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.tesc
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12
Test/glsl.es320.subgroup.tesc
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#version 320 es
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#extension GL_KHR_shader_subgroup_basic: enable
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layout(vertices=1) out;
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layout(set = 0, binding = 0, std430) buffer Output
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{
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uvec4 result[];
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};
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void main (void)
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{
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result[gl_PrimitiveID] = uvec4(gl_SubgroupSize, gl_SubgroupInvocationID, 0, 0);
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}
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