Re: [Piglit] [PATCH 00/35] Serialize profiles into XML at build time

2018-04-09 Thread Eric Anholt
Marek Olšák  writes:

> 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.


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Re: [Piglit] [PATCH] tests: intel_blackhole_render: use GLSL ES 1.0 on ES profiles

2018-04-09 Thread Lionel Landwerlin

On 09/04/18 16:16, Tapani Pälli wrote:

One nit that you can consider below ..

Reviewed-by: Tapani Pälli 

On 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"





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Re: [Piglit] [PATCH] tests: intel_blackhole_render: use GLSL ES 1.0 on ES profiles

2018-04-09 Thread Tapani Pälli

One nit that you can consider below ..

Reviewed-by: Tapani Pälli 

On 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"


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[Piglit] [PATCH] tests: intel_blackhole_render: use GLSL ES 1.0 on ES profiles

2018-04-09 Thread Lionel Landwerlin
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

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Re: [Piglit] [PATCH 3/3] arb_get_texture_sub_image: update cube map tests to complete the cube map

2018-04-09 Thread Juan A. Suarez Romero
For the series,

Reviewed-by: Juan A. Suarez 


On 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

2018-04-09 Thread Timothy Arceri
---
 ...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

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[Piglit] [PATCH 1/4] glsl-1.10: rename function chain test and better test the inout param

2018-04-09 Thread Timothy Arceri
From: Timothy Arceri 

The 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

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[Piglit] [PATCH 2/4] glsl-1.10: add a number of new function parameter tests

2018-04-09 Thread Timothy Arceri
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

2018-04-09 Thread Timothy Arceri
---
 .../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