Re: [Piglit] [PATCH 00/35] Serialize profiles into XML at build time
Marek Olšákwrites: > Is this use case affected? > > piglit run --deqp-mustpass-list --process-isolation 0 -p gbm -c quick > cts_gl45 deqp_gles2 deqp_gles3 deqp_gles31 > > Yes, that is just 1 command to run all those test suites at the same time. > > I use my personal "deqp" piglit branch that also disables process isolation > for glcts and deqp, and parses the deqp mustpass lists which are in txt > files. Parsing the mustpass lists sounds really useful. Trying to construct an appropriate command line otherwise has been quite a challenge. signature.asc Description: PGP signature ___ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit
Re: [Piglit] [PATCH] tests: intel_blackhole_render: use GLSL ES 1.0 on ES profiles
On 09/04/18 16:16, Tapani Pälli wrote: One nit that you can consider below .. Reviewed-by: Tapani PälliOn 09.04.2018 14:00, Lionel Landwerlin wrote: Not all of our platforms support GLSL ES 3.0 so extend the coverage by lowering the GLSL requirements. Signed-off-by: Lionel Landwerlin --- tests/spec/intel_blackhole_render/blackhole_draw.c | 9 + 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/tests/spec/intel_blackhole_render/blackhole_draw.c b/tests/spec/intel_blackhole_render/blackhole_draw.c index 32249c8a7..cbabffc0c 100644 --- a/tests/spec/intel_blackhole_render/blackhole_draw.c +++ b/tests/spec/intel_blackhole_render/blackhole_draw.c @@ -54,10 +54,11 @@ piglit_display(void) prog = piglit_build_simple_program( #if defined(PIGLIT_USE_OPENGL) "#version 330\n" + "in vec4 piglit_vertex;\n" #elif defined(PIGLIT_USE_OPENGL_ES2) || defined(PIGLIT_USE_OPENGL_ES3) - "#version 300 es\n" + "#version 100\n" + "attribute vec4 piglit_vertex;\n" #endif - "in vec4 piglit_vertex;\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" @@ -66,8 +67,8 @@ piglit_display(void) "#version 330\n" "out vec4 color;\n" #elif defined(PIGLIT_USE_OPENGL_ES2) || defined(PIGLIT_USE_OPENGL_ES3) - "#version 300 es\n" - "out highp vec4 color;\n" + "#version 100\n" + "#define color gl_FragColor\n" Maybe just use gl_FragColor below? Sure, thanks! #endif "void main()\n" "{\n" ___ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit
Re: [Piglit] [PATCH] tests: intel_blackhole_render: use GLSL ES 1.0 on ES profiles
One nit that you can consider below .. Reviewed-by: Tapani PälliOn 09.04.2018 14:00, Lionel Landwerlin wrote: Not all of our platforms support GLSL ES 3.0 so extend the coverage by lowering the GLSL requirements. Signed-off-by: Lionel Landwerlin --- tests/spec/intel_blackhole_render/blackhole_draw.c | 9 + 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/tests/spec/intel_blackhole_render/blackhole_draw.c b/tests/spec/intel_blackhole_render/blackhole_draw.c index 32249c8a7..cbabffc0c 100644 --- a/tests/spec/intel_blackhole_render/blackhole_draw.c +++ b/tests/spec/intel_blackhole_render/blackhole_draw.c @@ -54,10 +54,11 @@ piglit_display(void) prog = piglit_build_simple_program( #if defined(PIGLIT_USE_OPENGL) "#version 330\n" + "in vec4 piglit_vertex;\n" #elif defined(PIGLIT_USE_OPENGL_ES2) || defined(PIGLIT_USE_OPENGL_ES3) - "#version 300 es\n" + "#version 100\n" + "attribute vec4 piglit_vertex;\n" #endif - "in vec4 piglit_vertex;\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" @@ -66,8 +67,8 @@ piglit_display(void) "#version 330\n" "out vec4 color;\n" #elif defined(PIGLIT_USE_OPENGL_ES2) || defined(PIGLIT_USE_OPENGL_ES3) - "#version 300 es\n" - "out highp vec4 color;\n" + "#version 100\n" + "#define color gl_FragColor\n" Maybe just use gl_FragColor below? #endif "void main()\n" "{\n" ___ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit
[Piglit] [PATCH] tests: intel_blackhole_render: use GLSL ES 1.0 on ES profiles
Not all of our platforms support GLSL ES 3.0 so extend the coverage by lowering the GLSL requirements. Signed-off-by: Lionel Landwerlin--- tests/spec/intel_blackhole_render/blackhole_draw.c | 9 + 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/tests/spec/intel_blackhole_render/blackhole_draw.c b/tests/spec/intel_blackhole_render/blackhole_draw.c index 32249c8a7..cbabffc0c 100644 --- a/tests/spec/intel_blackhole_render/blackhole_draw.c +++ b/tests/spec/intel_blackhole_render/blackhole_draw.c @@ -54,10 +54,11 @@ piglit_display(void) prog = piglit_build_simple_program( #if defined(PIGLIT_USE_OPENGL) "#version 330\n" + "in vec4 piglit_vertex;\n" #elif defined(PIGLIT_USE_OPENGL_ES2) || defined(PIGLIT_USE_OPENGL_ES3) - "#version 300 es\n" + "#version 100\n" + "attribute vec4 piglit_vertex;\n" #endif - "in vec4 piglit_vertex;\n" "void main()\n" "{\n" " gl_Position = piglit_vertex;\n" @@ -66,8 +67,8 @@ piglit_display(void) "#version 330\n" "out vec4 color;\n" #elif defined(PIGLIT_USE_OPENGL_ES2) || defined(PIGLIT_USE_OPENGL_ES3) - "#version 300 es\n" - "out highp vec4 color;\n" + "#version 100\n" + "#define color gl_FragColor\n" #endif "void main()\n" "{\n" -- 2.17.0 ___ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit
Re: [Piglit] [PATCH 3/3] arb_get_texture_sub_image: update cube map tests to complete the cube map
For the series, Reviewed-by: Juan A. SuarezOn Sun, 2018-04-08 at 18:35 +, Anthony Pesch wrote: > Hey Juan, > > Good catch - I'd only been focusing on the errors test. > > I've updated the patch to also fix the errors in > arb_get_texture_sub_image-get: > > Author: Anthony Pesch > Date: Thu Mar 22 13:11:22 2018 -0400 > > arb_get_texture_sub_image: update cube map tests to make textures cube > complete > > Update cube map tests to ensure cube map textures are cube complete > before querying > them. Querying a cube map which is not cube complete should set > INVALID_OPERATION > as per the OpenGL 4.6 Core spec: > > "An INVALID_OPERATION error is generated if the effective target is > TEXTURE_CUBE_MAP or TEXTURE_CUBE_MAP_ARRAY, and the texture object > is not cube complete or cube array complete, respectively." > > diff --git a/tests/spec/arb_get_texture_sub_image/errors.c > b/tests/spec/arb_get_texture_sub_image/errors.c > index 1e7b17115..4b99d1cc2 100644 > --- a/tests/spec/arb_get_texture_sub_image/errors.c > +++ b/tests/spec/arb_get_texture_sub_image/errors.c > @@ -253,16 +253,20 @@ test_cubemap_faces(void) > 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_FLOAT, NULL); > } > > -/* try to get all six cube faces, should fail */ > +/* try to query incomplete cube map, should fail */ > glGetTextureSubImage(tex, 0, > 0, 0, 0, > - 8, 8, 6, > + 8, 8, 5, > GL_RGBA, GL_UNSIGNED_BYTE, > sizeof(results), results); > if (!piglit_check_gl_error(GL_INVALID_OPERATION)) > pass = false; > > -/* try to get five cube faces, should pass */ > + /* upload final face */ > + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + 5, > +0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_FLOAT, NULL); > + > +/* try to query complete cube map, should now pass */ > glGetTextureSubImage(tex, 0, > 0, 0, 0, > 8, 8, 5, > diff --git a/tests/spec/arb_get_texture_sub_image/get.c > b/tests/spec/arb_get_texture_sub_image/get.c > index 8aa4c92e1..fc8f9f8e1 100644 > --- a/tests/spec/arb_get_texture_sub_image/get.c > +++ b/tests/spec/arb_get_texture_sub_image/get.c > @@ -157,12 +157,16 @@ test_getsubimage(GLenum target, > GL_RGBA, GL_UNSIGNED_BYTE, texData); > break; > case GL_TEXTURE_CUBE_MAP: > - /* only set +Y face */ > - glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, > -level, intFormat, > -mip_width, mip_height, 0, > -GL_RGBA, GL_UNSIGNED_BYTE, > -texData); > + /* specify dimensions and format for all faces to > make texture cube complete, > + but specify data for only the +Y face as it is the > only one read back */ > + for (i = 0; i < 6; i++) { > + GLubyte *faceData = i == 2 ? texData : NULL; > + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + > i, > +level, intFormat, > +mip_width, mip_height, 0, > +GL_RGBA, GL_UNSIGNED_BYTE, > +faceData); > + } > break; > } > } > > > - Anthony > > > From: Piglit on behalf of Juan A. > Suarez Romero > Sent: Thursday, April 5, 2018 4:43 AM > To: Anthony Pesch; piglit@lists.freedesktop.org > Subject: Re: [Piglit] [PATCH 3/3] arb_get_texture_sub_image: update cube map > tests to complete the cube map > > On Thu, 2018-04-05 at 10:19 +0200, Juan A. Suarez Romero wrote: > > On Wed, 2018-03-28 at 11:15 -0400, Anthony Pesch wrote: > > > From: Anthony Pesch > > > > > > Update cube map tests to complete the cube map before performing the final > > > query. This final query is expected to succeed, however, querying a cube > > > map > > > which is not cube complete should set INVALID_OPERATION as per the OpenGL > > > 4.6 > > > Core spec: > > > > > > "An INVALID_OPERATION error is generated if the effective target is > > > TEXTURE_CUBE_MAP or TEXTURE_CUBE_MAP_ARRAY, and the texture object > > > is not cube complete or cube array complete, respectively." > > > --- > > > > > > Isn't there a similar problem in tests/spec/arb_get_texture_sub_image/get.c, > >
[Piglit] [PATCH 4/4] glsl-1.20: exercise bug in parameter out handling in Mesa
--- ...ersion-int-to-float-vec4-index.shader_test | 48 +++ 1 file changed, 48 insertions(+) create mode 100644 tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test diff --git a/tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test b/tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test new file mode 100644 index 0..3fca6b0d2 --- /dev/null +++ b/tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test @@ -0,0 +1,48 @@ +# Test that implicit type conversion of out parameters works properly. +# +# From the GLSL 1.30 spec (which clarifies, but does not change, the +# rules for implicit type conversion in GLSL 1.20), section 6.1 +# (Function Definitions): +# +# Mismatched types on output parameters (out or inout) must have a +# conversion from the formal parameter type to the calling argument +# type. +# +# This tests for a bug in Mesa GLSL IRs handling of these conversions. +# Specifically if the function changes the index value use by the out +# parameter we need to make sure it uses the value of the index before the +# function was called and not the new value of the index. + +[require] +GLSL >= 1.20 + +[vertex shader] +#version 120 + +uniform int u = 1; + +void f(inout int i, out int x) +{ + x = 4; + i = 0; +} + +void main() +{ + gl_Position = gl_Vertex; + vec4 value; + + int i = u; + f(i, value[i]); + gl_FrontColor = vec4(1.0/value[1]); +} + +[fragment shader] +void main() +{ + gl_FragColor = gl_Color; +} + +[test] +draw rect -1 -1 2 2 +probe all rgba 0.25 0.25 0.25 0.25 -- 2.17.0 ___ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit
[Piglit] [PATCH 1/4] glsl-1.10: rename function chain test and better test the inout param
From: Timothy ArceriThe following patch will add a number of variants of this test so we want to give it a more descriptive name. --- .../function-calls/glsl-function-chain16-inout.shader_test} | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) rename tests/{shaders/glsl-function-chain16.shader_test => spec/glsl-1.10/execution/function-calls/glsl-function-chain16-inout.shader_test} (96%) diff --git a/tests/shaders/glsl-function-chain16.shader_test b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-inout.shader_test similarity index 96% rename from tests/shaders/glsl-function-chain16.shader_test rename to tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-inout.shader_test index 25d5946ac..74b232956 100644 --- a/tests/shaders/glsl-function-chain16.shader_test +++ b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-inout.shader_test @@ -16,7 +16,7 @@ void f10(inout float f); void f14(inout float f); void main() { - float g; + float g = 0.1; f01(g); gl_FragColor = vec4(g, 0, 0, 1.0); } @@ -52,7 +52,7 @@ void f13(inout float f); void f04(inout float f) {f05(f);} void f08(inout float f) {f09(f);} void f12(inout float f) {f13(f);} -void f16(inout float f) {f=0.2;} +void f16(inout float f) {f+=0.1;} [test] -- 2.17.0 ___ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit
[Piglit] [PATCH 2/4] glsl-1.10: add a number of new function parameter tests
These all have long function call chains, so that some remain intact when Mesas GLSLOptimizeConservatively flag is set. This allows us to exercise the GLSL IR -> NIR path for functions and NIRs function inlining code. --- ...tion-chain16-in-array-indirect.shader_test | 74 +++ ...ion-chain16-in-array-indirect2.shader_test | 74 +++ ...glsl-function-chain16-in-array.shader_test | 70 ++ ...lsl-function-chain16-in-array2.shader_test | 70 ++ ...sl-function-chain16-in-swizzle.shader_test | 64 .../glsl-function-chain16-in.shader_test | 64 ...function-chain16-inout-swizzle.shader_test | 64 ...l-function-chain16-out-swizzle.shader_test | 64 .../glsl-function-chain16-out.shader_test | 64 9 files changed, 608 insertions(+) create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect.shader_test create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect2.shader_test create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array.shader_test create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array2.shader_test create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-swizzle.shader_test create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in.shader_test create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-inout-swizzle.shader_test create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-out-swizzle.shader_test create mode 100644 tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-out.shader_test diff --git a/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect.shader_test b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect.shader_test new file mode 100644 index 0..19dac8bd9 --- /dev/null +++ b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect.shader_test @@ -0,0 +1,74 @@ +# This tests we inline functions correctly. Chaining the functions helps +# us reach the GLSL IR -> NIR code with some functions intact when the +# conservative optimise flag is set in Mesa. This allows us to test the +# GLSL IR -> NIR conversion code for functions and the NIR function inlining +# code. +[require] +GLSL >= 1.10 + +[vertex shader] +void main() +{ + gl_Position = gl_Vertex; +} + +[fragment shader] +float f01(in float f[4]); +float f02(in float f[4]); +float f06(in float f[4]); +float f10(in float f[4]); +float f14(in float f[4]); +void main() +{ + float g[4]; + + g[0] = 0.0; + g[1] = 1.0; + g[2] = 0.0; + g[3] = 0.1; + + f01(g); + gl_FragColor = vec4(f01(g), g[0], g[2], g[1]); +} +float f01(in float f[4]) {return f02(f);} +float f05(in float f[4]) {return f06(f);} +float f09(in float f[4]) {return f10(f);} +float f13(in float f[4]) {return f14(f);} + +[fragment shader] +float f03(in float f[4]); +float f07(in float f[4]); +float f11(in float f[4]); +float f15(in float f[4]); +float f02(in float f[4]) {return f03(f);} +float f06(in float f[4]) {return f07(f);} +float f10(in float f[4]) {return f11(f);} +float f14(in float f[4]) {return f15(f);} + +[fragment shader] +float f04(in float f[4]); +float f08(in float f[4]); +float f12(in float f[4]); +float f16(in float f[4]); +float f03(in float f[4]) {return f04(f);} +float f07(in float f[4]) {return f08(f);} +float f11(in float f[4]) {return f12(f);} +float f15(in float f[4]) {return f16(f);} + +[fragment shader] +uniform int i; + +float f05(in float f[4]); +float f09(in float f[4]); +float f13(in float f[4]); +float f04(in float f[4]) {return f05(f);} +float f08(in float f[4]) {return f09(f);} +float f12(in float f[4]) {return f13(f);} +float f16(in float f[4]) {return f[i] + 0.1;} + + +[test] +uniform int i 3 + +draw rect -1 -1 2 2 +probe all rgba 0.2 0 0 1.0 diff --git a/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect2.shader_test b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect2.shader_test new file mode 100644 index 0..ea3b20efb --- /dev/null +++ b/tests/spec/glsl-1.10/execution/function-calls/glsl-function-chain16-in-array-indirect2.shader_test @@ -0,0 +1,74 @@ +# This tests we inline functions correctly. Chaining the functions helps +# us reach the GLSL IR -> NIR code with some functions intact when the +# conservative optimise flag is set in Mesa. This allows us to test the +# GLSL IR -> NIR conversion code for functions and the NIR function inlining +# code. +[require] +GLSL >= 1.10 + +[vertex shader] +void main() +{ + gl_Position = gl_Vertex;
[Piglit] [PATCH 3/4] glsl-1.20: move the parameter out tests to glsl-1.20
--- .../out-parameter-indexing/fs-inout-index-two-level.shader_test | 0 .../vs-inout-index-inout-float-array.shader_test | 0 .../vs-inout-index-inout-mat2-col-array.shader_test | 0 .../vs-inout-index-inout-mat2-col.shader_test | 0 .../vs-inout-index-inout-mat2-row.shader_test | 0 .../vs-inout-index-inout-vec4-array-element-array.shader_test | 0 .../vs-inout-index-inout-vec4-array-element.shader_test | 0 .../vs-inout-index-inout-vec4-array.shader_test | 0 .../out-parameter-indexing/vs-inout-index-inout-vec4.shader_test | 0 .../execution}/out-parameter-indexing/vs-inout-vec4.shader_test | 0 .../execution}/out-parameter-indexing/vs-out-vec4.shader_test | 0 11 files changed, 0 insertions(+), 0 deletions(-) rename tests/{shaders => spec/glsl-1.20/execution}/out-parameter-indexing/fs-inout-index-two-level.shader_test (100%) rename tests/{shaders => spec/glsl-1.20/execution}/out-parameter-indexing/vs-inout-index-inout-float-array.shader_test (100%) rename tests/{shaders => spec/glsl-1.20/execution}/out-parameter-indexing/vs-inout-index-inout-mat2-col-array.shader_test (100%) rename tests/{shaders => spec/glsl-1.20/execution}/out-parameter-indexing/vs-inout-index-inout-mat2-col.shader_test (100%) rename tests/{shaders => spec/glsl-1.20/execution}/out-parameter-indexing/vs-inout-index-inout-mat2-row.shader_test (100%) rename tests/{shaders => spec/glsl-1.20/execution}/out-parameter-indexing/vs-inout-index-inout-vec4-array-element-array.shader_test (100%) rename tests/{shaders => spec/glsl-1.20/execution}/out-parameter-indexing/vs-inout-index-inout-vec4-array-element.shader_test (100%) rename tests/{shaders => spec/glsl-1.20/execution}/out-parameter-indexing/vs-inout-index-inout-vec4-array.shader_test (100%) rename tests/{shaders => spec/glsl-1.20/execution}/out-parameter-indexing/vs-inout-index-inout-vec4.shader_test (100%) rename tests/{shaders => spec/glsl-1.20/execution}/out-parameter-indexing/vs-inout-vec4.shader_test (100%) rename tests/{shaders => spec/glsl-1.20/execution}/out-parameter-indexing/vs-out-vec4.shader_test (100%) diff --git a/tests/shaders/out-parameter-indexing/fs-inout-index-two-level.shader_test b/tests/spec/glsl-1.20/execution/out-parameter-indexing/fs-inout-index-two-level.shader_test similarity index 100% rename from tests/shaders/out-parameter-indexing/fs-inout-index-two-level.shader_test rename to tests/spec/glsl-1.20/execution/out-parameter-indexing/fs-inout-index-two-level.shader_test diff --git a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-float-array.shader_test b/tests/spec/glsl-1.20/execution/out-parameter-indexing/vs-inout-index-inout-float-array.shader_test similarity index 100% rename from tests/shaders/out-parameter-indexing/vs-inout-index-inout-float-array.shader_test rename to tests/spec/glsl-1.20/execution/out-parameter-indexing/vs-inout-index-inout-float-array.shader_test diff --git a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col-array.shader_test b/tests/spec/glsl-1.20/execution/out-parameter-indexing/vs-inout-index-inout-mat2-col-array.shader_test similarity index 100% rename from tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col-array.shader_test rename to tests/spec/glsl-1.20/execution/out-parameter-indexing/vs-inout-index-inout-mat2-col-array.shader_test diff --git a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col.shader_test b/tests/spec/glsl-1.20/execution/out-parameter-indexing/vs-inout-index-inout-mat2-col.shader_test similarity index 100% rename from tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-col.shader_test rename to tests/spec/glsl-1.20/execution/out-parameter-indexing/vs-inout-index-inout-mat2-col.shader_test diff --git a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-row.shader_test b/tests/spec/glsl-1.20/execution/out-parameter-indexing/vs-inout-index-inout-mat2-row.shader_test similarity index 100% rename from tests/shaders/out-parameter-indexing/vs-inout-index-inout-mat2-row.shader_test rename to tests/spec/glsl-1.20/execution/out-parameter-indexing/vs-inout-index-inout-mat2-row.shader_test diff --git a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array-element-array.shader_test b/tests/spec/glsl-1.20/execution/out-parameter-indexing/vs-inout-index-inout-vec4-array-element-array.shader_test similarity index 100% rename from tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array-element-array.shader_test rename to tests/spec/glsl-1.20/execution/out-parameter-indexing/vs-inout-index-inout-vec4-array-element-array.shader_test diff --git a/tests/shaders/out-parameter-indexing/vs-inout-index-inout-vec4-array-element.shader_test b/tests/spec/glsl-1.20/execution/out-parameter-indexing/vs-inout-index-inout-vec4-array-element.shader_test