Enable GL_KHR_shader_subgroup properly
(and GL_NV_shader_subgroup_partitioned) based on GL/ES version instead of predicating it on vulkan SPV generation Also add AST testing. The glsl.450.subgroup* files are largely the same as the spv.subgroup* The glsl.es320.subgroup* files are the same as the 450 versions, but modified to be ES compatible.
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Test/glsl.es320.subgroup.frag
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Test/glsl.es320.subgroup.frag
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#version 320 es
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#extension GL_KHR_shader_subgroup_basic: enable
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layout(location = 0) out uvec4 data;
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void main (void)
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{
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data = uvec4(gl_SubgroupSize, gl_SubgroupInvocationID, 0, 0);
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}
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