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      1 /*-------------------------------------------------------------------------
      2  * drawElements Quality Program OpenGL ES 3.0 Module
      3  * -------------------------------------------------
      4  *
      5  * Copyright 2014 The Android Open Source Project
      6  *
      7  * Licensed under the Apache License, Version 2.0 (the "License");
      8  * you may not use this file except in compliance with the License.
      9  * You may obtain a copy of the License at
     10  *
     11  *      http://www.apache.org/licenses/LICENSE-2.0
     12  *
     13  * Unless required by applicable law or agreed to in writing, software
     14  * distributed under the License is distributed on an "AS IS" BASIS,
     15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     16  * See the License for the specific language governing permissions and
     17  * limitations under the License.
     18  *
     19  *//*!
     20  * \file
     21  * \brief Shader struct tests.
     22  *//*--------------------------------------------------------------------*/
     23 
     24 #include "es3fShaderStructTests.hpp"
     25 #include "glsShaderRenderCase.hpp"
     26 #include "tcuStringTemplate.hpp"
     27 #include "gluTexture.hpp"
     28 #include "tcuTextureUtil.hpp"
     29 #include "glwEnums.hpp"
     30 #include "glwFunctions.hpp"
     31 #include "deMath.h"
     32 
     33 using tcu::StringTemplate;
     34 
     35 using std::string;
     36 using std::vector;
     37 using std::ostringstream;
     38 
     39 using namespace glu;
     40 using namespace deqp::gls;
     41 
     42 namespace deqp
     43 {
     44 namespace gles3
     45 {
     46 namespace Functional
     47 {
     48 
     49 enum
     50 {
     51 	TEXTURE_BRICK = 0 //!< Unit index for brick texture
     52 };
     53 
     54 typedef void (*SetupUniformsFunc) (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords);
     55 
     56 class ShaderStructCase : public ShaderRenderCase
     57 {
     58 public:
     59 						ShaderStructCase		(Context& context, const char* name, const char* description, bool isVertexCase, bool usesTextures, ShaderEvalFunc evalFunc, SetupUniformsFunc setupUniformsFunc, const char* vertShaderSource, const char* fragShaderSource);
     60 						~ShaderStructCase		(void);
     61 
     62 	void				init					(void);
     63 	void				deinit					(void);
     64 
     65 	virtual void		setupUniforms			(int programID, const tcu::Vec4& constCoords);
     66 
     67 private:
     68 						ShaderStructCase		(const ShaderStructCase&);
     69 	ShaderStructCase&	operator=				(const ShaderStructCase&);
     70 
     71 	SetupUniformsFunc	m_setupUniforms;
     72 	bool				m_usesTexture;
     73 
     74 	glu::Texture2D*		m_brickTexture;
     75 };
     76 
     77 ShaderStructCase::ShaderStructCase (Context& context, const char* name, const char* description, bool isVertexCase, bool usesTextures, ShaderEvalFunc evalFunc, SetupUniformsFunc setupUniformsFunc, const char* vertShaderSource, const char* fragShaderSource)
     78 	: ShaderRenderCase	(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, isVertexCase, evalFunc)
     79 	, m_setupUniforms	(setupUniformsFunc)
     80 	, m_usesTexture		(usesTextures)
     81 	, m_brickTexture	(DE_NULL)
     82 {
     83 	m_vertShaderSource	= vertShaderSource;
     84 	m_fragShaderSource	= fragShaderSource;
     85 }
     86 
     87 ShaderStructCase::~ShaderStructCase (void)
     88 {
     89 	delete m_brickTexture;
     90 }
     91 
     92 void ShaderStructCase::init (void)
     93 {
     94 	if (m_usesTexture)
     95 	{
     96 		m_brickTexture = glu::Texture2D::create(m_renderCtx, m_ctxInfo, m_testCtx.getArchive(), "data/brick.png");
     97 		m_textures.push_back(TextureBinding(m_brickTexture, tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE,
     98 																		 tcu::Sampler::LINEAR, tcu::Sampler::LINEAR)));
     99 		DE_ASSERT(m_textures.size() == 1);
    100 	}
    101 	gls::ShaderRenderCase::init();
    102 }
    103 
    104 void ShaderStructCase::deinit (void)
    105 {
    106 	gls::ShaderRenderCase::deinit();
    107 	delete m_brickTexture;
    108 	m_brickTexture = DE_NULL;
    109 }
    110 
    111 void ShaderStructCase::setupUniforms (int programID, const tcu::Vec4& constCoords)
    112 {
    113 	ShaderRenderCase::setupUniforms(programID, constCoords);
    114 	if (m_setupUniforms)
    115 		m_setupUniforms(m_renderCtx.getFunctions(), programID, constCoords);
    116 }
    117 
    118 static ShaderStructCase* createStructCase (Context& context, const char* name, const char* description, bool isVertexCase, bool usesTextures, ShaderEvalFunc evalFunc, SetupUniformsFunc setupUniforms, const LineStream& shaderSrc)
    119 {
    120 	static const char* defaultVertSrc =
    121 		"#version 300 es\n"
    122 		"in highp vec4 a_position;\n"
    123 		"in highp vec4 a_coords;\n"
    124 		"out mediump vec4 v_coords;\n\n"
    125 		"void main (void)\n"
    126 		"{\n"
    127 		"	v_coords = a_coords;\n"
    128 		"	gl_Position = a_position;\n"
    129 		"}\n";
    130 	static const char* defaultFragSrc =
    131 		"#version 300 es\n"
    132 		"in mediump vec4 v_color;\n"
    133 		"layout(location = 0) out mediump vec4 o_color;\n\n"
    134 		"void main (void)\n"
    135 		"{\n"
    136 		"	o_color = v_color;\n"
    137 		"}\n";
    138 
    139 	// Fill in specialization parameters.
    140 	std::map<std::string, std::string> spParams;
    141 	if (isVertexCase)
    142 	{
    143 		spParams["HEADER"] =
    144 			"#version 300 es\n"
    145 			"in highp vec4 a_position;\n"
    146 			"in highp vec4 a_coords;\n"
    147 			"out mediump vec4 v_color;";
    148 		spParams["COORDS"]		= "a_coords";
    149 		spParams["DST"]			= "v_color";
    150 		spParams["ASSIGN_POS"]	= "gl_Position = a_position;";
    151 	}
    152 	else
    153 	{
    154 		spParams["HEADER"]	=
    155 			"#version 300 es\n"
    156 			"in mediump vec4 v_coords;\n"
    157 			"layout(location = 0) out mediump vec4 o_color;";
    158 		spParams["COORDS"]			= "v_coords";
    159 		spParams["DST"]				= "o_color";
    160 		spParams["ASSIGN_POS"]		= "";
    161 	}
    162 
    163 	if (isVertexCase)
    164 		return new ShaderStructCase(context, name, description, isVertexCase, usesTextures, evalFunc, setupUniforms, StringTemplate(shaderSrc.str()).specialize(spParams).c_str(), defaultFragSrc);
    165 	else
    166 		return new ShaderStructCase(context, name, description, isVertexCase, usesTextures, evalFunc, setupUniforms, defaultVertSrc, StringTemplate(shaderSrc.str()).specialize(spParams).c_str());
    167 }
    168 
    169 class LocalStructTests : public TestCaseGroup
    170 {
    171 public:
    172 	LocalStructTests (Context& context)
    173 		: TestCaseGroup(context, "local", "Local structs")
    174 	{
    175 	}
    176 
    177 	~LocalStructTests (void)
    178 	{
    179 	}
    180 
    181 	virtual void init (void);
    182 };
    183 
    184 void LocalStructTests::init (void)
    185 {
    186 	#define LOCAL_STRUCT_CASE(NAME, DESCRIPTION, SHADER_SRC, EVAL_FUNC_BODY)																	\
    187 		do {																																	\
    188 			struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY };														\
    189 			addChild(createStructCase(m_context, #NAME "_vertex", DESCRIPTION, true, false, &Eval_##NAME::eval, DE_NULL, SHADER_SRC));			\
    190 			addChild(createStructCase(m_context, #NAME "_fragment", DESCRIPTION, false, false,&Eval_##NAME::eval, DE_NULL, SHADER_SRC));		\
    191 		} while (deGetFalse())
    192 
    193 	LOCAL_STRUCT_CASE(basic, "Basic struct usage",
    194 		LineStream()
    195 		<< "${HEADER}"
    196 		<< "uniform int ui_one;"
    197 		<< ""
    198 		<< "struct S {"
    199 		<< "	mediump float	a;"
    200 		<< "	mediump vec3	b;"
    201 		<< "	int				c;"
    202 		<< "};"
    203 		<< ""
    204 		<< "void main (void)"
    205 		<< "{"
    206 		<< "	S s = S(${COORDS}.x, vec3(0.0), ui_one);"
    207 		<< "	s.b = ${COORDS}.yzw;"
    208 		<< "	${DST} = vec4(s.a, s.b.x, s.b.y, s.c);"
    209 		<< "	${ASSIGN_POS}"
    210 		<< "}",
    211 		{
    212 			c.color.xyz() = c.coords.swizzle(0,1,2);
    213 		});
    214 
    215 	LOCAL_STRUCT_CASE(nested, "Nested struct",
    216 		LineStream()
    217 		<< "${HEADER}"
    218 		<< "uniform int ui_zero;"
    219 		<< "uniform int ui_one;"
    220 		<< ""
    221 		<< "struct T {"
    222 		<< "	int				a;"
    223 		<< "	mediump vec2	b;"
    224 		<< "};"
    225 		<< "struct S {"
    226 		<< "	mediump float	a;"
    227 		<< "	T				b;"
    228 		<< "	int				c;"
    229 		<< "};"
    230 		<< ""
    231 		<< "void main (void)"
    232 		<< "{"
    233 		<< "	S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);"
    234 		<< "	s.b = T(ui_zero, ${COORDS}.yz);"
    235 		<< "	${DST} = vec4(s.a, s.b.b, s.b.a + s.c);"
    236 		<< "	${ASSIGN_POS}"
    237 		<< "}",
    238 		{
    239 			c.color.xyz() = c.coords.swizzle(0,1,2);
    240 		});
    241 
    242 	LOCAL_STRUCT_CASE(array_member, "Struct with array member",
    243 		LineStream()
    244 		<< "${HEADER}"
    245 		<< "uniform int ui_one;"
    246 		<< ""
    247 		<< "struct S {"
    248 		<< "	mediump float	a;"
    249 		<< "	mediump float	b[3];"
    250 		<< "	int				c;"
    251 		<< "};"
    252 		<< ""
    253 		<< "void main (void)"
    254 		<< "{"
    255 		<< "	S s;"
    256 		<< "	s.a = ${COORDS}.w;"
    257 		<< "	s.c = ui_one;"
    258 		<< "	s.b[0] = ${COORDS}.z;"
    259 		<< "	s.b[1] = ${COORDS}.y;"
    260 		<< "	s.b[2] = ${COORDS}.x;"
    261 		<< "	${DST} = vec4(s.a, s.b[0], s.b[1], s.c);"
    262 		<< "	${ASSIGN_POS}"
    263 		<< "}",
    264 		{
    265 			c.color.xyz() = c.coords.swizzle(3,2,1);
    266 		});
    267 
    268 	LOCAL_STRUCT_CASE(array_member_dynamic_index, "Struct with array member, dynamic indexing",
    269 		LineStream()
    270 		<< "${HEADER}"
    271 		<< "uniform int ui_zero;"
    272 		<< "uniform int ui_one;"
    273 		<< "uniform int ui_two;"
    274 		<< ""
    275 		<< "struct S {"
    276 		<< "	mediump float	a;"
    277 		<< "	mediump float	b[3];"
    278 		<< "	int				c;"
    279 		<< "};"
    280 		<< ""
    281 		<< "void main (void)"
    282 		<< "{"
    283 		<< "	S s;"
    284 		<< "	s.a = ${COORDS}.w;"
    285 		<< "	s.c = ui_one;"
    286 		<< "	s.b[0] = ${COORDS}.z;"
    287 		<< "	s.b[1] = ${COORDS}.y;"
    288 		<< "	s.b[2] = ${COORDS}.x;"
    289 		<< "	${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);"
    290 		<< "	${ASSIGN_POS}"
    291 		<< "}",
    292 		{
    293 			c.color.xyz() = c.coords.swizzle(1,2,0);
    294 		});
    295 
    296 	LOCAL_STRUCT_CASE(struct_array, "Struct array",
    297 		LineStream()
    298 		<< "${HEADER}"
    299 		<< "uniform int ui_zero;"
    300 		<< "uniform int ui_one;"
    301 		<< "uniform int ui_two;"
    302 		<< ""
    303 		<< "struct S {"
    304 		<< "	mediump float	a;"
    305 		<< "	mediump int		b;"
    306 		<< "};"
    307 		<< ""
    308 		<< "void main (void)"
    309 		<< "{"
    310 		<< "	S s[3];"
    311 		<< "	s[0] = S(${COORDS}.x, ui_zero);"
    312 		<< "	s[1].a = ${COORDS}.y;"
    313 		<< "	s[1].b = ui_one;"
    314 		<< "	s[2] = S(${COORDS}.z, ui_two);"
    315 		<< "	${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);"
    316 		<< "	${ASSIGN_POS}"
    317 		<< "}",
    318 		{
    319 			c.color.xyz() = c.coords.swizzle(2,1,0);
    320 		});
    321 
    322 	LOCAL_STRUCT_CASE(struct_array_dynamic_index, "Struct array with dynamic indexing",
    323 		LineStream()
    324 		<< "${HEADER}"
    325 		<< "uniform int ui_zero;"
    326 		<< "uniform int ui_one;"
    327 		<< "uniform int ui_two;"
    328 		<< ""
    329 		<< "struct S {"
    330 		<< "	mediump float	a;"
    331 		<< "	mediump int		b;"
    332 		<< "};"
    333 		<< ""
    334 		<< "void main (void)"
    335 		<< "{"
    336 		<< "	S s[3];"
    337 		<< "	s[0] = S(${COORDS}.x, ui_zero);"
    338 		<< "	s[1].a = ${COORDS}.y;"
    339 		<< "	s[1].b = ui_one;"
    340 		<< "	s[2] = S(${COORDS}.z, ui_two);"
    341 		<< "	${DST} = vec4(s[ui_two].a, s[ui_one].a, s[ui_zero].a, s[ui_two].b - s[ui_one].b + s[ui_zero].b);"
    342 		<< "	${ASSIGN_POS}"
    343 		<< "}",
    344 		{
    345 			c.color.xyz() = c.coords.swizzle(2,1,0);
    346 		});
    347 
    348 	LOCAL_STRUCT_CASE(nested_struct_array, "Nested struct array",
    349 		LineStream()
    350 		<< "${HEADER}"
    351 		<< "uniform int ui_zero;"
    352 		<< "uniform int ui_one;"
    353 		<< "uniform int ui_two;"
    354 		<< "uniform mediump float uf_two;"
    355 		<< "uniform mediump float uf_three;"
    356 		<< "uniform mediump float uf_four;"
    357 		<< "uniform mediump float uf_half;"
    358 		<< "uniform mediump float uf_third;"
    359 		<< "uniform mediump float uf_fourth;"
    360 		<< ""
    361 		<< "struct T {"
    362 		<< "	mediump float	a;"
    363 		<< "	mediump vec2	b[2];"
    364 		<< "};"
    365 		<< "struct S {"
    366 		<< "	mediump float	a;"
    367 		<< "	T				b[3];"
    368 		<< "	int				c;"
    369 		<< "};"
    370 		<< ""
    371 		<< "void main (void)"
    372 		<< "{"
    373 		<< "	S s[2];"
    374 		<< ""
    375 		<< "	// S[0]"
    376 		<< "	s[0].a         = ${COORDS}.x;"
    377 		<< "	s[0].b[0].a    = uf_half;"
    378 		<< "	s[0].b[0].b[0] = ${COORDS}.xy;"
    379 		<< "	s[0].b[0].b[1] = ${COORDS}.zw;"
    380 		<< "	s[0].b[1].a    = uf_third;"
    381 		<< "	s[0].b[1].b[0] = ${COORDS}.zw;"
    382 		<< "	s[0].b[1].b[1] = ${COORDS}.xy;"
    383 		<< "	s[0].b[2].a    = uf_fourth;"
    384 		<< "	s[0].b[2].b[0] = ${COORDS}.xz;"
    385 		<< "	s[0].b[2].b[1] = ${COORDS}.yw;"
    386 		<< "	s[0].c         = ui_zero;"
    387 		<< ""
    388 		<< "	// S[1]"
    389 		<< "	s[1].a         = ${COORDS}.w;"
    390 		<< "	s[1].b[0].a    = uf_two;"
    391 		<< "	s[1].b[0].b[0] = ${COORDS}.xx;"
    392 		<< "	s[1].b[0].b[1] = ${COORDS}.yy;"
    393 		<< "	s[1].b[1].a    = uf_three;"
    394 		<< "	s[1].b[1].b[0] = ${COORDS}.zz;"
    395 		<< "	s[1].b[1].b[1] = ${COORDS}.ww;"
    396 		<< "	s[1].b[2].a    = uf_four;"
    397 		<< "	s[1].b[2].b[0] = ${COORDS}.yx;"
    398 		<< "	s[1].b[2].b[1] = ${COORDS}.wz;"
    399 		<< "	s[1].c         = ui_one;"
    400 		<< ""
    401 		<< "	mediump float r = (s[0].b[1].b[0].x + s[1].b[2].b[1].y) * s[0].b[0].a; // (z + z) * 0.5"
    402 		<< "	mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4"
    403 		<< "	mediump float b = (s[0].b[2].b[1].y + s[0].b[1].b[0].y + s[1].a) * s[0].b[1].a; // (w + w + w) * 0.333"
    404 		<< "	mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0"
    405 		<< "	${DST} = vec4(r, g, b, a);"
    406 		<< "	${ASSIGN_POS}"
    407 		<< "}",
    408 		{
    409 			c.color.xyz() = c.coords.swizzle(2,0,3);
    410 		});
    411 
    412 	LOCAL_STRUCT_CASE(nested_struct_array_dynamic_index, "Nested struct array with dynamic indexing",
    413 		LineStream()
    414 		<< "${HEADER}"
    415 		<< "uniform int ui_zero;"
    416 		<< "uniform int ui_one;"
    417 		<< "uniform int ui_two;"
    418 		<< "uniform mediump float uf_two;"
    419 		<< "uniform mediump float uf_three;"
    420 		<< "uniform mediump float uf_four;"
    421 		<< "uniform mediump float uf_half;"
    422 		<< "uniform mediump float uf_third;"
    423 		<< "uniform mediump float uf_fourth;"
    424 		<< ""
    425 		<< "struct T {"
    426 		<< "	mediump float	a;"
    427 		<< "	mediump vec2	b[2];"
    428 		<< "};"
    429 		<< "struct S {"
    430 		<< "	mediump float	a;"
    431 		<< "	T				b[3];"
    432 		<< "	int				c;"
    433 		<< "};"
    434 		<< ""
    435 		<< "void main (void)"
    436 		<< "{"
    437 		<< "	S s[2];"
    438 		<< ""
    439 		<< "	// S[0]"
    440 		<< "	s[0].a         = ${COORDS}.x;"
    441 		<< "	s[0].b[0].a    = uf_half;"
    442 		<< "	s[0].b[0].b[0] = ${COORDS}.xy;"
    443 		<< "	s[0].b[0].b[1] = ${COORDS}.zw;"
    444 		<< "	s[0].b[1].a    = uf_third;"
    445 		<< "	s[0].b[1].b[0] = ${COORDS}.zw;"
    446 		<< "	s[0].b[1].b[1] = ${COORDS}.xy;"
    447 		<< "	s[0].b[2].a    = uf_fourth;"
    448 		<< "	s[0].b[2].b[0] = ${COORDS}.xz;"
    449 		<< "	s[0].b[2].b[1] = ${COORDS}.yw;"
    450 		<< "	s[0].c         = ui_zero;"
    451 		<< ""
    452 		<< "	// S[1]"
    453 		<< "	s[1].a         = ${COORDS}.w;"
    454 		<< "	s[1].b[0].a    = uf_two;"
    455 		<< "	s[1].b[0].b[0] = ${COORDS}.xx;"
    456 		<< "	s[1].b[0].b[1] = ${COORDS}.yy;"
    457 		<< "	s[1].b[1].a    = uf_three;"
    458 		<< "	s[1].b[1].b[0] = ${COORDS}.zz;"
    459 		<< "	s[1].b[1].b[1] = ${COORDS}.ww;"
    460 		<< "	s[1].b[2].a    = uf_four;"
    461 		<< "	s[1].b[2].b[0] = ${COORDS}.yx;"
    462 		<< "	s[1].b[2].b[1] = ${COORDS}.wz;"
    463 		<< "	s[1].c         = ui_one;"
    464 		<< ""
    465 		<< "	mediump float r = (s[0].b[ui_one].b[ui_one-1].x + s[ui_one].b[ui_two].b[ui_zero+1].y) * s[0].b[0].a; // (z + z) * 0.5"
    466 		<< "	mediump float g = s[ui_two-1].b[ui_two-2].b[ui_zero].y * s[0].b[ui_two].a * s[ui_one].b[2].a; // x * 0.25 * 4"
    467 		<< "	mediump float b = (s[ui_zero].b[ui_one+1].b[1].y + s[0].b[ui_one*ui_one].b[0].y + s[ui_one].a) * s[0].b[ui_two-ui_one].a; // (w + w + w) * 0.333"
    468 		<< "	mediump float a = float(s[ui_zero].c) + s[ui_one-ui_zero].b[ui_two].a - s[ui_zero+ui_one].b[ui_two-ui_one].a; // 0 + 4.0 - 3.0"
    469 		<< "	${DST} = vec4(r, g, b, a);"
    470 		<< "	${ASSIGN_POS}"
    471 		<< "}",
    472 		{
    473 			c.color.xyz() = c.coords.swizzle(2,0,3);
    474 		});
    475 
    476 	LOCAL_STRUCT_CASE(parameter, "Struct as a function parameter",
    477 		LineStream()
    478 		<< "${HEADER}"
    479 		<< "uniform int ui_one;"
    480 		<< ""
    481 		<< "struct S {"
    482 		<< "	mediump float	a;"
    483 		<< "	mediump vec3	b;"
    484 		<< "	int				c;"
    485 		<< "};"
    486 		<< ""
    487 		<< "mediump vec4 myFunc (S s)"
    488 		<< "{"
    489 		<< "	return vec4(s.a, s.b.x, s.b.y, s.c);"
    490 		<< "}"
    491 		<< ""
    492 		<< "void main (void)"
    493 		<< "{"
    494 		<< "	S s = S(${COORDS}.x, vec3(0.0), ui_one);"
    495 		<< "	s.b = ${COORDS}.yzw;"
    496 		<< "	${DST} = myFunc(s);"
    497 		<< "	${ASSIGN_POS}"
    498 		<< "}",
    499 		{
    500 			c.color.xyz() = c.coords.swizzle(0,1,2);
    501 		});
    502 
    503 	LOCAL_STRUCT_CASE(parameter_nested, "Nested struct as a function parameter",
    504 		LineStream()
    505 		<< "${HEADER}"
    506 		<< "uniform int ui_zero;"
    507 		<< "uniform int ui_one;"
    508 		<< ""
    509 		<< "struct T {"
    510 		<< "	int				a;"
    511 		<< "	mediump vec2	b;"
    512 		<< "};"
    513 		<< "struct S {"
    514 		<< "	mediump float	a;"
    515 		<< "	T				b;"
    516 		<< "	int				c;"
    517 		<< "};"
    518 		<< ""
    519 		<< "mediump vec4 myFunc (S s)"
    520 		<< "{"
    521 		<< "	return vec4(s.a, s.b.b, s.b.a + s.c);"
    522 		<< "}"
    523 		<< ""
    524 		<< "void main (void)"
    525 		<< "{"
    526 		<< "	S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);"
    527 		<< "	s.b = T(ui_zero, ${COORDS}.yz);"
    528 		<< "	${DST} = myFunc(s);"
    529 		<< "	${ASSIGN_POS}"
    530 		<< "}",
    531 		{
    532 			c.color.xyz() = c.coords.swizzle(0,1,2);
    533 		});
    534 
    535 	LOCAL_STRUCT_CASE(return, "Struct as a return value",
    536 		LineStream()
    537 		<< "${HEADER}"
    538 		<< "uniform int ui_one;"
    539 		<< ""
    540 		<< "struct S {"
    541 		<< "	mediump float	a;"
    542 		<< "	mediump vec3	b;"
    543 		<< "	int				c;"
    544 		<< "};"
    545 		<< ""
    546 		<< "S myFunc (void)"
    547 		<< "{"
    548 		<< "	S s = S(${COORDS}.x, vec3(0.0), ui_one);"
    549 		<< "	s.b = ${COORDS}.yzw;"
    550 		<< "	return s;"
    551 		<< "}"
    552 		<< ""
    553 		<< "void main (void)"
    554 		<< "{"
    555 		<< "	S s = myFunc();"
    556 		<< "	${DST} = vec4(s.a, s.b.x, s.b.y, s.c);"
    557 		<< "	${ASSIGN_POS}"
    558 		<< "}",
    559 		{
    560 			c.color.xyz() = c.coords.swizzle(0,1,2);
    561 		});
    562 
    563 	LOCAL_STRUCT_CASE(return_nested, "Nested struct",
    564 		LineStream()
    565 		<< "${HEADER}"
    566 		<< "uniform int ui_zero;"
    567 		<< "uniform int ui_one;"
    568 		<< ""
    569 		<< "struct T {"
    570 		<< "	int				a;"
    571 		<< "	mediump vec2	b;"
    572 		<< "};"
    573 		<< "struct S {"
    574 		<< "	mediump float	a;"
    575 		<< "	T				b;"
    576 		<< "	int				c;"
    577 		<< "};"
    578 		<< ""
    579 		<< "S myFunc (void)"
    580 		<< "{"
    581 		<< "	S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);"
    582 		<< "	s.b = T(ui_zero, ${COORDS}.yz);"
    583 		<< "	return s;"
    584 		<< "}"
    585 		<< ""
    586 		<< "void main (void)"
    587 		<< "{"
    588 		<< "	S s = myFunc();"
    589 		<< "	${DST} = vec4(s.a, s.b.b, s.b.a + s.c);"
    590 		<< "	${ASSIGN_POS}"
    591 		<< "}",
    592 		{
    593 			c.color.xyz() = c.coords.swizzle(0,1,2);
    594 		});
    595 
    596 	LOCAL_STRUCT_CASE(conditional_assignment, "Conditional struct assignment",
    597 		LineStream()
    598 		<< "${HEADER}"
    599 		<< "uniform int ui_zero;"
    600 		<< "uniform int ui_one;"
    601 		<< "uniform mediump float uf_one;"
    602 		<< ""
    603 		<< "struct S {"
    604 		<< "	mediump float	a;"
    605 		<< "	mediump vec3	b;"
    606 		<< "	int				c;"
    607 		<< "};"
    608 		<< ""
    609 		<< "void main (void)"
    610 		<< "{"
    611 		<< "	S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);"
    612 		<< "	if (uf_one > 0.0)"
    613 		<< "		s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);"
    614 		<< "	${DST} = vec4(s.a, s.b.xy, s.c);"
    615 		<< "	${ASSIGN_POS}"
    616 		<< "}",
    617 		{
    618 			c.color.xyz() = c.coords.swizzle(3,2,1);
    619 		});
    620 
    621 	LOCAL_STRUCT_CASE(loop_assignment, "Struct assignment in loop",
    622 		LineStream()
    623 		<< "${HEADER}"
    624 		<< "uniform int ui_zero;"
    625 		<< "uniform int ui_one;"
    626 		<< ""
    627 		<< "struct S {"
    628 		<< "	mediump float	a;"
    629 		<< "	mediump vec3	b;"
    630 		<< "	int				c;"
    631 		<< "};"
    632 		<< ""
    633 		<< "void main (void)"
    634 		<< "{"
    635 		<< "	S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);"
    636 		<< "	for (int i = 0; i < 3; i++)"
    637 		<< "	{"
    638 		<< "		if (i == 1)"
    639 		<< "			s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);"
    640 		<< "	}"
    641 		<< "	${DST} = vec4(s.a, s.b.xy, s.c);"
    642 		<< "	${ASSIGN_POS}"
    643 		<< "}",
    644 		{
    645 			c.color.xyz() = c.coords.swizzle(3,2,1);
    646 		});
    647 
    648 	LOCAL_STRUCT_CASE(dynamic_loop_assignment, "Struct assignment in loop",
    649 		LineStream()
    650 		<< "${HEADER}"
    651 		<< "uniform int ui_zero;"
    652 		<< "uniform int ui_one;"
    653 		<< "uniform int ui_three;"
    654 		<< ""
    655 		<< "struct S {"
    656 		<< "	mediump float	a;"
    657 		<< "	mediump vec3	b;"
    658 		<< "	int				c;"
    659 		<< "};"
    660 		<< ""
    661 		<< "void main (void)"
    662 		<< "{"
    663 		<< "	S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);"
    664 		<< "	for (int i = 0; i < ui_three; i++)"
    665 		<< "	{"
    666 		<< "		if (i == ui_one)"
    667 		<< "			s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);"
    668 		<< "	}"
    669 		<< "	${DST} = vec4(s.a, s.b.xy, s.c);"
    670 		<< "	${ASSIGN_POS}"
    671 		<< "}",
    672 		{
    673 			c.color.xyz() = c.coords.swizzle(3,2,1);
    674 		});
    675 
    676 	LOCAL_STRUCT_CASE(nested_conditional_assignment, "Conditional assignment of nested struct",
    677 		LineStream()
    678 		<< "${HEADER}"
    679 		<< "uniform int ui_zero;"
    680 		<< "uniform int ui_one;"
    681 		<< "uniform mediump float uf_one;"
    682 		<< ""
    683 		<< "struct T {"
    684 		<< "	int				a;"
    685 		<< "	mediump vec2	b;"
    686 		<< "};"
    687 		<< "struct S {"
    688 		<< "	mediump float	a;"
    689 		<< "	T				b;"
    690 		<< "	int				c;"
    691 		<< "};"
    692 		<< ""
    693 		<< "void main (void)"
    694 		<< "{"
    695 		<< "	S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);"
    696 		<< "	if (uf_one > 0.0)"
    697 		<< "		s.b = T(ui_zero, ${COORDS}.zw);"
    698 		<< "	${DST} = vec4(s.a, s.b.b, s.c - s.b.a);"
    699 		<< "	${ASSIGN_POS}"
    700 		<< "}",
    701 		{
    702 			c.color.xyz() = c.coords.swizzle(0,2,3);
    703 		});
    704 
    705 	LOCAL_STRUCT_CASE(nested_loop_assignment, "Nested struct assignment in loop",
    706 		LineStream()
    707 		<< "${HEADER}"
    708 		<< "uniform int ui_zero;"
    709 		<< "uniform int ui_one;"
    710 		<< "uniform mediump float uf_one;"
    711 		<< ""
    712 		<< "struct T {"
    713 		<< "	int				a;"
    714 		<< "	mediump vec2	b;"
    715 		<< "};"
    716 		<< "struct S {"
    717 		<< "	mediump float	a;"
    718 		<< "	T				b;"
    719 		<< "	int				c;"
    720 		<< "};"
    721 		<< ""
    722 		<< "void main (void)"
    723 		<< "{"
    724 		<< "	S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);"
    725 		<< "	for (int i = 0; i < 3; i++)"
    726 		<< "	{"
    727 		<< "		if (i == 1)"
    728 		<< "			s.b = T(ui_zero, ${COORDS}.zw);"
    729 		<< "	}"
    730 		<< "	${DST} = vec4(s.a, s.b.b, s.c - s.b.a);"
    731 		<< "	${ASSIGN_POS}"
    732 		<< "}",
    733 		{
    734 			c.color.xyz() = c.coords.swizzle(0,2,3);
    735 		});
    736 
    737 	LOCAL_STRUCT_CASE(nested_dynamic_loop_assignment, "Nested struct assignment in dynamic loop",
    738 		LineStream()
    739 		<< "${HEADER}"
    740 		<< "uniform int ui_zero;"
    741 		<< "uniform int ui_one;"
    742 		<< "uniform int ui_three;"
    743 		<< "uniform mediump float uf_one;"
    744 		<< ""
    745 		<< "struct T {"
    746 		<< "	int				a;"
    747 		<< "	mediump vec2	b;"
    748 		<< "};"
    749 		<< "struct S {"
    750 		<< "	mediump float	a;"
    751 		<< "	T				b;"
    752 		<< "	int				c;"
    753 		<< "};"
    754 		<< ""
    755 		<< "void main (void)"
    756 		<< "{"
    757 		<< "	S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);"
    758 		<< "	for (int i = 0; i < ui_three; i++)"
    759 		<< "	{"
    760 		<< "		if (i == ui_one)"
    761 		<< "			s.b = T(ui_zero, ${COORDS}.zw);"
    762 		<< "	}"
    763 		<< "	${DST} = vec4(s.a, s.b.b, s.c - s.b.a);"
    764 		<< "	${ASSIGN_POS}"
    765 		<< "}",
    766 		{
    767 			c.color.xyz() = c.coords.swizzle(0,2,3);
    768 		});
    769 
    770 	LOCAL_STRUCT_CASE(loop_struct_array, "Struct array usage in loop",
    771 		LineStream()
    772 		<< "${HEADER}"
    773 		<< "uniform int ui_zero;"
    774 		<< "uniform int ui_one;"
    775 		<< "uniform int ui_two;"
    776 		<< ""
    777 		<< "struct S {"
    778 		<< "	mediump float	a;"
    779 		<< "	mediump int		b;"
    780 		<< "};"
    781 		<< ""
    782 		<< "void main (void)"
    783 		<< "{"
    784 		<< "	S s[3];"
    785 		<< "	s[0] = S(${COORDS}.x, ui_zero);"
    786 		<< "	s[1].a = ${COORDS}.y;"
    787 		<< "	s[1].b = -ui_one;"
    788 		<< "	s[2] = S(${COORDS}.z, ui_two);"
    789 		<< ""
    790 		<< "	mediump float rgb[3];"
    791 		<< "	int alpha = 0;"
    792 		<< "	for (int i = 0; i < 3; i++)"
    793 		<< "	{"
    794 		<< "		rgb[i] = s[2-i].a;"
    795 		<< "		alpha += s[i].b;"
    796 		<< "	}"
    797 		<< "	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);"
    798 		<< "	${ASSIGN_POS}"
    799 		<< "}",
    800 		{
    801 			c.color.xyz() = c.coords.swizzle(2,1,0);
    802 		});
    803 
    804 	LOCAL_STRUCT_CASE(loop_nested_struct_array, "Nested struct array usage in loop",
    805 		LineStream()
    806 		<< "${HEADER}"
    807 		<< "uniform int ui_zero;"
    808 		<< "uniform int ui_one;"
    809 		<< "uniform int ui_two;"
    810 		<< "uniform mediump float uf_two;"
    811 		<< "uniform mediump float uf_three;"
    812 		<< "uniform mediump float uf_four;"
    813 		<< "uniform mediump float uf_half;"
    814 		<< "uniform mediump float uf_third;"
    815 		<< "uniform mediump float uf_fourth;"
    816 		<< "uniform mediump float uf_sixth;"
    817 		<< ""
    818 		<< "struct T {"
    819 		<< "	mediump float	a;"
    820 		<< "	mediump vec2	b[2];"
    821 		<< "};"
    822 		<< "struct S {"
    823 		<< "	mediump float	a;"
    824 		<< "	T				b[3];"
    825 		<< "	int				c;"
    826 		<< "};"
    827 		<< ""
    828 		<< "void main (void)"
    829 		<< "{"
    830 		<< "	S s[2];"
    831 		<< ""
    832 		<< "	// S[0]"
    833 		<< "	s[0].a         = ${COORDS}.x;"
    834 		<< "	s[0].b[0].a    = uf_half;"
    835 		<< "	s[0].b[0].b[0] = ${COORDS}.yx;"
    836 		<< "	s[0].b[0].b[1] = ${COORDS}.zx;"
    837 		<< "	s[0].b[1].a    = uf_third;"
    838 		<< "	s[0].b[1].b[0] = ${COORDS}.yy;"
    839 		<< "	s[0].b[1].b[1] = ${COORDS}.wy;"
    840 		<< "	s[0].b[2].a    = uf_fourth;"
    841 		<< "	s[0].b[2].b[0] = ${COORDS}.zx;"
    842 		<< "	s[0].b[2].b[1] = ${COORDS}.zy;"
    843 		<< "	s[0].c         = ui_zero;"
    844 		<< ""
    845 		<< "	// S[1]"
    846 		<< "	s[1].a         = ${COORDS}.w;"
    847 		<< "	s[1].b[0].a    = uf_two;"
    848 		<< "	s[1].b[0].b[0] = ${COORDS}.zx;"
    849 		<< "	s[1].b[0].b[1] = ${COORDS}.zy;"
    850 		<< "	s[1].b[1].a    = uf_three;"
    851 		<< "	s[1].b[1].b[0] = ${COORDS}.zz;"
    852 		<< "	s[1].b[1].b[1] = ${COORDS}.ww;"
    853 		<< "	s[1].b[2].a    = uf_four;"
    854 		<< "	s[1].b[2].b[0] = ${COORDS}.yx;"
    855 		<< "	s[1].b[2].b[1] = ${COORDS}.wz;"
    856 		<< "	s[1].c         = ui_one;"
    857 		<< ""
    858 		<< "	mediump float r = 0.0; // (x*3 + y*3) / 6.0"
    859 		<< "	mediump float g = 0.0; // (y*3 + z*3) / 6.0"
    860 		<< "	mediump float b = 0.0; // (z*3 + w*3) / 6.0"
    861 		<< "	mediump float a = 1.0;"
    862 		<< "	for (int i = 0; i < 2; i++)"
    863 		<< "	{"
    864 		<< "		for (int j = 0; j < 3; j++)"
    865 		<< "		{"
    866 		<< "			r += s[0].b[j].b[i].y;"
    867 		<< "			g += s[i].b[j].b[0].x;"
    868 		<< "			b += s[i].b[j].b[1].x;"
    869 		<< "			a *= s[i].b[j].a;"
    870 		<< "		}"
    871 		<< "	}"
    872 		<< "	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);"
    873 		<< "	${ASSIGN_POS}"
    874 		<< "}",
    875 		{
    876 			c.color.xyz() = (c.coords.swizzle(0,1,2) + c.coords.swizzle(1,2,3)) * 0.5f;
    877 		});
    878 
    879 	LOCAL_STRUCT_CASE(dynamic_loop_struct_array, "Struct array usage in dynamic loop",
    880 		LineStream()
    881 		<< "${HEADER}"
    882 		<< "uniform int ui_zero;"
    883 		<< "uniform int ui_one;"
    884 		<< "uniform int ui_two;"
    885 		<< "uniform int ui_three;"
    886 		<< ""
    887 		<< "struct S {"
    888 		<< "	mediump float	a;"
    889 		<< "	mediump int		b;"
    890 		<< "};"
    891 		<< ""
    892 		<< "void main (void)"
    893 		<< "{"
    894 		<< "	S s[3];"
    895 		<< "	s[0] = S(${COORDS}.x, ui_zero);"
    896 		<< "	s[1].a = ${COORDS}.y;"
    897 		<< "	s[1].b = -ui_one;"
    898 		<< "	s[2] = S(${COORDS}.z, ui_two);"
    899 		<< ""
    900 		<< "	mediump float rgb[3];"
    901 		<< "	int alpha = 0;"
    902 		<< "	for (int i = 0; i < ui_three; i++)"
    903 		<< "	{"
    904 		<< "		rgb[i] = s[2-i].a;"
    905 		<< "		alpha += s[i].b;"
    906 		<< "	}"
    907 		<< "	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);"
    908 		<< "	${ASSIGN_POS}"
    909 		<< "}",
    910 		{
    911 			c.color.xyz() = c.coords.swizzle(2,1,0);
    912 		});
    913 
    914 	LOCAL_STRUCT_CASE(dynamic_loop_nested_struct_array, "Nested struct array usage in dynamic loop",
    915 		LineStream()
    916 		<< "${HEADER}"
    917 		<< "uniform int ui_zero;"
    918 		<< "uniform int ui_one;"
    919 		<< "uniform int ui_two;"
    920 		<< "uniform int ui_three;"
    921 		<< "uniform mediump float uf_two;"
    922 		<< "uniform mediump float uf_three;"
    923 		<< "uniform mediump float uf_four;"
    924 		<< "uniform mediump float uf_half;"
    925 		<< "uniform mediump float uf_third;"
    926 		<< "uniform mediump float uf_fourth;"
    927 		<< "uniform mediump float uf_sixth;"
    928 		<< ""
    929 		<< "struct T {"
    930 		<< "	mediump float	a;"
    931 		<< "	mediump vec2	b[2];"
    932 		<< "};"
    933 		<< "struct S {"
    934 		<< "	mediump float	a;"
    935 		<< "	T				b[3];"
    936 		<< "	int				c;"
    937 		<< "};"
    938 		<< ""
    939 		<< "void main (void)"
    940 		<< "{"
    941 		<< "	S s[2];"
    942 		<< ""
    943 		<< "	// S[0]"
    944 		<< "	s[0].a         = ${COORDS}.x;"
    945 		<< "	s[0].b[0].a    = uf_half;"
    946 		<< "	s[0].b[0].b[0] = ${COORDS}.yx;"
    947 		<< "	s[0].b[0].b[1] = ${COORDS}.zx;"
    948 		<< "	s[0].b[1].a    = uf_third;"
    949 		<< "	s[0].b[1].b[0] = ${COORDS}.yy;"
    950 		<< "	s[0].b[1].b[1] = ${COORDS}.wy;"
    951 		<< "	s[0].b[2].a    = uf_fourth;"
    952 		<< "	s[0].b[2].b[0] = ${COORDS}.zx;"
    953 		<< "	s[0].b[2].b[1] = ${COORDS}.zy;"
    954 		<< "	s[0].c         = ui_zero;"
    955 		<< ""
    956 		<< "	// S[1]"
    957 		<< "	s[1].a         = ${COORDS}.w;"
    958 		<< "	s[1].b[0].a    = uf_two;"
    959 		<< "	s[1].b[0].b[0] = ${COORDS}.zx;"
    960 		<< "	s[1].b[0].b[1] = ${COORDS}.zy;"
    961 		<< "	s[1].b[1].a    = uf_three;"
    962 		<< "	s[1].b[1].b[0] = ${COORDS}.zz;"
    963 		<< "	s[1].b[1].b[1] = ${COORDS}.ww;"
    964 		<< "	s[1].b[2].a    = uf_four;"
    965 		<< "	s[1].b[2].b[0] = ${COORDS}.yx;"
    966 		<< "	s[1].b[2].b[1] = ${COORDS}.wz;"
    967 		<< "	s[1].c         = ui_one;"
    968 		<< ""
    969 		<< "	mediump float r = 0.0; // (x*3 + y*3) / 6.0"
    970 		<< "	mediump float g = 0.0; // (y*3 + z*3) / 6.0"
    971 		<< "	mediump float b = 0.0; // (z*3 + w*3) / 6.0"
    972 		<< "	mediump float a = 1.0;"
    973 		<< "	for (int i = 0; i < ui_two; i++)"
    974 		<< "	{"
    975 		<< "		for (int j = 0; j < ui_three; j++)"
    976 		<< "		{"
    977 		<< "			r += s[0].b[j].b[i].y;"
    978 		<< "			g += s[i].b[j].b[0].x;"
    979 		<< "			b += s[i].b[j].b[1].x;"
    980 		<< "			a *= s[i].b[j].a;"
    981 		<< "		}"
    982 		<< "	}"
    983 		<< "	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);"
    984 		<< "	${ASSIGN_POS}"
    985 		<< "}",
    986 		{
    987 			c.color.xyz() = (c.coords.swizzle(0,1,2) + c.coords.swizzle(1,2,3)) * 0.5f;
    988 		});
    989 
    990 	LOCAL_STRUCT_CASE(basic_equal, "Basic struct equality",
    991 		LineStream()
    992 		<< "${HEADER}"
    993 		<< "uniform int ui_one;"
    994 		<< "uniform int ui_two;"
    995 		<< ""
    996 		<< "struct S {"
    997 		<< "	mediump float	a;"
    998 		<< "	mediump vec3	b;"
    999 		<< "	int				c;"
   1000 		<< "};"
   1001 		<< ""
   1002 		<< "void main (void)"
   1003 		<< "{"
   1004 		<< "	S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);"
   1005 		<< "	S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);"
   1006 		<< "	S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);"
   1007 		<< "	S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);"
   1008 		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
   1009 		<< "	if (a == b) ${DST}.x = 1.0;"
   1010 		<< "	if (a == c) ${DST}.y = 1.0;"
   1011 		<< "	if (a == d) ${DST}.z = 1.0;"
   1012 		<< "	${ASSIGN_POS}"
   1013 		<< "}",
   1014 		{
   1015 			if (deFloatFloor(c.coords[0]) == deFloatFloor(c.coords[0]+0.5f))
   1016 				c.color.x() = 1.0f;
   1017 			if (deFloatFloor(c.coords[1]) == deFloatFloor(c.coords[1]+0.5f))
   1018 				c.color.y() = 1.0f;
   1019 		});
   1020 
   1021 	LOCAL_STRUCT_CASE(basic_not_equal, "Basic struct equality",
   1022 		LineStream()
   1023 		<< "${HEADER}"
   1024 		<< "uniform int ui_one;"
   1025 		<< "uniform int ui_two;"
   1026 		<< ""
   1027 		<< "struct S {"
   1028 		<< "	mediump float	a;"
   1029 		<< "	mediump vec3	b;"
   1030 		<< "	int				c;"
   1031 		<< "};"
   1032 		<< ""
   1033 		<< "void main (void)"
   1034 		<< "{"
   1035 		<< "	S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);"
   1036 		<< "	S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);"
   1037 		<< "	S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);"
   1038 		<< "	S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);"
   1039 		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
   1040 		<< "	if (a != b) ${DST}.x = 1.0;"
   1041 		<< "	if (a != c) ${DST}.y = 1.0;"
   1042 		<< "	if (a != d) ${DST}.z = 1.0;"
   1043 		<< "	${ASSIGN_POS}"
   1044 		<< "}",
   1045 		{
   1046 			if (deFloatFloor(c.coords[0]) != deFloatFloor(c.coords[0]+0.5f))
   1047 				c.color.x() = 1.0f;
   1048 			if (deFloatFloor(c.coords[1]) != deFloatFloor(c.coords[1]+0.5f))
   1049 				c.color.y() = 1.0f;
   1050 			c.color.z() = 1.0f;
   1051 		});
   1052 
   1053 	LOCAL_STRUCT_CASE(nested_equal, "Nested struct struct equality",
   1054 		LineStream()
   1055 		<< "${HEADER}"
   1056 		<< "uniform int ui_one;"
   1057 		<< "uniform int ui_two;"
   1058 		<< ""
   1059 		<< "struct T {"
   1060 		<< "	mediump vec3	a;"
   1061 		<< "	int				b;"
   1062 		<< "};"
   1063 		<< "struct S {"
   1064 		<< "	mediump float	a;"
   1065 		<< "	T				b;"
   1066 		<< "	int				c;"
   1067 		<< "};"
   1068 		<< ""
   1069 		<< "void main (void)"
   1070 		<< "{"
   1071 		<< "	S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);"
   1072 		<< "	S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);"
   1073 		<< "	S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);"
   1074 		<< "	S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);"
   1075 		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
   1076 		<< "	if (a == b) ${DST}.x = 1.0;"
   1077 		<< "	if (a == c) ${DST}.y = 1.0;"
   1078 		<< "	if (a == d) ${DST}.z = 1.0;"
   1079 		<< "	${ASSIGN_POS}"
   1080 		<< "}",
   1081 		{
   1082 			if (deFloatFloor(c.coords[0]) == deFloatFloor(c.coords[0]+0.5f))
   1083 				c.color.x() = 1.0f;
   1084 			if (deFloatFloor(c.coords[1]) == deFloatFloor(c.coords[1]+0.5f))
   1085 				c.color.y() = 1.0f;
   1086 		});
   1087 
   1088 	LOCAL_STRUCT_CASE(nested_not_equal, "Nested struct struct equality",
   1089 		LineStream()
   1090 		<< "${HEADER}"
   1091 		<< "uniform int ui_one;"
   1092 		<< "uniform int ui_two;"
   1093 		<< ""
   1094 		<< "struct T {"
   1095 		<< "	mediump vec3	a;"
   1096 		<< "	int				b;"
   1097 		<< "};"
   1098 		<< "struct S {"
   1099 		<< "	mediump float	a;"
   1100 		<< "	T				b;"
   1101 		<< "	int				c;"
   1102 		<< "};"
   1103 		<< ""
   1104 		<< "void main (void)"
   1105 		<< "{"
   1106 		<< "	S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);"
   1107 		<< "	S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);"
   1108 		<< "	S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);"
   1109 		<< "	S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);"
   1110 		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
   1111 		<< "	if (a != b) ${DST}.x = 1.0;"
   1112 		<< "	if (a != c) ${DST}.y = 1.0;"
   1113 		<< "	if (a != d) ${DST}.z = 1.0;"
   1114 		<< "	${ASSIGN_POS}"
   1115 		<< "}",
   1116 		{
   1117 			if (deFloatFloor(c.coords[0]) != deFloatFloor(c.coords[0]+0.5f))
   1118 				c.color.x() = 1.0f;
   1119 			if (deFloatFloor(c.coords[1]) != deFloatFloor(c.coords[1]+0.5f))
   1120 				c.color.y() = 1.0f;
   1121 			c.color.z() = 1.0f;
   1122 		});
   1123 }
   1124 
   1125 class UniformStructTests : public TestCaseGroup
   1126 {
   1127 public:
   1128 	UniformStructTests (Context& context)
   1129 		: TestCaseGroup(context, "uniform", "Uniform structs")
   1130 	{
   1131 	}
   1132 
   1133 	~UniformStructTests (void)
   1134 	{
   1135 	}
   1136 
   1137 	virtual void init (void);
   1138 };
   1139 
   1140 namespace
   1141 {
   1142 
   1143 #define CHECK_SET_UNIFORM(NAME) GLU_EXPECT_NO_ERROR(gl.getError(), (string("Failed to set ") + NAME).c_str())
   1144 
   1145 #define MAKE_SET_VEC_UNIFORM(VECTYPE, SETUNIFORM)															\
   1146 void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, const tcu::VECTYPE& vec)	\
   1147 {																											\
   1148 	int loc = gl.getUniformLocation(programID, name);														\
   1149 	SETUNIFORM(loc, 1, vec.getPtr());																		\
   1150 	CHECK_SET_UNIFORM(name);																				\
   1151 }																											\
   1152 struct SetUniform##VECTYPE##Dummy_s { int unused; }
   1153 
   1154 #define MAKE_SET_VEC_UNIFORM_PTR(VECTYPE, SETUNIFORM)																		\
   1155 void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, const tcu::VECTYPE* vec, int arraySize)	\
   1156 {																															\
   1157 	int loc = gl.getUniformLocation(programID, name);																		\
   1158 	SETUNIFORM(loc, arraySize, vec->getPtr());																				\
   1159 	CHECK_SET_UNIFORM(name);																								\
   1160 }																															\
   1161 struct SetUniformPtr##VECTYPE##Dummy_s { int unused; }
   1162 
   1163 MAKE_SET_VEC_UNIFORM	(Vec2,	gl.uniform2fv);
   1164 MAKE_SET_VEC_UNIFORM	(Vec3,	gl.uniform3fv);
   1165 MAKE_SET_VEC_UNIFORM_PTR(Vec2,	gl.uniform2fv);
   1166 
   1167 void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, float value)
   1168 {
   1169 	int loc = gl.getUniformLocation(programID, name);
   1170 	gl.uniform1f(loc, value);
   1171 	CHECK_SET_UNIFORM(name);
   1172 }
   1173 
   1174 void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, int value)
   1175 {
   1176 	int loc = gl.getUniformLocation(programID, name);
   1177 	gl.uniform1i(loc, value);
   1178 	CHECK_SET_UNIFORM(name);
   1179 }
   1180 
   1181 void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, const float* value, int arraySize)
   1182 {
   1183 	int loc = gl.getUniformLocation(programID, name);
   1184 	gl.uniform1fv(loc, arraySize, value);
   1185 	CHECK_SET_UNIFORM(name);
   1186 }
   1187 
   1188 } // anonymous
   1189 
   1190 void UniformStructTests::init (void)
   1191 {
   1192 	#define UNIFORM_STRUCT_CASE(NAME, DESCRIPTION, TEXTURES, SHADER_SRC, SET_UNIFORMS_BODY, EVAL_FUNC_BODY)																\
   1193 		do {																																							\
   1194 			struct SetUniforms_##NAME { static void setUniforms (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords) SET_UNIFORMS_BODY };		\
   1195 			struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY };																				\
   1196 			addChild(createStructCase(m_context, #NAME "_vertex", DESCRIPTION, true, TEXTURES, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC));		\
   1197 			addChild(createStructCase(m_context, #NAME "_fragment", DESCRIPTION, false, TEXTURES, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC));		\
   1198 		} while (deGetFalse())
   1199 
   1200 	UNIFORM_STRUCT_CASE(basic, "Basic struct usage", false,
   1201 		LineStream()
   1202 		<< "${HEADER}"
   1203 		<< "uniform int ui_one;"
   1204 		<< ""
   1205 		<< "struct S {"
   1206 		<< "	mediump float	a;"
   1207 		<< "	mediump vec3	b;"
   1208 		<< "	int				c;"
   1209 		<< "};"
   1210 		<< "uniform S s;"
   1211 		<< ""
   1212 		<< "void main (void)"
   1213 		<< "{"
   1214 		<< "	${DST} = vec4(s.a, s.b.x, s.b.y, s.c);"
   1215 		<< "	${ASSIGN_POS}"
   1216 		<< "}",
   1217 		{
   1218 			setUniform(gl, programID, "s.a", constCoords.x());
   1219 			setUniform(gl, programID, "s.b", constCoords.swizzle(1, 2, 3));
   1220 			setUniform(gl, programID, "s.c", 1);
   1221 		},
   1222 		{
   1223 			c.color.xyz() = c.constCoords.swizzle(0,1,2);
   1224 		});
   1225 
   1226 	UNIFORM_STRUCT_CASE(nested, "Nested struct", false,
   1227 		LineStream()
   1228 		<< "${HEADER}"
   1229 		<< "uniform int ui_zero;"
   1230 		<< "uniform int ui_one;"
   1231 		<< ""
   1232 		<< "struct T {"
   1233 		<< "	int				a;"
   1234 		<< "	mediump vec2	b;"
   1235 		<< "};"
   1236 		<< "struct S {"
   1237 		<< "	mediump float	a;"
   1238 		<< "	T				b;"
   1239 		<< "	int				c;"
   1240 		<< "};"
   1241 		<< "uniform S s;"
   1242 		<< ""
   1243 		<< "void main (void)"
   1244 		<< "{"
   1245 		<< "	${DST} = vec4(s.a, s.b.b, s.b.a + s.c);"
   1246 		<< "	${ASSIGN_POS}"
   1247 		<< "}",
   1248 		{
   1249 			setUniform(gl, programID, "s.a",	constCoords.x());
   1250 			setUniform(gl, programID, "s.b.a",	0);
   1251 			setUniform(gl, programID, "s.b.b",	constCoords.swizzle(1,2));
   1252 			setUniform(gl, programID, "s.c",	1);
   1253 		},
   1254 		{
   1255 			c.color.xyz() = c.constCoords.swizzle(0,1,2);
   1256 		});
   1257 
   1258 	UNIFORM_STRUCT_CASE(array_member, "Struct with array member", false,
   1259 		LineStream()
   1260 		<< "${HEADER}"
   1261 		<< "uniform int ui_one;"
   1262 		<< ""
   1263 		<< "struct S {"
   1264 		<< "	mediump float	a;"
   1265 		<< "	mediump float	b[3];"
   1266 		<< "	int				c;"
   1267 		<< "};"
   1268 		<< "uniform S s;"
   1269 		<< ""
   1270 		<< "void main (void)"
   1271 		<< "{"
   1272 		<< "	${DST} = vec4(s.a, s.b[0], s.b[1], s.c);"
   1273 		<< "	${ASSIGN_POS}"
   1274 		<< "}",
   1275 		{
   1276 			setUniform(gl, programID, "s.a",	constCoords.w());
   1277 			setUniform(gl, programID, "s.c",	1);
   1278 
   1279 			float b[3];
   1280 			b[0] = constCoords.z();
   1281 			b[1] = constCoords.y();
   1282 			b[2] = constCoords.x();
   1283 			setUniform(gl, programID, "s.b", b, DE_LENGTH_OF_ARRAY(b));
   1284 		},
   1285 		{
   1286 			c.color.xyz() = c.constCoords.swizzle(3,2,1);
   1287 		});
   1288 
   1289 	UNIFORM_STRUCT_CASE(array_member_dynamic_index, "Struct with array member, dynamic indexing", false,
   1290 		LineStream()
   1291 		<< "${HEADER}"
   1292 		<< "uniform int ui_zero;"
   1293 		<< "uniform int ui_one;"
   1294 		<< "uniform int ui_two;"
   1295 		<< ""
   1296 		<< "struct S {"
   1297 		<< "	mediump float	a;"
   1298 		<< "	mediump float	b[3];"
   1299 		<< "	int				c;"
   1300 		<< "};"
   1301 		<< "uniform S s;"
   1302 		<< ""
   1303 		<< "void main (void)"
   1304 		<< "{"
   1305 		<< "	${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);"
   1306 		<< "	${ASSIGN_POS}"
   1307 		<< "}",
   1308 		{
   1309 			setUniform(gl, programID, "s.a",	constCoords.w());
   1310 			setUniform(gl, programID, "s.c",	1);
   1311 
   1312 			float b[3];
   1313 			b[0] = constCoords.z();
   1314 			b[1] = constCoords.y();
   1315 			b[2] = constCoords.x();
   1316 			setUniform(gl, programID, "s.b", b, DE_LENGTH_OF_ARRAY(b));
   1317 		},
   1318 		{
   1319 			c.color.xyz() = c.constCoords.swizzle(1,2,0);
   1320 		});
   1321 
   1322 	UNIFORM_STRUCT_CASE(struct_array, "Struct array", false,
   1323 		LineStream()
   1324 		<< "${HEADER}"
   1325 		<< "uniform int ui_zero;"
   1326 		<< "uniform int ui_one;"
   1327 		<< "uniform int ui_two;"
   1328 		<< ""
   1329 		<< "struct S {"
   1330 		<< "	mediump float	a;"
   1331 		<< "	mediump int		b;"
   1332 		<< "};"
   1333 		<< "uniform S s[3];"
   1334 		<< ""
   1335 		<< "void main (void)"
   1336 		<< "{"
   1337 		<< "	${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);"
   1338 		<< "	${ASSIGN_POS}"
   1339 		<< "}",
   1340 		{
   1341 			setUniform(gl, programID, "s[0].a",	constCoords.x());
   1342 			setUniform(gl, programID, "s[0].b",	0);
   1343 			setUniform(gl, programID, "s[1].a",	constCoords.y());
   1344 			setUniform(gl, programID, "s[1].b",	1);
   1345 			setUniform(gl, programID, "s[2].a",	constCoords.z());
   1346 			setUniform(gl, programID, "s[2].b",	2);
   1347 		},
   1348 		{
   1349 			c.color.xyz() = c.constCoords.swizzle(2,1,0);
   1350 		});
   1351 
   1352 	UNIFORM_STRUCT_CASE(struct_array_dynamic_index, "Struct array with dynamic indexing", false,
   1353 		LineStream()
   1354 		<< "${HEADER}"
   1355 		<< "uniform int ui_zero;"
   1356 		<< "uniform int ui_one;"
   1357 		<< "uniform int ui_two;"
   1358 		<< ""
   1359 		<< "struct S {"
   1360 		<< "	mediump float	a;"
   1361 		<< "	mediump int		b;"
   1362 		<< "};"
   1363 		<< "uniform S s[3];"
   1364 		<< ""
   1365 		<< "void main (void)"
   1366 		<< "{"
   1367 		<< "	${DST} = vec4(s[ui_two].a, s[ui_one].a, s[ui_zero].a, s[ui_two].b - s[ui_one].b + s[ui_zero].b);"
   1368 		<< "	${ASSIGN_POS}"
   1369 		<< "}",
   1370 		{
   1371 			setUniform(gl, programID, "s[0].a",	constCoords.x());
   1372 			setUniform(gl, programID, "s[0].b",	0);
   1373 			setUniform(gl, programID, "s[1].a",	constCoords.y());
   1374 			setUniform(gl, programID, "s[1].b",	1);
   1375 			setUniform(gl, programID, "s[2].a",	constCoords.z());
   1376 			setUniform(gl, programID, "s[2].b",	2);
   1377 		},
   1378 		{
   1379 			c.color.xyz() = c.constCoords.swizzle(2,1,0);
   1380 		});
   1381 
   1382 	UNIFORM_STRUCT_CASE(nested_struct_array, "Nested struct array", false,
   1383 		LineStream()
   1384 		<< "${HEADER}"
   1385 		<< "struct T {"
   1386 		<< "	mediump float	a;"
   1387 		<< "	mediump vec2	b[2];"
   1388 		<< "};"
   1389 		<< "struct S {"
   1390 		<< "	mediump float	a;"
   1391 		<< "	T				b[3];"
   1392 		<< "	int				c;"
   1393 		<< "};"
   1394 		<< "uniform S s[2];"
   1395 		<< ""
   1396 		<< "void main (void)"
   1397 		<< "{"
   1398 		<< "	mediump float r = (s[0].b[1].b[0].x + s[1].b[2].b[1].y) * s[0].b[0].a; // (z + z) * 0.5"
   1399 		<< "	mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4"
   1400 		<< "	mediump float b = (s[0].b[2].b[1].y + s[0].b[1].b[0].y + s[1].a) * s[0].b[1].a; // (w + w + w) * 0.333"
   1401 		<< "	mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0"
   1402 		<< "	${DST} = vec4(r, g, b, a);"
   1403 		<< "	${ASSIGN_POS}"
   1404 		<< "}",
   1405 		{
   1406 			tcu::Vec2 arr[2];
   1407 
   1408 			setUniform(gl, programID, "s[0].a",			constCoords.x());
   1409 			arr[0] = constCoords.swizzle(0,1);
   1410 			arr[1] = constCoords.swizzle(2,3);
   1411 			setUniform(gl, programID, "s[0].b[0].a",	0.5f);
   1412 			setUniform(gl, programID, "s[0].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1413 			arr[0] = constCoords.swizzle(2,3);
   1414 			arr[1] = constCoords.swizzle(0,1);
   1415 			setUniform(gl, programID, "s[0].b[1].a",	1.0f/3.0f);
   1416 			setUniform(gl, programID, "s[0].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1417 			arr[0] = constCoords.swizzle(0,2);
   1418 			arr[1] = constCoords.swizzle(1,3);
   1419 			setUniform(gl, programID, "s[0].b[2].a",	1.0f/4.0f);
   1420 			setUniform(gl, programID, "s[0].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1421 			setUniform(gl, programID, "s[0].c",			0);
   1422 
   1423 			setUniform(gl, programID, "s[1].a",			constCoords.w());
   1424 			arr[0] = constCoords.swizzle(0,0);
   1425 			arr[1] = constCoords.swizzle(1,1);
   1426 			setUniform(gl, programID, "s[1].b[0].a",	2.0f);
   1427 			setUniform(gl, programID, "s[1].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1428 			arr[0] = constCoords.swizzle(2,2);
   1429 			arr[1] = constCoords.swizzle(3,3);
   1430 			setUniform(gl, programID, "s[1].b[1].a",	3.0f);
   1431 			setUniform(gl, programID, "s[1].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1432 			arr[0] = constCoords.swizzle(1,0);
   1433 			arr[1] = constCoords.swizzle(3,2);
   1434 			setUniform(gl, programID, "s[1].b[2].a",	4.0f);
   1435 			setUniform(gl, programID, "s[1].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1436 			setUniform(gl, programID, "s[1].c",			1);
   1437 		},
   1438 		{
   1439 			c.color.xyz() = c.constCoords.swizzle(2,0,3);
   1440 		});
   1441 
   1442 	UNIFORM_STRUCT_CASE(nested_struct_array_dynamic_index, "Nested struct array with dynamic indexing", false,
   1443 		LineStream()
   1444 		<< "${HEADER}"
   1445 		<< "uniform int ui_zero;"
   1446 		<< "uniform int ui_one;"
   1447 		<< "uniform int ui_two;"
   1448 		<< ""
   1449 		<< "struct T {"
   1450 		<< "	mediump float	a;"
   1451 		<< "	mediump vec2	b[2];"
   1452 		<< "};"
   1453 		<< "struct S {"
   1454 		<< "	mediump float	a;"
   1455 		<< "	T				b[3];"
   1456 		<< "	int				c;"
   1457 		<< "};"
   1458 		<< "uniform S s[2];"
   1459 		<< ""
   1460 		<< "void main (void)"
   1461 		<< "{"
   1462 		<< "	mediump float r = (s[0].b[ui_one].b[ui_one-1].x + s[ui_one].b[ui_two].b[ui_zero+1].y) * s[0].b[0].a; // (z + z) * 0.5"
   1463 		<< "	mediump float g = s[ui_two-1].b[ui_two-2].b[ui_zero].y * s[0].b[ui_two].a * s[ui_one].b[2].a; // x * 0.25 * 4"
   1464 		<< "	mediump float b = (s[ui_zero].b[ui_one+1].b[1].y + s[0].b[ui_one*ui_one].b[0].y + s[ui_one].a) * s[0].b[ui_two-ui_one].a; // (w + w + w) * 0.333"
   1465 		<< "	mediump float a = float(s[ui_zero].c) + s[ui_one-ui_zero].b[ui_two].a - s[ui_zero+ui_one].b[ui_two-ui_one].a; // 0 + 4.0 - 3.0"
   1466 		<< "	${DST} = vec4(r, g, b, a);"
   1467 		<< "	${ASSIGN_POS}"
   1468 		<< "}",
   1469 		{
   1470 			tcu::Vec2 arr[2];
   1471 
   1472 			setUniform(gl, programID, "s[0].a",			constCoords.x());
   1473 			arr[0] = constCoords.swizzle(0,1);
   1474 			arr[1] = constCoords.swizzle(2,3);
   1475 			setUniform(gl, programID, "s[0].b[0].a",	0.5f);
   1476 			setUniform(gl, programID, "s[0].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1477 			arr[0] = constCoords.swizzle(2,3);
   1478 			arr[1] = constCoords.swizzle(0,1);
   1479 			setUniform(gl, programID, "s[0].b[1].a",	1.0f/3.0f);
   1480 			setUniform(gl, programID, "s[0].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1481 			arr[0] = constCoords.swizzle(0,2);
   1482 			arr[1] = constCoords.swizzle(1,3);
   1483 			setUniform(gl, programID, "s[0].b[2].a",	1.0f/4.0f);
   1484 			setUniform(gl, programID, "s[0].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1485 			setUniform(gl, programID, "s[0].c",			0);
   1486 
   1487 			setUniform(gl, programID, "s[1].a",			constCoords.w());
   1488 			arr[0] = constCoords.swizzle(0,0);
   1489 			arr[1] = constCoords.swizzle(1,1);
   1490 			setUniform(gl, programID, "s[1].b[0].a",	2.0f);
   1491 			setUniform(gl, programID, "s[1].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1492 			arr[0] = constCoords.swizzle(2,2);
   1493 			arr[1] = constCoords.swizzle(3,3);
   1494 			setUniform(gl, programID, "s[1].b[1].a",	3.0f);
   1495 			setUniform(gl, programID, "s[1].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1496 			arr[0] = constCoords.swizzle(1,0);
   1497 			arr[1] = constCoords.swizzle(3,2);
   1498 			setUniform(gl, programID, "s[1].b[2].a",	4.0f);
   1499 			setUniform(gl, programID, "s[1].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1500 			setUniform(gl, programID, "s[1].c",			1);
   1501 		},
   1502 		{
   1503 			c.color.xyz() = c.constCoords.swizzle(2,0,3);
   1504 		});
   1505 
   1506 	UNIFORM_STRUCT_CASE(loop_struct_array, "Struct array usage in loop", false,
   1507 		LineStream()
   1508 		<< "${HEADER}"
   1509 		<< "uniform int ui_zero;"
   1510 		<< "uniform int ui_one;"
   1511 		<< "uniform int ui_two;"
   1512 		<< ""
   1513 		<< "struct S {"
   1514 		<< "	mediump float	a;"
   1515 		<< "	mediump int		b;"
   1516 		<< "};"
   1517 		<< "uniform S s[3];"
   1518 		<< ""
   1519 		<< "void main (void)"
   1520 		<< "{"
   1521 		<< "	mediump float rgb[3];"
   1522 		<< "	int alpha = 0;"
   1523 		<< "	for (int i = 0; i < 3; i++)"
   1524 		<< "	{"
   1525 		<< "		rgb[i] = s[2-i].a;"
   1526 		<< "		alpha += s[i].b;"
   1527 		<< "	}"
   1528 		<< "	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);"
   1529 		<< "	${ASSIGN_POS}"
   1530 		<< "}",
   1531 		{
   1532 			setUniform(gl, programID, "s[0].a",	constCoords.x());
   1533 			setUniform(gl, programID, "s[0].b",	0);
   1534 			setUniform(gl, programID, "s[1].a",	constCoords.y());
   1535 			setUniform(gl, programID, "s[1].b",	-1);
   1536 			setUniform(gl, programID, "s[2].a",	constCoords.z());
   1537 			setUniform(gl, programID, "s[2].b",	2);
   1538 		},
   1539 		{
   1540 			c.color.xyz() = c.constCoords.swizzle(2,1,0);
   1541 		});
   1542 
   1543 	UNIFORM_STRUCT_CASE(loop_nested_struct_array, "Nested struct array usage in loop", false,
   1544 		LineStream()
   1545 		<< "${HEADER}"
   1546 		<< "uniform int ui_zero;"
   1547 		<< "uniform int ui_one;"
   1548 		<< "uniform int ui_two;"
   1549 		<< "uniform mediump float uf_two;"
   1550 		<< "uniform mediump float uf_three;"
   1551 		<< "uniform mediump float uf_four;"
   1552 		<< "uniform mediump float uf_half;"
   1553 		<< "uniform mediump float uf_third;"
   1554 		<< "uniform mediump float uf_fourth;"
   1555 		<< "uniform mediump float uf_sixth;"
   1556 		<< ""
   1557 		<< "struct T {"
   1558 		<< "	mediump float	a;"
   1559 		<< "	mediump vec2	b[2];"
   1560 		<< "};"
   1561 		<< "struct S {"
   1562 		<< "	mediump float	a;"
   1563 		<< "	T				b[3];"
   1564 		<< "	int				c;"
   1565 		<< "};"
   1566 		<< "uniform S s[2];"
   1567 		<< ""
   1568 		<< "void main (void)"
   1569 		<< "{"
   1570 		<< "	mediump float r = 0.0; // (x*3 + y*3) / 6.0"
   1571 		<< "	mediump float g = 0.0; // (y*3 + z*3) / 6.0"
   1572 		<< "	mediump float b = 0.0; // (z*3 + w*3) / 6.0"
   1573 		<< "	mediump float a = 1.0;"
   1574 		<< "	for (int i = 0; i < 2; i++)"
   1575 		<< "	{"
   1576 		<< "		for (int j = 0; j < 3; j++)"
   1577 		<< "		{"
   1578 		<< "			r += s[0].b[j].b[i].y;"
   1579 		<< "			g += s[i].b[j].b[0].x;"
   1580 		<< "			b += s[i].b[j].b[1].x;"
   1581 		<< "			a *= s[i].b[j].a;"
   1582 		<< "		}"
   1583 		<< "	}"
   1584 		<< "	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);"
   1585 		<< "	${ASSIGN_POS}"
   1586 		<< "}",
   1587 		{
   1588 			tcu::Vec2 arr[2];
   1589 
   1590 			setUniform(gl, programID, "s[0].a",			constCoords.x());
   1591 			arr[0] = constCoords.swizzle(1,0);
   1592 			arr[1] = constCoords.swizzle(2,0);
   1593 			setUniform(gl, programID, "s[0].b[0].a",	0.5f);
   1594 			setUniform(gl, programID, "s[0].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1595 			arr[0] = constCoords.swizzle(1,1);
   1596 			arr[1] = constCoords.swizzle(3,1);
   1597 			setUniform(gl, programID, "s[0].b[1].a",	1.0f/3.0f);
   1598 			setUniform(gl, programID, "s[0].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1599 			arr[0] = constCoords.swizzle(2,1);
   1600 			arr[1] = constCoords.swizzle(2,1);
   1601 			setUniform(gl, programID, "s[0].b[2].a",	1.0f/4.0f);
   1602 			setUniform(gl, programID, "s[0].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1603 			setUniform(gl, programID, "s[0].c",			0);
   1604 
   1605 			setUniform(gl, programID, "s[1].a",			constCoords.w());
   1606 			arr[0] = constCoords.swizzle(2,0);
   1607 			arr[1] = constCoords.swizzle(2,1);
   1608 			setUniform(gl, programID, "s[1].b[0].a",	2.0f);
   1609 			setUniform(gl, programID, "s[1].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1610 			arr[0] = constCoords.swizzle(2,2);
   1611 			arr[1] = constCoords.swizzle(3,3);
   1612 			setUniform(gl, programID, "s[1].b[1].a",	3.0f);
   1613 			setUniform(gl, programID, "s[1].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1614 			arr[0] = constCoords.swizzle(1,0);
   1615 			arr[1] = constCoords.swizzle(3,2);
   1616 			setUniform(gl, programID, "s[1].b[2].a",	4.0f);
   1617 			setUniform(gl, programID, "s[1].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1618 			setUniform(gl, programID, "s[1].c",			1);
   1619 		},
   1620 		{
   1621 			c.color.xyz() = (c.constCoords.swizzle(0,1,2) + c.constCoords.swizzle(1,2,3)) * 0.5f;
   1622 		});
   1623 
   1624 	UNIFORM_STRUCT_CASE(dynamic_loop_struct_array, "Struct array usage in dynamic loop", false,
   1625 		LineStream()
   1626 		<< "${HEADER}"
   1627 		<< "uniform int ui_zero;"
   1628 		<< "uniform int ui_one;"
   1629 		<< "uniform int ui_two;"
   1630 		<< "uniform int ui_three;"
   1631 		<< ""
   1632 		<< "struct S {"
   1633 		<< "	mediump float	a;"
   1634 		<< "	mediump int		b;"
   1635 		<< "};"
   1636 		<< "uniform S s[3];"
   1637 		<< ""
   1638 		<< "void main (void)"
   1639 		<< "{"
   1640 		<< "	mediump float rgb[3];"
   1641 		<< "	int alpha = 0;"
   1642 		<< "	for (int i = 0; i < ui_three; i++)"
   1643 		<< "	{"
   1644 		<< "		rgb[i] = s[2-i].a;"
   1645 		<< "		alpha += s[i].b;"
   1646 		<< "	}"
   1647 		<< "	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);"
   1648 		<< "	${ASSIGN_POS}"
   1649 		<< "}",
   1650 		{
   1651 			setUniform(gl, programID, "s[0].a",	constCoords.x());
   1652 			setUniform(gl, programID, "s[0].b",	0);
   1653 			setUniform(gl, programID, "s[1].a",	constCoords.y());
   1654 			setUniform(gl, programID, "s[1].b",	-1);
   1655 			setUniform(gl, programID, "s[2].a",	constCoords.z());
   1656 			setUniform(gl, programID, "s[2].b",	2);
   1657 		},
   1658 		{
   1659 			c.color.xyz() = c.constCoords.swizzle(2,1,0);
   1660 		});
   1661 
   1662 	UNIFORM_STRUCT_CASE(dynamic_loop_nested_struct_array, "Nested struct array usage in dynamic loop", false,
   1663 		LineStream()
   1664 		<< "${HEADER}"
   1665 		<< "uniform int ui_zero;"
   1666 		<< "uniform int ui_one;"
   1667 		<< "uniform int ui_two;"
   1668 		<< "uniform int ui_three;"
   1669 		<< "uniform mediump float uf_two;"
   1670 		<< "uniform mediump float uf_three;"
   1671 		<< "uniform mediump float uf_four;"
   1672 		<< "uniform mediump float uf_half;"
   1673 		<< "uniform mediump float uf_third;"
   1674 		<< "uniform mediump float uf_fourth;"
   1675 		<< "uniform mediump float uf_sixth;"
   1676 		<< ""
   1677 		<< "struct T {"
   1678 		<< "	mediump float	a;"
   1679 		<< "	mediump vec2	b[2];"
   1680 		<< "};"
   1681 		<< "struct S {"
   1682 		<< "	mediump float	a;"
   1683 		<< "	T				b[3];"
   1684 		<< "	int				c;"
   1685 		<< "};"
   1686 		<< "uniform S s[2];"
   1687 		<< ""
   1688 		<< "void main (void)"
   1689 		<< "{"
   1690 		<< "	mediump float r = 0.0; // (x*3 + y*3) / 6.0"
   1691 		<< "	mediump float g = 0.0; // (y*3 + z*3) / 6.0"
   1692 		<< "	mediump float b = 0.0; // (z*3 + w*3) / 6.0"
   1693 		<< "	mediump float a = 1.0;"
   1694 		<< "	for (int i = 0; i < ui_two; i++)"
   1695 		<< "	{"
   1696 		<< "		for (int j = 0; j < ui_three; j++)"
   1697 		<< "		{"
   1698 		<< "			r += s[0].b[j].b[i].y;"
   1699 		<< "			g += s[i].b[j].b[0].x;"
   1700 		<< "			b += s[i].b[j].b[1].x;"
   1701 		<< "			a *= s[i].b[j].a;"
   1702 		<< "		}"
   1703 		<< "	}"
   1704 		<< "	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);"
   1705 		<< "	${ASSIGN_POS}"
   1706 		<< "}",
   1707 		{
   1708 			tcu::Vec2 arr[2];
   1709 
   1710 			setUniform(gl, programID, "s[0].a",			constCoords.x());
   1711 			arr[0] = constCoords.swizzle(1,0);
   1712 			arr[1] = constCoords.swizzle(2,0);
   1713 			setUniform(gl, programID, "s[0].b[0].a",	0.5f);
   1714 			setUniform(gl, programID, "s[0].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1715 			arr[0] = constCoords.swizzle(1,1);
   1716 			arr[1] = constCoords.swizzle(3,1);
   1717 			setUniform(gl, programID, "s[0].b[1].a",	1.0f/3.0f);
   1718 			setUniform(gl, programID, "s[0].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1719 			arr[0] = constCoords.swizzle(2,1);
   1720 			arr[1] = constCoords.swizzle(2,1);
   1721 			setUniform(gl, programID, "s[0].b[2].a",	1.0f/4.0f);
   1722 			setUniform(gl, programID, "s[0].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1723 			setUniform(gl, programID, "s[0].c",			0);
   1724 
   1725 			setUniform(gl, programID, "s[1].a",			constCoords.w());
   1726 			arr[0] = constCoords.swizzle(2,0);
   1727 			arr[1] = constCoords.swizzle(2,1);
   1728 			setUniform(gl, programID, "s[1].b[0].a",	2.0f);
   1729 			setUniform(gl, programID, "s[1].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1730 			arr[0] = constCoords.swizzle(2,2);
   1731 			arr[1] = constCoords.swizzle(3,3);
   1732 			setUniform(gl, programID, "s[1].b[1].a",	3.0f);
   1733 			setUniform(gl, programID, "s[1].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1734 			arr[0] = constCoords.swizzle(1,0);
   1735 			arr[1] = constCoords.swizzle(3,2);
   1736 			setUniform(gl, programID, "s[1].b[2].a",	4.0f);
   1737 			setUniform(gl, programID, "s[1].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1738 			setUniform(gl, programID, "s[1].c",			1);
   1739 		},
   1740 		{
   1741 			c.color.xyz() = (c.constCoords.swizzle(0,1,2) + c.constCoords.swizzle(1,2,3)) * 0.5f;
   1742 		});
   1743 
   1744 	UNIFORM_STRUCT_CASE(sampler, "Sampler in struct", true,
   1745 		LineStream()
   1746 		<< "${HEADER}"
   1747 		<< "uniform int ui_one;"
   1748 		<< ""
   1749 		<< "struct S {"
   1750 		<< "	mediump float	a;"
   1751 		<< "	mediump vec3	b;"
   1752 		<< "	sampler2D		c;"
   1753 		<< "};"
   1754 		<< "uniform S s;"
   1755 		<< ""
   1756 		<< "void main (void)"
   1757 		<< "{"
   1758 		<< "	${DST} = vec4(texture(s.c, ${COORDS}.xy * s.b.xy + s.b.z).rgb, s.a);"
   1759 		<< "	${ASSIGN_POS}"
   1760 		<< "}",
   1761 		{
   1762 			DE_UNREF(constCoords);
   1763 			setUniform(gl, programID, "s.a", 1.0f);
   1764 			setUniform(gl, programID, "s.b", tcu::Vec3(0.25f, 0.25f, 0.5f));
   1765 			setUniform(gl, programID, "s.c", 0);
   1766 		},
   1767 		{
   1768 			c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
   1769 		});
   1770 
   1771 	UNIFORM_STRUCT_CASE(sampler_nested, "Sampler in nested struct", true,
   1772 		LineStream()
   1773 		<< "${HEADER}"
   1774 		<< "uniform int ui_zero;"
   1775 		<< "uniform int ui_one;"
   1776 		<< ""
   1777 		<< "struct T {"
   1778 		<< "	sampler2D		a;"
   1779 		<< "	mediump vec2	b;"
   1780 		<< "};"
   1781 		<< "struct S {"
   1782 		<< "	mediump float	a;"
   1783 		<< "	T				b;"
   1784 		<< "	int				c;"
   1785 		<< "};"
   1786 		<< "uniform S s;"
   1787 		<< ""
   1788 		<< "void main (void)"
   1789 		<< "{"
   1790 		<< "	${DST} = vec4(texture(s.b.a, ${COORDS}.xy * s.b.b + s.a).rgb, s.c);"
   1791 		<< "	${ASSIGN_POS}"
   1792 		<< "}",
   1793 		{
   1794 			DE_UNREF(constCoords);
   1795 			setUniform(gl, programID, "s.a",	0.5f);
   1796 			setUniform(gl, programID, "s.b.a",	0);
   1797 			setUniform(gl, programID, "s.b.b",	tcu::Vec2(0.25f, 0.25f));
   1798 			setUniform(gl, programID, "s.c",	1);
   1799 		},
   1800 		{
   1801 			c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
   1802 		});
   1803 
   1804 	UNIFORM_STRUCT_CASE(sampler_array, "Sampler in struct array", true,
   1805 		LineStream()
   1806 		<< "${HEADER}"
   1807 		<< "uniform int ui_one;"
   1808 		<< ""
   1809 		<< "struct S {"
   1810 		<< "	mediump float	a;"
   1811 		<< "	mediump vec3	b;"
   1812 		<< "	sampler2D		c;"
   1813 		<< "};"
   1814 		<< "uniform S s[2];"
   1815 		<< ""
   1816 		<< "void main (void)"
   1817 		<< "{"
   1818 		<< "	${DST} = vec4(texture(s[1].c, ${COORDS}.xy * s[0].b.xy + s[1].b.z).rgb, s[0].a);"
   1819 		<< "	${ASSIGN_POS}"
   1820 		<< "}",
   1821 		{
   1822 			DE_UNREF(constCoords);
   1823 			setUniform(gl, programID, "s[0].a", 1.0f);
   1824 			setUniform(gl, programID, "s[0].b", tcu::Vec3(0.25f, 0.25f, 0.25f));
   1825 			setUniform(gl, programID, "s[0].c", 1);
   1826 			setUniform(gl, programID, "s[1].a", 0.0f);
   1827 			setUniform(gl, programID, "s[1].b", tcu::Vec3(0.5f, 0.5f, 0.5f));
   1828 			setUniform(gl, programID, "s[1].c", 0);
   1829 		},
   1830 		{
   1831 			c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
   1832 		});
   1833 
   1834 	UNIFORM_STRUCT_CASE(equal, "Struct equality", false,
   1835 		LineStream()
   1836 		<< "${HEADER}"
   1837 		<< "uniform mediump float uf_one;"
   1838 		<< "uniform int ui_two;"
   1839 		<< ""
   1840 		<< "struct S {"
   1841 		<< "	mediump float	a;"
   1842 		<< "	mediump vec3	b;"
   1843 		<< "	int				c;"
   1844 		<< "};"
   1845 		<< "uniform S a;"
   1846 		<< "uniform S b;"
   1847 		<< "uniform S c;"
   1848 		<< ""
   1849 		<< "void main (void)"
   1850 		<< "{"
   1851 		<< "	S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);"
   1852 		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
   1853 		<< "	if (a == b) ${DST}.x = 1.0;"
   1854 		<< "	if (a == c) ${DST}.y = 1.0;"
   1855 		<< "	if (a == d) ${DST}.z = 1.0;"
   1856 		<< "	${ASSIGN_POS}"
   1857 		<< "}",
   1858 		{
   1859 			DE_UNREF(constCoords);
   1860 			setUniform(gl, programID, "a.a", 1.0f);
   1861 			setUniform(gl, programID, "a.b", tcu::Vec3(0.0f, 1.0f, 2.0f));
   1862 			setUniform(gl, programID, "a.c", 2);
   1863 			setUniform(gl, programID, "b.a", 1.0f);
   1864 			setUniform(gl, programID, "b.b", tcu::Vec3(0.0f, 1.0f, 2.0f));
   1865 			setUniform(gl, programID, "b.c", 2);
   1866 			setUniform(gl, programID, "c.a", 1.0f);
   1867 			setUniform(gl, programID, "c.b", tcu::Vec3(0.0f, 1.1f, 2.0f));
   1868 			setUniform(gl, programID, "c.c", 2);
   1869 		},
   1870 		{
   1871 			c.color.xy() = tcu::Vec2(1.0f, 0.0f);
   1872 			if (deFloatFloor(c.coords[1]+1.0f) == deFloatFloor(1.1f))
   1873 				c.color.z() = 1.0f;
   1874 		});
   1875 
   1876 	UNIFORM_STRUCT_CASE(not_equal, "Struct equality", false,
   1877 		LineStream()
   1878 		<< "${HEADER}"
   1879 		<< "uniform mediump float uf_one;"
   1880 		<< "uniform int ui_two;"
   1881 		<< ""
   1882 		<< "struct S {"
   1883 		<< "	mediump float	a;"
   1884 		<< "	mediump vec3	b;"
   1885 		<< "	int				c;"
   1886 		<< "};"
   1887 		<< "uniform S a;"
   1888 		<< "uniform S b;"
   1889 		<< "uniform S c;"
   1890 		<< ""
   1891 		<< "void main (void)"
   1892 		<< "{"
   1893 		<< "	S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);"
   1894 		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
   1895 		<< "	if (a != b) ${DST}.x = 1.0;"
   1896 		<< "	if (a != c) ${DST}.y = 1.0;"
   1897 		<< "	if (a != d) ${DST}.z = 1.0;"
   1898 		<< "	${ASSIGN_POS}"
   1899 		<< "}",
   1900 		{
   1901 			DE_UNREF(constCoords);
   1902 			setUniform(gl, programID, "a.a", 1.0f);
   1903 			setUniform(gl, programID, "a.b", tcu::Vec3(0.0f, 1.0f, 2.0f));
   1904 			setUniform(gl, programID, "a.c", 2);
   1905 			setUniform(gl, programID, "b.a", 1.0f);
   1906 			setUniform(gl, programID, "b.b", tcu::Vec3(0.0f, 1.0f, 2.0f));
   1907 			setUniform(gl, programID, "b.c", 2);
   1908 			setUniform(gl, programID, "c.a", 1.0f);
   1909 			setUniform(gl, programID, "c.b", tcu::Vec3(0.0f, 1.1f, 2.0f));
   1910 			setUniform(gl, programID, "c.c", 2);
   1911 		},
   1912 		{
   1913 			c.color.xy() = tcu::Vec2(0.0f, 1.0f);
   1914 			if (deFloatFloor(c.coords[1]+1.0f) != deFloatFloor(1.1f))
   1915 				c.color.z() = 1.0f;
   1916 		});
   1917 }
   1918 
   1919 ShaderStructTests::ShaderStructTests (Context& context)
   1920 	: TestCaseGroup(context, "struct", "Struct Tests")
   1921 {
   1922 }
   1923 
   1924 ShaderStructTests::~ShaderStructTests (void)
   1925 {
   1926 }
   1927 
   1928 void ShaderStructTests::init (void)
   1929 {
   1930 	addChild(new LocalStructTests(m_context));
   1931 	addChild(new UniformStructTests(m_context));
   1932 }
   1933 
   1934 } // Functional
   1935 } // gles3
   1936 } // deqp
   1937