glsl: Parse and propagate derivative_group to shader_info
NV_compute_shader_derivatives allow selecting between two possible arrangements (quads and linear) when calculating derivatives and certain subgroup operations in case of Vulkan. So parse and propagate those up to shader_info.h. v2: Do not fail when ARB_compute_variable_group_size is being used, since we are still clarifying what is the right thing to do here. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -772,6 +772,47 @@ enum compare_func
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COMPARE_FUNC_ALWAYS,
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};
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/**
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* Arrangements for grouping invocations from NV_compute_shader_derivatives.
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*
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* The extension provides new layout qualifiers that support two different
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* arrangements of compute shader invocations for the purpose of derivative
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* computation. When specifying
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*
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* layout(derivative_group_quadsNV) in;
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*
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* compute shader invocations are grouped into 2x2x1 arrays whose four local
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* invocation ID values follow the pattern:
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*
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* +-----------------+------------------+
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* | (2x+0, 2y+0, z) | (2x+1, 2y+0, z) |
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* +-----------------+------------------+
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* | (2x+0, 2y+1, z) | (2x+1, 2y+1, z) |
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* +-----------------+------------------+
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*
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* where Y increases from bottom to top. When specifying
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*
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* layout(derivative_group_linearNV) in;
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*
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* compute shader invocations are grouped into 2x2x1 arrays whose four local
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* invocation index values follow the pattern:
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*
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* +------+------+
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* | 4n+0 | 4n+1 |
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* +------+------+
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* | 4n+2 | 4n+3 |
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* +------+------+
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*
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* If neither layout qualifier is specified, derivatives in compute shaders
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* return zero, which is consistent with the handling of built-in texture
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* functions like texture() in GLSL 4.50 compute shaders.
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*/
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enum gl_derivative_group {
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DERIVATIVE_GROUP_NONE = 0,
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DERIVATIVE_GROUP_QUADS,
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DERIVATIVE_GROUP_LINEAR,
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};
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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