shader_runner: Set uniform block bindings for multiple UBOs

glLinkProgram (re)sets all uniform block bindings to zero. If we want
to actually use multiple uniform blocks, we need to call
glUniformBlockBinding to specify which binding point goes with which
uniform block.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Remove tests/shaders/link-mismatch-layout-0[13]

These date back to a time before shader_runner was capable of testing
this case. Now redundant.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Replace link-mismatch-layout-02 with shader tests

This is an old test from before shader_runner could express multi-shader
cases, and a little broken.

Replace it with shader_tests which exercise the linker.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
tex-miplevel-selection: test all variants of textureLod
all.py: mark old tex-miplevel-selection tests as concurrent
tex-level-selection: deduplicate code, improve output
tex-miplevel-selection: test all variants of texture() with bias
tex-miplevel-selection: test all variants of textureOffset
tex-miplevel-selection: test all variants of textureOffset with bias

+ some bug fixes
tex-miplevel-selection: test all variants of textureProj
tex-miplevel-selection: test all variants of textureProj with bias
tex-miplevel-selection: test all variants of textureProjOffset
tex-miplevel-selection: simplify shader code generation
tex-miplevel-selection: test all variants of textureProjOffset with bias

+ a comment about offsets
tex-miplevel-selection: test all variants of textureLodOffset
tex-miplevel-selection: test all variants of textureProjLod
tex-miplevel-selection: test all variants of textureProjLodOffset

+ Use level 0 texture coordinates to really verify the Lod fetch works.
  It was using scaled coordinates, so textureLodOffset could have been
  replaced by textureOffset and the test would pass. Now the test will
  fail if drivers attempt to fake it that way.
tex-miplevel-selection: test all variants of textureGrad
tex-miplevel-selection: test all variants of textureGradOffset
tex-miplevel-selection: test all variants of textureProjGrad