interstage uniform limits test
From the program's comment
/** @file glsl-uniform-interstage-limits.c
* Tests that arrays of vec4 uniforms are fully correct in both the VS and the
* FS.
*
* On adreno HW, the const file (which we move uniforms to if we can) is
* shared between the stages, and you need to allocate between them. Failure
* to limit your stages by just a little bit seems to lead to corruption as
* one shader writes over another's memory, while larger failure leads to GPU
* hangs.
*/
This detects two issues fixed in mesa!5273 (merged) (UBO 0 needing lowering for maxconstlen and the a6xx per-stage max constlen) and a known one we left unsolved (a6xx interstage max constlen).