Haiku: Add in public GL kit headers

* These make up the base of what C++ GL Haiku applications
  use for 3D rendering.
* Not placed in includes/GL to prevent Haiku headers from
  getting installed on non-Haiku systems.

Acked-by: Brian Paul <brianp@vmware.com>
st/xa: Add new map flags

Replicate some of the gallium pipe transfer functionality.
Also bump minor to signal availability of this feature.

Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
Reviewed-by: Jakob Bornecrantz <jakob@vmware.com>
radeonsi: flush HTILE when appropriate

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
radeonsi: make DB_RENDER_OVERRIDE an invariant register

All this cruft was ported from r600g and isn't needed on SI and later
according to hw docs. If we implemented HiS, we would set it to 0.

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
radeonsi: improve HiZ precision for less and lequal depth functions

r600g needs this too.

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
st/dri: fix compiler warning for driCopySubBufferExtension
swrast: silence driContextSetFlags() parameter type warning
main: Remove unused function _mesa_shader_index_to_type().
glsl: Get rid of hardcoded arrays of shader target names.

We already have a function for converting a shader type index to a
string: _mesa_glsl_shader_target_name().
glsl: Remove extraneous shader_type argument from analyze_clip_usage().

This argument was carrying the name of the shader target (as a
string).  We can get this just as easily by calling
_mesa_glsl_shader_target_name().
mesa: Improve static error checking of arrays sized by MESA_SHADER_TYPES.

This patch replaces the following pattern:

    foo bar[MESA_SHADER_TYPES] = {
       ...
    };

With:

    foo bar[] = {
       ...
    };
    STATIC_ASSERT(Elements(bar) == MESA_SHADER_TYPES);

This way, when a new shader type is added in a future version of Mesa,
we will get a compile error to remind us that the array needs to be
updated.
mesa: Add an assertion to _mesa_program_index_to_target().

Only a Mesa bug could cause this function to be called with an
out-of-range index, so raise an assertion if that ever happens.
glsl: Fix gl_type of usamplerCube built-in type.

I'm not aware of any piglit tests that this fixes, but the old code
was obviously wrong.
glsl: Don't return bad values from _mesa_shader_type_to_index.

This will avoid compiler warnings in the patch that follows.  There
should be no user-visible effect because the change only affects the
behaviour when an invalid enum is passed to
_mesa_shader_type_to_index(), and that can only happen if there is a
bug elsewhere in Mesa.
main: Move MESA_SHADER_TYPES outside of gl_shader_type enum.

This will avoid spurious compiler warnings in the patch that follows.
glsl: Replace _mesa_glsl_parser_targets enum with gl_shader_type.

These enums were redundant.
!UPSTREAM: i965/gs: Generalize some error messages for GS.

TODO: find more places to generalize.
TODO: Don't use "VS/GS" terminology.  Use "vec4" terminology, since that will endure longer.
!UPSTREAM: glsl/linker: Fail if linking geometry shader with 0 GEOMETRY_VERTICES_OUT.

ARB_geometry_shader4 spec 2.15.2:
"Linking will also fail [...] if the program object contains objects to form a
geometry shader, and the value of GEOMETRY_VERTICES_OUT_ARB is zero."

Reviewed-by: Paul Berry <stereotype441@gmail.com>

TODO: May not be necessary for GLSL 1.50 style geometry shaders.  Make a test to validate.
!UPSTREAM: Work around bug in AntTweakBar

AntTweakBar tries to use glGetString(GL_EXTENSIONS) when connected to
a core context (it should use glGetStringi()).  Go ahead and allow
this for the time being.
!UPSTREAM: main: check texture target when validating layered framebuffers.

From section 4.4.4 (Framebuffer Completeness) of the GL 3.2 spec:

    If any framebuffer attachment is layered, all populated
    attachments must be layered. Additionally, all populated color
    attachments must be from textures of the same target.

We weren't checking that the attachments were from textures of the
same target.

TODO:
- Make a piglit test for this, and validate it on Nvidia.