+enum blend_func
+{
+ BLEND_FUNC_ADD,
+ BLEND_FUNC_SUBTRACT,
+ BLEND_FUNC_REVERSE_SUBTRACT,
+ BLEND_FUNC_MIN,
+ BLEND_FUNC_MAX,
+};
+
+enum blend_factor
+{
+ BLEND_FACTOR_ZERO,
+ BLEND_FACTOR_SRC_COLOR,
+ BLEND_FACTOR_DST_COLOR,
+ BLEND_FACTOR_SRC_ALPHA,
+ BLEND_FACTOR_DST_ALPHA,
+ BLEND_FACTOR_CONSTANT_COLOR,
+ BLEND_FACTOR_CONSTANT_ALPHA,
+ BLEND_FACTOR_SRC_ALPHA_SATURATE,
+};
+
+enum gl_tess_spacing
+{
+ TESS_SPACING_UNSPECIFIED,
+ TESS_SPACING_EQUAL,
+ TESS_SPACING_FRACTIONAL_ODD,
+ TESS_SPACING_FRACTIONAL_EVEN,
+};
+
+/**
+ * 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,
+};
+