mesa: remove gl.h from nir + brw using internal tess and prim types.
To avoid dragging gl.h into places it has no business being, defined tessellation primitive mode to an enum. Also define an internal set of shader primitive types.
This has a lot of fallout all over the place.
For now to catch fallout I stuck some _ before the primitive modes, I may or may not remove that, or just rename them.
Edited by Dave Airlie