glsl: Parse and propagate derivative_group to shader_info
authorCaio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Tue, 26 Mar 2019 07:04:57 +0000 (00:04 -0700)
committerCaio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Tue, 9 Apr 2019 02:29:32 +0000 (19:29 -0700)
commit3c5ddaeacd2c52bc11f9cda451fe640cff629bdd
tree47586c1451345101c711cae5d72e270b025727a6
parentca60f0b7baeb95caf5d6e0ab4d83c6bb1d3e0eaa
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>
src/compiler/glsl/ast.h
src/compiler/glsl/ast_type.cpp
src/compiler/glsl/glsl_parser.yy
src/compiler/glsl/glsl_parser_extras.cpp
src/compiler/glsl/glsl_parser_extras.h
src/compiler/glsl/linker.cpp
src/compiler/shader_enums.h
src/compiler/shader_info.h
src/mesa/main/mtypes.h