gs: Make generated geometry shader tests use GLSL 1.50.

Previously, these tests used ARB_geometry_shader4.  However, the
initial implementation of geometry shaders in Mesa isn't going to
support ARB_geometry_shader4.  So test this functionality using GLSL
1.50 geometry shaders instead.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
gs: Sanity test interactions between geometry shaders and extensions.

These tests are parallel to the equivalently-named tests in
tests/spec/arb_geometry_shader4, except that they verify that the
extensions can be used in GLSL 1.50 geometry shaders rather than
ARB_geometry_shader4 geometry shaders.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
gs: Test uniforms and constants in GLSL 1.50 geometry shaders.

These tests are parallel to the equivalently-named tests in
tests/spec/arb_geometry_shader4, except that they verify that the
uniforms and constants can be used in GLSL 1.50 geometry shaders
rather than ARB_geometry_shader4 geometry shaders.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
gs: Test geometry shader that doesn't generate any primitives.

This test is parallel to the equivalently-named test in
tests/spec/arb_geometry_shader4, except that it verifies correct
behaviour in GLSL 1.50 geometry shaders rather than
ARB_geometry_shader4 geometry shaders.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
gs: Adapt ignore-adjacent-vertices for GLSL 1.50.

To avoid code duplication, I've left the source code for the test in
spec/arb_geometry_shader4, but I've added a command line argument that
causes it to use core GLSL 1.50 functionality rather than
ARB_geometry_shader4.

The new test cases appear in piglit output under spec/glsl-1.50.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
gs: Make texelFetch and textureSize tests use GLSL 1.50 for geometry shaders.

Previously, these tests used ARB_geometry_shader4.  However, the
initial implementation of geometry shaders in Mesa isn't going to
support ARB_geometry_shader4.  So test this functionality using GLSL
1.50 geometry shaders instead.
gs: Test rules related to geometry shader input sizes.

Section 4.3.8.1 (Input Layout Qualifiers) of the GLSL 1.50 spec
contains some tricky rules for how the sizes of geometry shader input
arrays are related to the input layout specification.  In essence,
those rules boil down to the following:

- If an input array declaration does not specify a size, and it
  follows an input layout declaration, it is sized according to the
  input layout.

- If an input layout declaration follows an input array declaration
  that didn't specify a size, the input array declaration is given a
  size at the time the input layout declaration appears.

- All input layout declarations and input array sizes must ultimately
  match.  Inconsistencies are reported as soon as they are detected,
  at compile time if the inconsistency is within one compilation unit,
  otherwise at link time.

- At least one compilation unit must contain an input layout
  declaration.

This patch includes tests for verifying all of these behaviours,
modelled as closely as possible from the text and examples in the GLSL
1.50 spec.  Both interface block style and and non-interface block
style declarations are tested.
!UPSTREAM: gs: Test layout vs explicit size more thoroughly.

Don't just test the case where one compilation unit specifies a layout
with N vertices and another compilation unit specifies an input with
size >N.  Also test the case where the second compilation unit
specifies an input with size <N.

This patch should be squashed with "gs: Test rules related to geometry
shader input sizes."
!UPSTREAM: Performance micro-benchmark for fast color clears.
util: Create generic piglit_draw_rect() functions.  TODO: rework.

This patch adds the following functions to piglit-util-gl-common:
- piglit_draw_rect_generic
- piglit_draw_rect_back_generic
- piglit_draw_rect_z_generic
- piglit_draw_rect_tex_generic

These functions are similar to corresponding functions without the
"_generic" suffix, except that instead of delivering vertex position
and texture coordinates to the vertex shader using glVertexPointer()
and glTexCoordPointer(), they deliver to the generic attributes
PIGLIT_ATTRIB_POS and PIGLIT_ATTRIB_TEX.  These functions use VBO's
and VAO's when available, so they may be used when testing core
contexts.

These functions also work with compatibility contexts and with all
GLES versions.  Since GLES1 doesn't support generic vertex attributes,
we fall back to using glVertexPointer() and glTexCoordPointer() in the
GLES1 case.

When building GLES tests, the behaviour of the new _generic functions
is for all intents and purposes the same as that of the pre-existing
non-generic functions.  So to avoid code duplication, the non-generic
functions simply call their generic equivalents in GLES builds.
WIP: start testing GS in/out types
WIP: fix shader_runner error reporting when vertex data included.
WIP: Basic test of GS input varyings
Geometry shaders: add a basic EndPrimitive() test.
WIP: large EndPrimitive test
shader_runner: Add missing newlines to error messages.

Certain shader error messages were missing newlines, leading to the
error message being concatenated on the same line with "PIGLIT:
{'result': 'fail' }".
!UPSTREAM: Start working on a function accuracy test
!UPSTREAM: more experimentation with function accuracy
!UPSTREAM: read-after-swap

This works but I'm not convinced it's a good idea yet.

TODO:
- Discuss on mailing list.
!UPSTREAM: hacks