.h                                 |   2 +-
 src/glsl/nir/shader_enums.c                        | 205 +++++++++
 src/glsl/nir/shader_enums.h                        | 476 +++++++++++++++++++++
 src/glsl/shader_enums.c                            | 205 ---------
 src/glsl/shader_enums.h                            | 476 ---------------------
 src/mesa/Makefile.sources                          |   4 +-
 src/mesa/main/mtypes.h                             |   2 +-
 13 files changed, 691 insertions(+), 693 deletions(-)
 create mode 100644 src/glsl/nir/shader_enums.c
 create mode 100644 src/glsl/nir/shader_enums.h
 delete mode 100644 src/glsl/shader_enums.c
 delete mode 100644 src/glsl/shader_enums.h

diff --git a/src/Makefile.am b/src/Makefile.am
index 9e15cca..0d49bcd 100644
--- a/src/Makefile.am
+++ b/src/Makefile.am
@@ -62,7 +62,6 @@ AM_CPPFLAGS = \
 noinst_LTLIBRARIES = libglsl_util.la
 
 libglsl_util_la_SOURCES = \
-	glsl/shader_enums.c \
 	mesa/main/imports.c \
 	mesa/program/prog_hash_table.c \
 	mesa/program/symbol_table.c \
diff --git a/src/gallium/auxiliary/nir/tgsi_to_nir.c b/src/gallium/auxiliary/nir/tgsi_to_nir.c
index cf43ef2..0539cfc 100644
--- a/src/gallium/auxiliary/nir/tgsi_to_nir.c
+++ b/src/gallium/auxiliary/nir/tgsi_to_nir.c
@@ -27,7 +27,7 @@
 #include "glsl/nir/nir_control_flow.h"
 #include "glsl/nir/nir_builder.h"
 #include "glsl/list.h"
-#include "glsl/shader_enums.h"
+#include "glsl/nir/shader_enums.h"
 
 #include "nir/tgsi_to_nir.h"
 #include "tgsi/tgsi_parse.h"
diff --git a/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c b/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c
index 7eddbdd..8c9234b 100644
--- a/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c
+++ b/src/gallium/drivers/freedreno/ir3/ir3_compiler_nir.c
@@ -36,7 +36,6 @@
 #include "tgsi/tgsi_strings.h"
 
 #include "nir/tgsi_to_nir.h"
-#include "glsl/shader_enums.h"
 
 #include "freedreno_util.h"
 
diff --git a/src/gallium/drivers/freedreno/ir3/ir3_nir.h b/src/gallium/drivers/freedreno/ir3/ir3_nir.h
index f3d3075..9950782 100644
--- a/src/gallium/drivers/freedreno/ir3/ir3_nir.h
+++ b/src/gallium/drivers/freedreno/ir3/ir3_nir.h
@@ -30,6 +30,7 @@
 #define IR3_NIR_H_
 
 #include "glsl/nir/nir.h"
+#include "glsl/nir/shader_enums.h"
 
 bool ir3_nir_lower_if_else(nir_shader *shader);
 
diff --git a/src/gallium/drivers/freedreno/ir3/ir3_shader.h b/src/gallium/drivers/freedreno/ir3/ir3_shader.h
index 6dc0ce1..7e2c27d 100644
--- a/src/gallium/drivers/freedreno/ir3/ir3_shader.h
+++ b/src/gallium/drivers/freedreno/ir3/ir3_shader.h
@@ -30,7 +30,7 @@
 #define IR3_SHADER_H_
 
 #include "pipe/p_state.h"
-#include "glsl/shader_enums.h"
+#include "glsl/nir/shader_enums.h"
 
 #include "ir3.h"
 #include "disasm.h"
diff --git a/src/glsl/Makefile.sources b/src/glsl/Makefile.sources
index 7083246..33ed48f 100644
--- a/src/glsl/Makefile.sources
+++ b/src/glsl/Makefile.sources
@@ -79,7 +79,9 @@ NIR_FILES = \
 	nir/nir_vla.h \
 	nir/nir_worklist.c \
 	nir/nir_worklist.h \
-	nir/nir_types.cpp
+	nir/nir_types.cpp \
+	nir/shader_enums.h \
+	nir/shader_enums.c
 
 # libglsl
 
@@ -203,8 +205,7 @@ LIBGLSL_FILES = \
 	opt_vectorize.cpp \
 	program.h \
 	s_expression.cpp \
-	s_expression.h \
-	shader_enums.h
+	s_expression.h
 
 # glsl_compiler
 
diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h
index bde9f49..9d5bcf6 100644
--- a/src/glsl/nir/nir.h
+++ b/src/glsl/nir/nir.h
@@ -35,7 +35,7 @@
 #include "util/set.h"
 #include "util/bitset.h"
 #include "nir_types.h"
-#include "glsl/shader_enums.h"
+#include "shader_enums.h"
 #include <stdio.h>
 
 #include "nir_opcodes.h"
diff --git a/src/glsl/nir/shader_enums.c b/src/glsl/nir/shader_enums.c
new file mode 100644
index 0000000..3722475
--- /dev/null
+++ b/src/glsl/nir/shader_enums.c
@@ -0,0 +1,205 @@
+/*
+ * 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 at freedesktop.org>
+ */
+
+#include "shader_enums.h"
+#include "util/macros.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),
+   };
+   return NAME(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),
+   };
+   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),
+   };
+   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_VERTEX_CNT),
+   };
+   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),
+   };
+   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),
+   };
+   return NAME(result);
+}
diff --git a/src/glsl/nir/shader_enums.h b/src/glsl/nir/shader_enums.h
new file mode 100644
index 0000000..2a5d2c5
--- /dev/null
+++ b/src/glsl/nir/shader_enums.h
@@ -0,0 +1,476 @@
+/*
+ * 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,
+   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);
+
+#endif /* SHADER_ENUMS_H */
diff --git a/src/glsl/shader_enums.c b/src/glsl/shader_enums.c
deleted file mode 100644
index c196b79..0000000
--- a/src/glsl/shader_enums.c
+++ /dev/null
@@ -1,205 +0,0 @@
-/*
- * 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 at freedesktop.org>
- */
-
-#include "glsl/shader_enums.h"
-#include "util/macros.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),
-   };
-   return NAME(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),
-   };
-   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),
-   };
-   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_VERTEX_CNT),
-   };
-   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),
-   };
-   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),
-   };
-   return NAME(result);
-}
diff --git a/src/glsl/shader_enums.h b/src/glsl/shader_enums.h
deleted file mode 100644
index 2a5d2c5..0000000
--- a/src/glsl/shader_enums.h
+++ /dev/null
@@ -1,476 +0,0 @@
-/*
- * 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,
-   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);
-
-#endif /* SHADER_ENUMS_H */
diff --git a/src/mesa/Makefile.sources b/src/mesa/Makefile.sources
index 0915594..b40ee4d 100644
--- a/src/mesa/Makefile.sources
+++ b/src/mesa/Makefile.sources
@@ -525,9 +525,7 @@ PROGRAM_FILES = \
 	program/sampler.h \
 	program/string_to_uint_map.cpp \
 	program/symbol_table.c \
-	program/symbol_table.h \
-	../glsl/shader_enums.c \
-	../glsl/shader_enums.h
+	program/symbol_table.h
 
 PROGRAM_NIR_FILES = \
 	program/prog_to_nir.c \
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 288d757..f4c17c6 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -42,7 +42,7 @@
 #include "main/config.h"
 #include "glapi/glapi.h"
 #include "math/m_matrix.h"	/* GLmatrix */
-#include "glsl/shader_enums.h"
+#include "glsl/nir/shader_enums.h"
 #include "main/formats.h"       /* MESA_FORMAT_COUNT */
 
 
-- 
2.4.3



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