Treat gl_TessLevelInner/Outer as a name of an array in PIQ tests.

Bug: 19731647
Change-Id: Ib204ffeb39c91990b9df9c10f99858ec0febca75
diff --git a/modules/gles31/functional/es31fProgramInterfaceDefinitionUtil.cpp b/modules/gles31/functional/es31fProgramInterfaceDefinitionUtil.cpp
index c77a4c5..e0efa0e 100644
--- a/modules/gles31/functional/es31fProgramInterfaceDefinitionUtil.cpp
+++ b/modules/gles31/functional/es31fProgramInterfaceDefinitionUtil.cpp
@@ -1414,8 +1414,8 @@
 				else if (shaderType == glu::SHADERTYPE_TESSELLATION_CONTROL)
 				{
 					resources.push_back("gl_PerVertex.gl_Position");
-					resources.push_back("gl_TessLevelOuter");
-					resources.push_back("gl_TessLevelInner");
+					resources.push_back("gl_TessLevelOuter[0]");
+					resources.push_back("gl_TessLevelInner[0]");
 				}
 				else if (shaderType == glu::SHADERTYPE_TESSELLATION_EVALUATION)
 					resources.push_back("gl_Position");
diff --git a/modules/gles31/functional/es31fProgramInterfaceQueryTestCase.cpp b/modules/gles31/functional/es31fProgramInterfaceQueryTestCase.cpp
index 604a94a..15c6431 100644
--- a/modules/gles31/functional/es31fProgramInterfaceQueryTestCase.cpp
+++ b/modules/gles31/functional/es31fProgramInterfaceQueryTestCase.cpp
@@ -410,8 +410,8 @@
 		{ "gl_InvocationID",			glu::TYPE_INT			},
 		{ "gl_NumWorkGroups",			glu::TYPE_UINT_VEC3		},
 		{ "gl_FragDepth",				glu::TYPE_FLOAT			},
-		{ "gl_TessLevelOuter",			glu::TYPE_FLOAT			},
-		{ "gl_TessLevelInner",			glu::TYPE_FLOAT			},
+		{ "gl_TessLevelOuter[0]",		glu::TYPE_FLOAT			},
+		{ "gl_TessLevelInner[0]",		glu::TYPE_FLOAT			},
 	};
 
 	for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(builtins); ++ndx)
@@ -489,8 +489,8 @@
 		{ "gl_InvocationID",			1	},
 		{ "gl_NumWorkGroups",			1	},
 		{ "gl_FragDepth",				1	},
-		{ "gl_TessLevelOuter",			4	},
-		{ "gl_TessLevelInner",			2	},
+		{ "gl_TessLevelOuter[0]",		4	},
+		{ "gl_TessLevelInner[0]",		2	},
 	};
 
 	for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(builtins); ++ndx)
@@ -1689,8 +1689,8 @@
 		{ "gl_Position",				0	},
 		{ "gl_PerVertex.gl_Position",	0	},
 		{ "gl_InvocationID",			0	},
-		{ "gl_TessLevelOuter",			1	},
-		{ "gl_TessLevelInner",			1	},
+		{ "gl_TessLevelOuter[0]",		1	},
+		{ "gl_TessLevelInner[0]",		1	},
 	};
 
 	for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(builtins); ++ndx)