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      1 /*-------------------------------------------------------------------------
      2  * drawElements Quality Program OpenGL ES 2.0 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 "es2fShaderStructTests.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 gles2
     45 {
     46 namespace Functional
     47 {
     48 
     49 enum
     50 {
     51 	TEXTURE_BRICK = 0 //!< Unit index for brick texture
     52 };
     53 
     54 enum CaseFlags
     55 {
     56 	FLAG_USES_TEXTURES				= (1<<0),
     57 	FLAG_REQUIRES_DYNAMIC_LOOPS		= (1<<1),
     58 	FLAG_REQUIRES_DYNAMIC_INDEXING	= (1<<2),
     59 };
     60 
     61 typedef void (*SetupUniformsFunc) (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords);
     62 
     63 class ShaderStructCase : public ShaderRenderCase
     64 {
     65 public:
     66 							ShaderStructCase		(Context& context, const char* name, const char* description, bool isVertexCase, deUint32 flags, ShaderEvalFunc evalFunc, SetupUniformsFunc setupUniformsFunc, const char* vertShaderSource, const char* fragShaderSource);
     67 							~ShaderStructCase		(void);
     68 
     69 	void					init					(void);
     70 	void					deinit					(void);
     71 
     72 	virtual void			setupUniforms			(int programID, const tcu::Vec4& constCoords);
     73 
     74 private:
     75 							ShaderStructCase		(const ShaderStructCase&);
     76 	ShaderStructCase&		operator=				(const ShaderStructCase&);
     77 
     78 	const SetupUniformsFunc	m_setupUniforms;
     79 	const deUint32			m_flags;
     80 
     81 	glu::Texture2D*			m_brickTexture;
     82 };
     83 
     84 ShaderStructCase::ShaderStructCase (Context& context, const char* name, const char* description, bool isVertexCase, deUint32 flags, ShaderEvalFunc evalFunc, SetupUniformsFunc setupUniformsFunc, const char* vertShaderSource, const char* fragShaderSource)
     85 	: ShaderRenderCase	(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, isVertexCase, evalFunc)
     86 	, m_setupUniforms	(setupUniformsFunc)
     87 	, m_flags			(flags)
     88 	, m_brickTexture	(DE_NULL)
     89 {
     90 	m_vertShaderSource	= vertShaderSource;
     91 	m_fragShaderSource	= fragShaderSource;
     92 }
     93 
     94 ShaderStructCase::~ShaderStructCase (void)
     95 {
     96 	delete m_brickTexture;
     97 }
     98 
     99 void ShaderStructCase::init (void)
    100 {
    101 	try
    102 	{
    103 		gls::ShaderRenderCase::init();
    104 	}
    105 	catch (const CompileFailed&)
    106 	{
    107 		if (m_flags & FLAG_REQUIRES_DYNAMIC_LOOPS)
    108 		{
    109 			const bool isSupported = m_isVertexCase ? m_ctxInfo.isVertexDynamicLoopSupported() : m_ctxInfo.isFragmentDynamicLoopSupported();
    110 			if (!isSupported)
    111 				throw tcu::NotSupportedError("Dynamic loops not supported");
    112 		}
    113 
    114 		if ((m_flags && FLAG_USES_TEXTURES) && m_isVertexCase)
    115 		{
    116 			int numTextures = 0;
    117 			m_renderCtx.getFunctions().getIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &numTextures);
    118 			if (numTextures == 0)
    119 				throw tcu::NotSupportedError("Vertex shader texture access not supported");
    120 		}
    121 
    122 		if (m_flags & FLAG_REQUIRES_DYNAMIC_INDEXING)
    123 			throw tcu::NotSupportedError("Dynamic indexing not supported");
    124 
    125 		throw;
    126 	}
    127 
    128 	if (m_flags & FLAG_USES_TEXTURES)
    129 	{
    130 		m_brickTexture = glu::Texture2D::create(m_renderCtx, m_ctxInfo, m_testCtx.getArchive(), "data/brick.png");
    131 		m_textures.push_back(TextureBinding(m_brickTexture, tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE,
    132 																		 tcu::Sampler::LINEAR, tcu::Sampler::LINEAR)));
    133 		DE_ASSERT(m_textures.size() == 1);
    134 	}
    135 }
    136 
    137 void ShaderStructCase::deinit (void)
    138 {
    139 	gls::ShaderRenderCase::deinit();
    140 	delete m_brickTexture;
    141 	m_brickTexture = DE_NULL;
    142 }
    143 
    144 void ShaderStructCase::setupUniforms (int programID, const tcu::Vec4& constCoords)
    145 {
    146 	ShaderRenderCase::setupUniforms(programID, constCoords);
    147 	if (m_setupUniforms)
    148 		m_setupUniforms(m_renderCtx.getFunctions(), programID, constCoords);
    149 }
    150 
    151 static ShaderStructCase* createStructCase (Context& context, const char* name, const char* description, bool isVertexCase, deUint32 flags, ShaderEvalFunc evalFunc, SetupUniformsFunc setupUniforms, const LineStream& shaderSrc)
    152 {
    153 	static const char* defaultVertSrc =
    154 		"attribute highp vec4 a_position;\n"
    155 		"attribute highp vec4 a_coords;\n"
    156 		"varying mediump vec4 v_coords;\n\n"
    157 		"void main (void)\n"
    158 		"{\n"
    159 		"	v_coords = a_coords;\n"
    160 		"	gl_Position = a_position;\n"
    161 		"}\n";
    162 	static const char* defaultFragSrc =
    163 		"varying mediump vec4 v_color;\n\n"
    164 		"void main (void)\n"
    165 		"{\n"
    166 		"	gl_FragColor = v_color;\n"
    167 		"}\n";
    168 
    169 	// Fill in specialization parameters.
    170 	std::map<std::string, std::string> spParams;
    171 	if (isVertexCase)
    172 	{
    173 		spParams["DECLARATIONS"] =
    174 			"attribute highp vec4 a_position;\n"
    175 			"attribute highp vec4 a_coords;\n"
    176 			"varying mediump vec4 v_color;";
    177 		spParams["COORDS"]		= "a_coords";
    178 		spParams["DST"]			= "v_color";
    179 		spParams["ASSIGN_POS"]	= "gl_Position = a_position;";
    180 	}
    181 	else
    182 	{
    183 		spParams["DECLARATIONS"]	= "varying mediump vec4 v_coords;";
    184 		spParams["COORDS"]			= "v_coords";
    185 		spParams["DST"]				= "gl_FragColor";
    186 		spParams["ASSIGN_POS"]		= "";
    187 	}
    188 
    189 	if (isVertexCase)
    190 		return new ShaderStructCase(context, name, description, isVertexCase, flags, evalFunc, setupUniforms, StringTemplate(shaderSrc.str()).specialize(spParams).c_str(), defaultFragSrc);
    191 	else
    192 		return new ShaderStructCase(context, name, description, isVertexCase, flags, evalFunc, setupUniforms, defaultVertSrc, StringTemplate(shaderSrc.str()).specialize(spParams).c_str());
    193 }
    194 
    195 class LocalStructTests : public TestCaseGroup
    196 {
    197 public:
    198 	LocalStructTests (Context& context)
    199 		: TestCaseGroup(context, "local", "Local structs")
    200 	{
    201 	}
    202 
    203 	~LocalStructTests (void)
    204 	{
    205 	}
    206 
    207 	virtual void init (void);
    208 };
    209 
    210 void LocalStructTests::init (void)
    211 {
    212 	#define LOCAL_STRUCT_CASE(NAME, DESCRIPTION, FLAGS, SHADER_SRC, EVAL_FUNC_BODY)																\
    213 		do {																																	\
    214 			struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY };														\
    215 			addChild(createStructCase(m_context, #NAME "_vertex", DESCRIPTION, true, FLAGS, &Eval_##NAME::eval, DE_NULL, SHADER_SRC));			\
    216 			addChild(createStructCase(m_context, #NAME "_fragment", DESCRIPTION, false, FLAGS,&Eval_##NAME::eval, DE_NULL, SHADER_SRC));		\
    217 		} while (deGetFalse())
    218 
    219 	LOCAL_STRUCT_CASE(basic, "Basic struct usage", 0,
    220 		LineStream()
    221 		<< "${DECLARATIONS}"
    222 		<< "uniform int ui_one;"
    223 		<< ""
    224 		<< "struct S {"
    225 		<< "	mediump float	a;"
    226 		<< "	mediump vec3	b;"
    227 		<< "	int				c;"
    228 		<< "};"
    229 		<< ""
    230 		<< "void main (void)"
    231 		<< "{"
    232 		<< "	S s = S(${COORDS}.x, vec3(0.0), ui_one);"
    233 		<< "	s.b = ${COORDS}.yzw;"
    234 		<< "	${DST} = vec4(s.a, s.b.x, s.b.y, s.c);"
    235 		<< "	${ASSIGN_POS}"
    236 		<< "}",
    237 		{
    238 			c.color.xyz() = c.coords.swizzle(0,1,2);
    239 		});
    240 
    241 	LOCAL_STRUCT_CASE(nested, "Nested struct", 0,
    242 		LineStream()
    243 		<< "${DECLARATIONS}"
    244 		<< "uniform int ui_zero;"
    245 		<< "uniform int ui_one;"
    246 		<< ""
    247 		<< "struct T {"
    248 		<< "	int				a;"
    249 		<< "	mediump vec2	b;"
    250 		<< "};"
    251 		<< "struct S {"
    252 		<< "	mediump float	a;"
    253 		<< "	T				b;"
    254 		<< "	int				c;"
    255 		<< "};"
    256 		<< ""
    257 		<< "void main (void)"
    258 		<< "{"
    259 		<< "	S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);"
    260 		<< "	s.b = T(ui_zero, ${COORDS}.yz);"
    261 		<< "	${DST} = vec4(s.a, s.b.b, s.b.a + s.c);"
    262 		<< "	${ASSIGN_POS}"
    263 		<< "}",
    264 		{
    265 			c.color.xyz() = c.coords.swizzle(0,1,2);
    266 		});
    267 
    268 	LOCAL_STRUCT_CASE(array_member, "Struct with array member", 0,
    269 		LineStream()
    270 		<< "${DECLARATIONS}"
    271 		<< "uniform int ui_one;"
    272 		<< ""
    273 		<< "struct S {"
    274 		<< "	mediump float	a;"
    275 		<< "	mediump float	b[3];"
    276 		<< "	int				c;"
    277 		<< "};"
    278 		<< ""
    279 		<< "void main (void)"
    280 		<< "{"
    281 		<< "	S s;"
    282 		<< "	s.a = ${COORDS}.w;"
    283 		<< "	s.c = ui_one;"
    284 		<< "	s.b[0] = ${COORDS}.z;"
    285 		<< "	s.b[1] = ${COORDS}.y;"
    286 		<< "	s.b[2] = ${COORDS}.x;"
    287 		<< "	${DST} = vec4(s.a, s.b[0], s.b[1], s.c);"
    288 		<< "	${ASSIGN_POS}"
    289 		<< "}",
    290 		{
    291 			c.color.xyz() = c.coords.swizzle(3,2,1);
    292 		});
    293 
    294 	LOCAL_STRUCT_CASE(array_member_dynamic_index, "Struct with array member, dynamic indexing", FLAG_REQUIRES_DYNAMIC_INDEXING,
    295 		LineStream()
    296 		<< "${DECLARATIONS}"
    297 		<< "uniform int ui_zero;"
    298 		<< "uniform int ui_one;"
    299 		<< "uniform int ui_two;"
    300 		<< ""
    301 		<< "struct S {"
    302 		<< "	mediump float	a;"
    303 		<< "	mediump float	b[3];"
    304 		<< "	int				c;"
    305 		<< "};"
    306 		<< ""
    307 		<< "void main (void)"
    308 		<< "{"
    309 		<< "	S s;"
    310 		<< "	s.a = ${COORDS}.w;"
    311 		<< "	s.c = ui_one;"
    312 		<< "	s.b[0] = ${COORDS}.z;"
    313 		<< "	s.b[1] = ${COORDS}.y;"
    314 		<< "	s.b[2] = ${COORDS}.x;"
    315 		<< "	${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);"
    316 		<< "	${ASSIGN_POS}"
    317 		<< "}",
    318 		{
    319 			c.color.xyz() = c.coords.swizzle(1,2,0);
    320 		});
    321 
    322 	LOCAL_STRUCT_CASE(struct_array, "Struct array", 0,
    323 		LineStream()
    324 		<< "${DECLARATIONS}"
    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[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);"
    342 		<< "	${ASSIGN_POS}"
    343 		<< "}",
    344 		{
    345 			c.color.xyz() = c.coords.swizzle(2,1,0);
    346 		});
    347 
    348 	LOCAL_STRUCT_CASE(struct_array_dynamic_index, "Struct array with dynamic indexing", FLAG_REQUIRES_DYNAMIC_INDEXING,
    349 		LineStream()
    350 		<< "${DECLARATIONS}"
    351 		<< "uniform int ui_zero;"
    352 		<< "uniform int ui_one;"
    353 		<< "uniform int ui_two;"
    354 		<< ""
    355 		<< "struct S {"
    356 		<< "	mediump float	a;"
    357 		<< "	mediump int		b;"
    358 		<< "};"
    359 		<< ""
    360 		<< "void main (void)"
    361 		<< "{"
    362 		<< "	S s[3];"
    363 		<< "	s[0] = S(${COORDS}.x, ui_zero);"
    364 		<< "	s[1].a = ${COORDS}.y;"
    365 		<< "	s[1].b = ui_one;"
    366 		<< "	s[2] = S(${COORDS}.z, ui_two);"
    367 		<< "	${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);"
    368 		<< "	${ASSIGN_POS}"
    369 		<< "}",
    370 		{
    371 			c.color.xyz() = c.coords.swizzle(2,1,0);
    372 		});
    373 
    374 	LOCAL_STRUCT_CASE(nested_struct_array, "Nested struct array", 0,
    375 		LineStream()
    376 		<< "${DECLARATIONS}"
    377 		<< "uniform int ui_zero;"
    378 		<< "uniform int ui_one;"
    379 		<< "uniform int ui_two;"
    380 		<< "uniform mediump float uf_two;"
    381 		<< "uniform mediump float uf_three;"
    382 		<< "uniform mediump float uf_four;"
    383 		<< "uniform mediump float uf_half;"
    384 		<< "uniform mediump float uf_third;"
    385 		<< "uniform mediump float uf_fourth;"
    386 		<< ""
    387 		<< "struct T {"
    388 		<< "	mediump float	a;"
    389 		<< "	mediump vec2	b[2];"
    390 		<< "};"
    391 		<< "struct S {"
    392 		<< "	mediump float	a;"
    393 		<< "	T				b[3];"
    394 		<< "	int				c;"
    395 		<< "};"
    396 		<< ""
    397 		<< "void main (void)"
    398 		<< "{"
    399 		<< "	S s[2];"
    400 		<< ""
    401 		<< "	// S[0]"
    402 		<< "	s[0].a         = ${COORDS}.x;"
    403 		<< "	s[0].b[0].a    = uf_half;"
    404 		<< "	s[0].b[0].b[0] = ${COORDS}.xy;"
    405 		<< "	s[0].b[0].b[1] = ${COORDS}.zw;"
    406 		<< "	s[0].b[1].a    = uf_third;"
    407 		<< "	s[0].b[1].b[0] = ${COORDS}.zw;"
    408 		<< "	s[0].b[1].b[1] = ${COORDS}.xy;"
    409 		<< "	s[0].b[2].a    = uf_fourth;"
    410 		<< "	s[0].b[2].b[0] = ${COORDS}.xz;"
    411 		<< "	s[0].b[2].b[1] = ${COORDS}.yw;"
    412 		<< "	s[0].c         = ui_zero;"
    413 		<< ""
    414 		<< "	// S[1]"
    415 		<< "	s[1].a         = ${COORDS}.w;"
    416 		<< "	s[1].b[0].a    = uf_two;"
    417 		<< "	s[1].b[0].b[0] = ${COORDS}.xx;"
    418 		<< "	s[1].b[0].b[1] = ${COORDS}.yy;"
    419 		<< "	s[1].b[1].a    = uf_three;"
    420 		<< "	s[1].b[1].b[0] = ${COORDS}.zz;"
    421 		<< "	s[1].b[1].b[1] = ${COORDS}.ww;"
    422 		<< "	s[1].b[2].a    = uf_four;"
    423 		<< "	s[1].b[2].b[0] = ${COORDS}.yx;"
    424 		<< "	s[1].b[2].b[1] = ${COORDS}.wz;"
    425 		<< "	s[1].c         = ui_one;"
    426 		<< ""
    427 		<< "	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"
    428 		<< "	mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4"
    429 		<< "	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"
    430 		<< "	mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0"
    431 		<< "	${DST} = vec4(r, g, b, a);"
    432 		<< "	${ASSIGN_POS}"
    433 		<< "}",
    434 		{
    435 			c.color.xyz() = c.coords.swizzle(2,0,3);
    436 		});
    437 
    438 	LOCAL_STRUCT_CASE(nested_struct_array_dynamic_index, "Nested struct array with dynamic indexing", FLAG_REQUIRES_DYNAMIC_INDEXING,
    439 		LineStream()
    440 		<< "${DECLARATIONS}"
    441 		<< "uniform int ui_zero;"
    442 		<< "uniform int ui_one;"
    443 		<< "uniform int ui_two;"
    444 		<< "uniform mediump float uf_two;"
    445 		<< "uniform mediump float uf_three;"
    446 		<< "uniform mediump float uf_four;"
    447 		<< "uniform mediump float uf_half;"
    448 		<< "uniform mediump float uf_third;"
    449 		<< "uniform mediump float uf_fourth;"
    450 		<< ""
    451 		<< "struct T {"
    452 		<< "	mediump float	a;"
    453 		<< "	mediump vec2	b[2];"
    454 		<< "};"
    455 		<< "struct S {"
    456 		<< "	mediump float	a;"
    457 		<< "	T				b[3];"
    458 		<< "	int				c;"
    459 		<< "};"
    460 		<< ""
    461 		<< "void main (void)"
    462 		<< "{"
    463 		<< "	S s[2];"
    464 		<< ""
    465 		<< "	// S[0]"
    466 		<< "	s[0].a         = ${COORDS}.x;"
    467 		<< "	s[0].b[0].a    = uf_half;"
    468 		<< "	s[0].b[0].b[0] = ${COORDS}.xy;"
    469 		<< "	s[0].b[0].b[1] = ${COORDS}.zw;"
    470 		<< "	s[0].b[1].a    = uf_third;"
    471 		<< "	s[0].b[1].b[0] = ${COORDS}.zw;"
    472 		<< "	s[0].b[1].b[1] = ${COORDS}.xy;"
    473 		<< "	s[0].b[2].a    = uf_fourth;"
    474 		<< "	s[0].b[2].b[0] = ${COORDS}.xz;"
    475 		<< "	s[0].b[2].b[1] = ${COORDS}.yw;"
    476 		<< "	s[0].c         = ui_zero;"
    477 		<< ""
    478 		<< "	// S[1]"
    479 		<< "	s[1].a         = ${COORDS}.w;"
    480 		<< "	s[1].b[0].a    = uf_two;"
    481 		<< "	s[1].b[0].b[0] = ${COORDS}.xx;"
    482 		<< "	s[1].b[0].b[1] = ${COORDS}.yy;"
    483 		<< "	s[1].b[1].a    = uf_three;"
    484 		<< "	s[1].b[1].b[0] = ${COORDS}.zz;"
    485 		<< "	s[1].b[1].b[1] = ${COORDS}.ww;"
    486 		<< "	s[1].b[2].a    = uf_four;"
    487 		<< "	s[1].b[2].b[0] = ${COORDS}.yx;"
    488 		<< "	s[1].b[2].b[1] = ${COORDS}.wz;"
    489 		<< "	s[1].c         = ui_one;"
    490 		<< ""
    491 		<< "	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"
    492 		<< "	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"
    493 		<< "	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"
    494 		<< "	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"
    495 		<< "	${DST} = vec4(r, g, b, a);"
    496 		<< "	${ASSIGN_POS}"
    497 		<< "}",
    498 		{
    499 			c.color.xyz() = c.coords.swizzle(2,0,3);
    500 		});
    501 
    502 	LOCAL_STRUCT_CASE(parameter, "Struct as a function parameter", 0,
    503 		LineStream()
    504 		<< "${DECLARATIONS}"
    505 		<< "uniform int ui_one;"
    506 		<< ""
    507 		<< "struct S {"
    508 		<< "	mediump float	a;"
    509 		<< "	mediump vec3	b;"
    510 		<< "	int				c;"
    511 		<< "};"
    512 		<< ""
    513 		<< "mediump vec4 myFunc (S s)"
    514 		<< "{"
    515 		<< "	return vec4(s.a, s.b.x, s.b.y, s.c);"
    516 		<< "}"
    517 		<< ""
    518 		<< "void main (void)"
    519 		<< "{"
    520 		<< "	S s = S(${COORDS}.x, vec3(0.0), ui_one);"
    521 		<< "	s.b = ${COORDS}.yzw;"
    522 		<< "	${DST} = myFunc(s);"
    523 		<< "	${ASSIGN_POS}"
    524 		<< "}",
    525 		{
    526 			c.color.xyz() = c.coords.swizzle(0,1,2);
    527 		});
    528 
    529 	LOCAL_STRUCT_CASE(parameter_nested, "Nested struct as a function parameter", 0,
    530 		LineStream()
    531 		<< "${DECLARATIONS}"
    532 		<< "uniform int ui_zero;"
    533 		<< "uniform int ui_one;"
    534 		<< ""
    535 		<< "struct T {"
    536 		<< "	int				a;"
    537 		<< "	mediump vec2	b;"
    538 		<< "};"
    539 		<< "struct S {"
    540 		<< "	mediump float	a;"
    541 		<< "	T				b;"
    542 		<< "	int				c;"
    543 		<< "};"
    544 		<< ""
    545 		<< "mediump vec4 myFunc (S s)"
    546 		<< "{"
    547 		<< "	return vec4(s.a, s.b.b, s.b.a + s.c);"
    548 		<< "}"
    549 		<< ""
    550 		<< "void main (void)"
    551 		<< "{"
    552 		<< "	S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);"
    553 		<< "	s.b = T(ui_zero, ${COORDS}.yz);"
    554 		<< "	${DST} = myFunc(s);"
    555 		<< "	${ASSIGN_POS}"
    556 		<< "}",
    557 		{
    558 			c.color.xyz() = c.coords.swizzle(0,1,2);
    559 		});
    560 
    561 	LOCAL_STRUCT_CASE(return, "Struct as a return value", 0,
    562 		LineStream()
    563 		<< "${DECLARATIONS}"
    564 		<< "uniform int ui_one;"
    565 		<< ""
    566 		<< "struct S {"
    567 		<< "	mediump float	a;"
    568 		<< "	mediump vec3	b;"
    569 		<< "	int				c;"
    570 		<< "};"
    571 		<< ""
    572 		<< "S myFunc (void)"
    573 		<< "{"
    574 		<< "	S s = S(${COORDS}.x, vec3(0.0), ui_one);"
    575 		<< "	s.b = ${COORDS}.yzw;"
    576 		<< "	return s;"
    577 		<< "}"
    578 		<< ""
    579 		<< "void main (void)"
    580 		<< "{"
    581 		<< "	S s = myFunc();"
    582 		<< "	${DST} = vec4(s.a, s.b.x, s.b.y, s.c);"
    583 		<< "	${ASSIGN_POS}"
    584 		<< "}",
    585 		{
    586 			c.color.xyz() = c.coords.swizzle(0,1,2);
    587 		});
    588 
    589 	LOCAL_STRUCT_CASE(return_nested, "Nested struct", 0,
    590 		LineStream()
    591 		<< "${DECLARATIONS}"
    592 		<< "uniform int ui_zero;"
    593 		<< "uniform int ui_one;"
    594 		<< ""
    595 		<< "struct T {"
    596 		<< "	int				a;"
    597 		<< "	mediump vec2	b;"
    598 		<< "};"
    599 		<< "struct S {"
    600 		<< "	mediump float	a;"
    601 		<< "	T				b;"
    602 		<< "	int				c;"
    603 		<< "};"
    604 		<< ""
    605 		<< "S myFunc (void)"
    606 		<< "{"
    607 		<< "	S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);"
    608 		<< "	s.b = T(ui_zero, ${COORDS}.yz);"
    609 		<< "	return s;"
    610 		<< "}"
    611 		<< ""
    612 		<< "void main (void)"
    613 		<< "{"
    614 		<< "	S s = myFunc();"
    615 		<< "	${DST} = vec4(s.a, s.b.b, s.b.a + s.c);"
    616 		<< "	${ASSIGN_POS}"
    617 		<< "}",
    618 		{
    619 			c.color.xyz() = c.coords.swizzle(0,1,2);
    620 		});
    621 
    622 	LOCAL_STRUCT_CASE(conditional_assignment, "Conditional struct assignment", 0,
    623 		LineStream()
    624 		<< "${DECLARATIONS}"
    625 		<< "uniform int ui_zero;"
    626 		<< "uniform int ui_one;"
    627 		<< "uniform mediump float uf_one;"
    628 		<< ""
    629 		<< "struct S {"
    630 		<< "	mediump float	a;"
    631 		<< "	mediump vec3	b;"
    632 		<< "	int				c;"
    633 		<< "};"
    634 		<< ""
    635 		<< "void main (void)"
    636 		<< "{"
    637 		<< "	S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);"
    638 		<< "	if (uf_one > 0.0)"
    639 		<< "		s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);"
    640 		<< "	${DST} = vec4(s.a, s.b.xy, s.c);"
    641 		<< "	${ASSIGN_POS}"
    642 		<< "}",
    643 		{
    644 			c.color.xyz() = c.coords.swizzle(3,2,1);
    645 		});
    646 
    647 	LOCAL_STRUCT_CASE(loop_assignment, "Struct assignment in loop", 0,
    648 		LineStream()
    649 		<< "${DECLARATIONS}"
    650 		<< "uniform int ui_zero;"
    651 		<< "uniform int ui_one;"
    652 		<< ""
    653 		<< "struct S {"
    654 		<< "	mediump float	a;"
    655 		<< "	mediump vec3	b;"
    656 		<< "	int				c;"
    657 		<< "};"
    658 		<< ""
    659 		<< "void main (void)"
    660 		<< "{"
    661 		<< "	S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);"
    662 		<< "	for (int i = 0; i < 3; i++)"
    663 		<< "	{"
    664 		<< "		if (i == 1)"
    665 		<< "			s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);"
    666 		<< "	}"
    667 		<< "	${DST} = vec4(s.a, s.b.xy, s.c);"
    668 		<< "	${ASSIGN_POS}"
    669 		<< "}",
    670 		{
    671 			c.color.xyz() = c.coords.swizzle(3,2,1);
    672 		});
    673 
    674 	LOCAL_STRUCT_CASE(dynamic_loop_assignment, "Struct assignment in loop", FLAG_REQUIRES_DYNAMIC_INDEXING,
    675 		LineStream()
    676 		<< "${DECLARATIONS}"
    677 		<< "uniform int ui_zero;"
    678 		<< "uniform int ui_one;"
    679 		<< "uniform int ui_three;"
    680 		<< ""
    681 		<< "struct S {"
    682 		<< "	mediump float	a;"
    683 		<< "	mediump vec3	b;"
    684 		<< "	int				c;"
    685 		<< "};"
    686 		<< ""
    687 		<< "void main (void)"
    688 		<< "{"
    689 		<< "	S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);"
    690 		<< "	for (int i = 0; i < ui_three; i++)"
    691 		<< "	{"
    692 		<< "		if (i == ui_one)"
    693 		<< "			s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);"
    694 		<< "	}"
    695 		<< "	${DST} = vec4(s.a, s.b.xy, s.c);"
    696 		<< "	${ASSIGN_POS}"
    697 		<< "}",
    698 		{
    699 			c.color.xyz() = c.coords.swizzle(3,2,1);
    700 		});
    701 
    702 	LOCAL_STRUCT_CASE(nested_conditional_assignment, "Conditional assignment of nested struct", 0,
    703 		LineStream()
    704 		<< "${DECLARATIONS}"
    705 		<< "uniform int ui_zero;"
    706 		<< "uniform int ui_one;"
    707 		<< "uniform mediump float uf_one;"
    708 		<< ""
    709 		<< "struct T {"
    710 		<< "	int				a;"
    711 		<< "	mediump vec2	b;"
    712 		<< "};"
    713 		<< "struct S {"
    714 		<< "	mediump float	a;"
    715 		<< "	T				b;"
    716 		<< "	int				c;"
    717 		<< "};"
    718 		<< ""
    719 		<< "void main (void)"
    720 		<< "{"
    721 		<< "	S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);"
    722 		<< "	if (uf_one > 0.0)"
    723 		<< "		s.b = T(ui_zero, ${COORDS}.zw);"
    724 		<< "	${DST} = vec4(s.a, s.b.b, s.c - s.b.a);"
    725 		<< "	${ASSIGN_POS}"
    726 		<< "}",
    727 		{
    728 			c.color.xyz() = c.coords.swizzle(0,2,3);
    729 		});
    730 
    731 	LOCAL_STRUCT_CASE(nested_loop_assignment, "Nested struct assignment in loop", 0,
    732 		LineStream()
    733 		<< "${DECLARATIONS}"
    734 		<< "uniform int ui_zero;"
    735 		<< "uniform int ui_one;"
    736 		<< "uniform mediump float uf_one;"
    737 		<< ""
    738 		<< "struct T {"
    739 		<< "	int				a;"
    740 		<< "	mediump vec2	b;"
    741 		<< "};"
    742 		<< "struct S {"
    743 		<< "	mediump float	a;"
    744 		<< "	T				b;"
    745 		<< "	int				c;"
    746 		<< "};"
    747 		<< ""
    748 		<< "void main (void)"
    749 		<< "{"
    750 		<< "	S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);"
    751 		<< "	for (int i = 0; i < 3; i++)"
    752 		<< "	{"
    753 		<< "		if (i == 1)"
    754 		<< "			s.b = T(ui_zero, ${COORDS}.zw);"
    755 		<< "	}"
    756 		<< "	${DST} = vec4(s.a, s.b.b, s.c - s.b.a);"
    757 		<< "	${ASSIGN_POS}"
    758 		<< "}",
    759 		{
    760 			c.color.xyz() = c.coords.swizzle(0,2,3);
    761 		});
    762 
    763 	LOCAL_STRUCT_CASE(nested_dynamic_loop_assignment, "Nested struct assignment in dynamic loop", FLAG_REQUIRES_DYNAMIC_INDEXING,
    764 		LineStream()
    765 		<< "${DECLARATIONS}"
    766 		<< "uniform int ui_zero;"
    767 		<< "uniform int ui_one;"
    768 		<< "uniform int ui_three;"
    769 		<< "uniform mediump float uf_one;"
    770 		<< ""
    771 		<< "struct T {"
    772 		<< "	int				a;"
    773 		<< "	mediump vec2	b;"
    774 		<< "};"
    775 		<< "struct S {"
    776 		<< "	mediump float	a;"
    777 		<< "	T				b;"
    778 		<< "	int				c;"
    779 		<< "};"
    780 		<< ""
    781 		<< "void main (void)"
    782 		<< "{"
    783 		<< "	S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);"
    784 		<< "	for (int i = 0; i < ui_three; i++)"
    785 		<< "	{"
    786 		<< "		if (i == ui_one)"
    787 		<< "			s.b = T(ui_zero, ${COORDS}.zw);"
    788 		<< "	}"
    789 		<< "	${DST} = vec4(s.a, s.b.b, s.c - s.b.a);"
    790 		<< "	${ASSIGN_POS}"
    791 		<< "}",
    792 		{
    793 			c.color.xyz() = c.coords.swizzle(0,2,3);
    794 		});
    795 
    796 	LOCAL_STRUCT_CASE(loop_struct_array, "Struct array usage in loop", 0,
    797 		LineStream()
    798 		<< "${DECLARATIONS}"
    799 		<< "uniform int ui_zero;"
    800 		<< "uniform int ui_one;"
    801 		<< "uniform int ui_two;"
    802 		<< ""
    803 		<< "struct S {"
    804 		<< "	mediump float	a;"
    805 		<< "	mediump int		b;"
    806 		<< "};"
    807 		<< ""
    808 		<< "void main (void)"
    809 		<< "{"
    810 		<< "	S s[3];"
    811 		<< "	s[0] = S(${COORDS}.x, ui_zero);"
    812 		<< "	s[1].a = ${COORDS}.y;"
    813 		<< "	s[1].b = -ui_one;"
    814 		<< "	s[2] = S(${COORDS}.z, ui_two);"
    815 		<< ""
    816 		<< "	mediump float rgb[3];"
    817 		<< "	int alpha = 0;"
    818 		<< "	for (int i = 0; i < 3; i++)"
    819 		<< "	{"
    820 		<< "		rgb[i] = s[2-i].a;"
    821 		<< "		alpha += s[i].b;"
    822 		<< "	}"
    823 		<< "	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);"
    824 		<< "	${ASSIGN_POS}"
    825 		<< "}",
    826 		{
    827 			c.color.xyz() = c.coords.swizzle(2,1,0);
    828 		});
    829 
    830 	LOCAL_STRUCT_CASE(loop_nested_struct_array, "Nested struct array usage in loop", 0,
    831 		LineStream()
    832 		<< "${DECLARATIONS}"
    833 		<< "uniform int ui_zero;"
    834 		<< "uniform int ui_one;"
    835 		<< "uniform int ui_two;"
    836 		<< "uniform mediump float uf_two;"
    837 		<< "uniform mediump float uf_three;"
    838 		<< "uniform mediump float uf_four;"
    839 		<< "uniform mediump float uf_half;"
    840 		<< "uniform mediump float uf_third;"
    841 		<< "uniform mediump float uf_fourth;"
    842 		<< "uniform mediump float uf_sixth;"
    843 		<< ""
    844 		<< "struct T {"
    845 		<< "	mediump float	a;"
    846 		<< "	mediump vec2	b[2];"
    847 		<< "};"
    848 		<< "struct S {"
    849 		<< "	mediump float	a;"
    850 		<< "	T				b[3];"
    851 		<< "	int				c;"
    852 		<< "};"
    853 		<< ""
    854 		<< "void main (void)"
    855 		<< "{"
    856 		<< "	S s[2];"
    857 		<< ""
    858 		<< "	// S[0]"
    859 		<< "	s[0].a         = ${COORDS}.x;"
    860 		<< "	s[0].b[0].a    = uf_half;"
    861 		<< "	s[0].b[0].b[0] = ${COORDS}.yx;"
    862 		<< "	s[0].b[0].b[1] = ${COORDS}.zx;"
    863 		<< "	s[0].b[1].a    = uf_third;"
    864 		<< "	s[0].b[1].b[0] = ${COORDS}.yy;"
    865 		<< "	s[0].b[1].b[1] = ${COORDS}.wy;"
    866 		<< "	s[0].b[2].a    = uf_fourth;"
    867 		<< "	s[0].b[2].b[0] = ${COORDS}.zx;"
    868 		<< "	s[0].b[2].b[1] = ${COORDS}.zy;"
    869 		<< "	s[0].c         = ui_zero;"
    870 		<< ""
    871 		<< "	// S[1]"
    872 		<< "	s[1].a         = ${COORDS}.w;"
    873 		<< "	s[1].b[0].a    = uf_two;"
    874 		<< "	s[1].b[0].b[0] = ${COORDS}.zx;"
    875 		<< "	s[1].b[0].b[1] = ${COORDS}.zy;"
    876 		<< "	s[1].b[1].a    = uf_three;"
    877 		<< "	s[1].b[1].b[0] = ${COORDS}.zz;"
    878 		<< "	s[1].b[1].b[1] = ${COORDS}.ww;"
    879 		<< "	s[1].b[2].a    = uf_four;"
    880 		<< "	s[1].b[2].b[0] = ${COORDS}.yx;"
    881 		<< "	s[1].b[2].b[1] = ${COORDS}.wz;"
    882 		<< "	s[1].c         = ui_one;"
    883 		<< ""
    884 		<< "	mediump float r = 0.0; // (x*3 + y*3) / 6.0"
    885 		<< "	mediump float g = 0.0; // (y*3 + z*3) / 6.0"
    886 		<< "	mediump float b = 0.0; // (z*3 + w*3) / 6.0"
    887 		<< "	mediump float a = 1.0;"
    888 		<< "	for (int i = 0; i < 2; i++)"
    889 		<< "	{"
    890 		<< "		for (int j = 0; j < 3; j++)"
    891 		<< "		{"
    892 		<< "			r += s[0].b[j].b[i].y;"
    893 		<< "			g += s[i].b[j].b[0].x;"
    894 		<< "			b += s[i].b[j].b[1].x;"
    895 		<< "			a *= s[i].b[j].a;"
    896 		<< "		}"
    897 		<< "	}"
    898 		<< "	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);"
    899 		<< "	${ASSIGN_POS}"
    900 		<< "}",
    901 		{
    902 			c.color.xyz() = (c.coords.swizzle(0,1,2) + c.coords.swizzle(1,2,3)) * 0.5f;
    903 		});
    904 
    905 	LOCAL_STRUCT_CASE(dynamic_loop_struct_array, "Struct array usage in dynamic loop", FLAG_REQUIRES_DYNAMIC_INDEXING|FLAG_REQUIRES_DYNAMIC_LOOPS,
    906 		LineStream()
    907 		<< "${DECLARATIONS}"
    908 		<< "uniform int ui_zero;"
    909 		<< "uniform int ui_one;"
    910 		<< "uniform int ui_two;"
    911 		<< "uniform int ui_three;"
    912 		<< ""
    913 		<< "struct S {"
    914 		<< "	mediump float	a;"
    915 		<< "	mediump int		b;"
    916 		<< "};"
    917 		<< ""
    918 		<< "void main (void)"
    919 		<< "{"
    920 		<< "	S s[3];"
    921 		<< "	s[0] = S(${COORDS}.x, ui_zero);"
    922 		<< "	s[1].a = ${COORDS}.y;"
    923 		<< "	s[1].b = -ui_one;"
    924 		<< "	s[2] = S(${COORDS}.z, ui_two);"
    925 		<< ""
    926 		<< "	mediump float rgb[3];"
    927 		<< "	int alpha = 0;"
    928 		<< "	for (int i = 0; i < ui_three; i++)"
    929 		<< "	{"
    930 		<< "		rgb[i] = s[2-i].a;"
    931 		<< "		alpha += s[i].b;"
    932 		<< "	}"
    933 		<< "	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);"
    934 		<< "	${ASSIGN_POS}"
    935 		<< "}",
    936 		{
    937 			c.color.xyz() = c.coords.swizzle(2,1,0);
    938 		});
    939 
    940 	LOCAL_STRUCT_CASE(dynamic_loop_nested_struct_array, "Nested struct array usage in dynamic loop", FLAG_REQUIRES_DYNAMIC_INDEXING|FLAG_REQUIRES_DYNAMIC_LOOPS,
    941 		LineStream()
    942 		<< "${DECLARATIONS}"
    943 		<< "uniform int ui_zero;"
    944 		<< "uniform int ui_one;"
    945 		<< "uniform int ui_two;"
    946 		<< "uniform int ui_three;"
    947 		<< "uniform mediump float uf_two;"
    948 		<< "uniform mediump float uf_three;"
    949 		<< "uniform mediump float uf_four;"
    950 		<< "uniform mediump float uf_half;"
    951 		<< "uniform mediump float uf_third;"
    952 		<< "uniform mediump float uf_fourth;"
    953 		<< "uniform mediump float uf_sixth;"
    954 		<< ""
    955 		<< "struct T {"
    956 		<< "	mediump float	a;"
    957 		<< "	mediump vec2	b[2];"
    958 		<< "};"
    959 		<< "struct S {"
    960 		<< "	mediump float	a;"
    961 		<< "	T				b[3];"
    962 		<< "	int				c;"
    963 		<< "};"
    964 		<< ""
    965 		<< "void main (void)"
    966 		<< "{"
    967 		<< "	S s[2];"
    968 		<< ""
    969 		<< "	// S[0]"
    970 		<< "	s[0].a         = ${COORDS}.x;"
    971 		<< "	s[0].b[0].a    = uf_half;"
    972 		<< "	s[0].b[0].b[0] = ${COORDS}.yx;"
    973 		<< "	s[0].b[0].b[1] = ${COORDS}.zx;"
    974 		<< "	s[0].b[1].a    = uf_third;"
    975 		<< "	s[0].b[1].b[0] = ${COORDS}.yy;"
    976 		<< "	s[0].b[1].b[1] = ${COORDS}.wy;"
    977 		<< "	s[0].b[2].a    = uf_fourth;"
    978 		<< "	s[0].b[2].b[0] = ${COORDS}.zx;"
    979 		<< "	s[0].b[2].b[1] = ${COORDS}.zy;"
    980 		<< "	s[0].c         = ui_zero;"
    981 		<< ""
    982 		<< "	// S[1]"
    983 		<< "	s[1].a         = ${COORDS}.w;"
    984 		<< "	s[1].b[0].a    = uf_two;"
    985 		<< "	s[1].b[0].b[0] = ${COORDS}.zx;"
    986 		<< "	s[1].b[0].b[1] = ${COORDS}.zy;"
    987 		<< "	s[1].b[1].a    = uf_three;"
    988 		<< "	s[1].b[1].b[0] = ${COORDS}.zz;"
    989 		<< "	s[1].b[1].b[1] = ${COORDS}.ww;"
    990 		<< "	s[1].b[2].a    = uf_four;"
    991 		<< "	s[1].b[2].b[0] = ${COORDS}.yx;"
    992 		<< "	s[1].b[2].b[1] = ${COORDS}.wz;"
    993 		<< "	s[1].c         = ui_one;"
    994 		<< ""
    995 		<< "	mediump float r = 0.0; // (x*3 + y*3) / 6.0"
    996 		<< "	mediump float g = 0.0; // (y*3 + z*3) / 6.0"
    997 		<< "	mediump float b = 0.0; // (z*3 + w*3) / 6.0"
    998 		<< "	mediump float a = 1.0;"
    999 		<< "	for (int i = 0; i < ui_two; i++)"
   1000 		<< "	{"
   1001 		<< "		for (int j = 0; j < ui_three; j++)"
   1002 		<< "		{"
   1003 		<< "			r += s[0].b[j].b[i].y;"
   1004 		<< "			g += s[i].b[j].b[0].x;"
   1005 		<< "			b += s[i].b[j].b[1].x;"
   1006 		<< "			a *= s[i].b[j].a;"
   1007 		<< "		}"
   1008 		<< "	}"
   1009 		<< "	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);"
   1010 		<< "	${ASSIGN_POS}"
   1011 		<< "}",
   1012 		{
   1013 			c.color.xyz() = (c.coords.swizzle(0,1,2) + c.coords.swizzle(1,2,3)) * 0.5f;
   1014 		});
   1015 
   1016 	LOCAL_STRUCT_CASE(basic_equal, "Basic struct equality", 0,
   1017 		LineStream()
   1018 		<< "${DECLARATIONS}"
   1019 		<< "uniform int ui_one;"
   1020 		<< "uniform int ui_two;"
   1021 		<< ""
   1022 		<< "struct S {"
   1023 		<< "	mediump float	a;"
   1024 		<< "	mediump vec3	b;"
   1025 		<< "	int				c;"
   1026 		<< "};"
   1027 		<< ""
   1028 		<< "void main (void)"
   1029 		<< "{"
   1030 		<< "	S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);"
   1031 		<< "	S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);"
   1032 		<< "	S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);"
   1033 		<< "	S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);"
   1034 		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
   1035 		<< "	if (a == b) ${DST}.x = 1.0;"
   1036 		<< "	if (a == c) ${DST}.y = 1.0;"
   1037 		<< "	if (a == d) ${DST}.z = 1.0;"
   1038 		<< "	${ASSIGN_POS}"
   1039 		<< "}",
   1040 		{
   1041 			if (deFloatFloor(c.coords[0]) == deFloatFloor(c.coords[0]+0.5f))
   1042 				c.color.x() = 1.0f;
   1043 			if (deFloatFloor(c.coords[1]) == deFloatFloor(c.coords[1]+0.5f))
   1044 				c.color.y() = 1.0f;
   1045 		});
   1046 
   1047 	LOCAL_STRUCT_CASE(basic_not_equal, "Basic struct equality", 0,
   1048 		LineStream()
   1049 		<< "${DECLARATIONS}"
   1050 		<< "uniform int ui_one;"
   1051 		<< "uniform int ui_two;"
   1052 		<< ""
   1053 		<< "struct S {"
   1054 		<< "	mediump float	a;"
   1055 		<< "	mediump vec3	b;"
   1056 		<< "	int				c;"
   1057 		<< "};"
   1058 		<< ""
   1059 		<< "void main (void)"
   1060 		<< "{"
   1061 		<< "	S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);"
   1062 		<< "	S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);"
   1063 		<< "	S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);"
   1064 		<< "	S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);"
   1065 		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
   1066 		<< "	if (a != b) ${DST}.x = 1.0;"
   1067 		<< "	if (a != c) ${DST}.y = 1.0;"
   1068 		<< "	if (a != d) ${DST}.z = 1.0;"
   1069 		<< "	${ASSIGN_POS}"
   1070 		<< "}",
   1071 		{
   1072 			if (deFloatFloor(c.coords[0]) != deFloatFloor(c.coords[0]+0.5f))
   1073 				c.color.x() = 1.0f;
   1074 			if (deFloatFloor(c.coords[1]) != deFloatFloor(c.coords[1]+0.5f))
   1075 				c.color.y() = 1.0f;
   1076 			c.color.z() = 1.0f;
   1077 		});
   1078 
   1079 	LOCAL_STRUCT_CASE(nested_equal, "Nested struct struct equality", 0,
   1080 		LineStream()
   1081 		<< "${DECLARATIONS}"
   1082 		<< "uniform int ui_one;"
   1083 		<< "uniform int ui_two;"
   1084 		<< ""
   1085 		<< "struct T {"
   1086 		<< "	mediump vec3	a;"
   1087 		<< "	int				b;"
   1088 		<< "};"
   1089 		<< "struct S {"
   1090 		<< "	mediump float	a;"
   1091 		<< "	T				b;"
   1092 		<< "	int				c;"
   1093 		<< "};"
   1094 		<< ""
   1095 		<< "void main (void)"
   1096 		<< "{"
   1097 		<< "	S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);"
   1098 		<< "	S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);"
   1099 		<< "	S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);"
   1100 		<< "	S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);"
   1101 		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
   1102 		<< "	if (a == b) ${DST}.x = 1.0;"
   1103 		<< "	if (a == c) ${DST}.y = 1.0;"
   1104 		<< "	if (a == d) ${DST}.z = 1.0;"
   1105 		<< "	${ASSIGN_POS}"
   1106 		<< "}",
   1107 		{
   1108 			if (deFloatFloor(c.coords[0]) == deFloatFloor(c.coords[0]+0.5f))
   1109 				c.color.x() = 1.0f;
   1110 			if (deFloatFloor(c.coords[1]) == deFloatFloor(c.coords[1]+0.5f))
   1111 				c.color.y() = 1.0f;
   1112 		});
   1113 
   1114 	LOCAL_STRUCT_CASE(nested_not_equal, "Nested struct struct equality", 0,
   1115 		LineStream()
   1116 		<< "${DECLARATIONS}"
   1117 		<< "uniform int ui_one;"
   1118 		<< "uniform int ui_two;"
   1119 		<< ""
   1120 		<< "struct T {"
   1121 		<< "	mediump vec3	a;"
   1122 		<< "	int				b;"
   1123 		<< "};"
   1124 		<< "struct S {"
   1125 		<< "	mediump float	a;"
   1126 		<< "	T				b;"
   1127 		<< "	int				c;"
   1128 		<< "};"
   1129 		<< ""
   1130 		<< "void main (void)"
   1131 		<< "{"
   1132 		<< "	S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);"
   1133 		<< "	S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);"
   1134 		<< "	S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);"
   1135 		<< "	S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);"
   1136 		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
   1137 		<< "	if (a != b) ${DST}.x = 1.0;"
   1138 		<< "	if (a != c) ${DST}.y = 1.0;"
   1139 		<< "	if (a != d) ${DST}.z = 1.0;"
   1140 		<< "	${ASSIGN_POS}"
   1141 		<< "}",
   1142 		{
   1143 			if (deFloatFloor(c.coords[0]) != deFloatFloor(c.coords[0]+0.5f))
   1144 				c.color.x() = 1.0f;
   1145 			if (deFloatFloor(c.coords[1]) != deFloatFloor(c.coords[1]+0.5f))
   1146 				c.color.y() = 1.0f;
   1147 			c.color.z() = 1.0f;
   1148 		});
   1149 }
   1150 
   1151 class UniformStructTests : public TestCaseGroup
   1152 {
   1153 public:
   1154 	UniformStructTests (Context& context)
   1155 		: TestCaseGroup(context, "uniform", "Uniform structs")
   1156 	{
   1157 	}
   1158 
   1159 	~UniformStructTests (void)
   1160 	{
   1161 	}
   1162 
   1163 	virtual void init (void);
   1164 };
   1165 
   1166 namespace
   1167 {
   1168 
   1169 #define CHECK_SET_UNIFORM(NAME) GLU_EXPECT_NO_ERROR(gl.getError(), (string("Failed to set ") + NAME).c_str())
   1170 
   1171 #define MAKE_SET_VEC_UNIFORM(VECTYPE, SETUNIFORM)															\
   1172 void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, const tcu::VECTYPE& vec)	\
   1173 {																											\
   1174 	int loc = gl.getUniformLocation(programID, name);														\
   1175 	SETUNIFORM(loc, 1, vec.getPtr());																		\
   1176 	CHECK_SET_UNIFORM(name);																				\
   1177 }																											\
   1178 struct SetUniform##VECTYPE##Dummy_s { int unused; }
   1179 
   1180 #define MAKE_SET_VEC_UNIFORM_PTR(VECTYPE, SETUNIFORM)																		\
   1181 void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, const tcu::VECTYPE* vec, int arraySize)	\
   1182 {																															\
   1183 	int loc = gl.getUniformLocation(programID, name);																		\
   1184 	SETUNIFORM(loc, arraySize, vec->getPtr());																				\
   1185 	CHECK_SET_UNIFORM(name);																								\
   1186 }																															\
   1187 struct SetUniformPtr##VECTYPE##Dummy_s { int unused; }
   1188 
   1189 MAKE_SET_VEC_UNIFORM	(Vec2,	gl.uniform2fv);
   1190 MAKE_SET_VEC_UNIFORM	(Vec3,	gl.uniform3fv);
   1191 MAKE_SET_VEC_UNIFORM_PTR(Vec2,	gl.uniform2fv);
   1192 
   1193 void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, float value)
   1194 {
   1195 	int loc = gl.getUniformLocation(programID, name);
   1196 	gl.uniform1f(loc, value);
   1197 	CHECK_SET_UNIFORM(name);
   1198 }
   1199 
   1200 void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, int value)
   1201 {
   1202 	int loc = gl.getUniformLocation(programID, name);
   1203 	gl.uniform1i(loc, value);
   1204 	CHECK_SET_UNIFORM(name);
   1205 }
   1206 
   1207 void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, const float* value, int arraySize)
   1208 {
   1209 	int loc = gl.getUniformLocation(programID, name);
   1210 	gl.uniform1fv(loc, arraySize, value);
   1211 	CHECK_SET_UNIFORM(name);
   1212 }
   1213 
   1214 } // anonymous
   1215 
   1216 void UniformStructTests::init (void)
   1217 {
   1218 	#define UNIFORM_STRUCT_CASE(NAME, DESCRIPTION, FLAGS, SHADER_SRC, SET_UNIFORMS_BODY, EVAL_FUNC_BODY)																\
   1219 		do {																																							\
   1220 			struct SetUniforms_##NAME { static void setUniforms (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords) SET_UNIFORMS_BODY };		\
   1221 			struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY };																				\
   1222 			addChild(createStructCase(m_context, #NAME "_vertex", DESCRIPTION, true, FLAGS, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC));			\
   1223 			addChild(createStructCase(m_context, #NAME "_fragment", DESCRIPTION, false, FLAGS, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC));		\
   1224 		} while (deGetFalse())
   1225 
   1226 	UNIFORM_STRUCT_CASE(basic, "Basic struct usage", 0,
   1227 		LineStream()
   1228 		<< "${DECLARATIONS}"
   1229 		<< "uniform int ui_one;"
   1230 		<< ""
   1231 		<< "struct S {"
   1232 		<< "	mediump float	a;"
   1233 		<< "	mediump vec3	b;"
   1234 		<< "	int				c;"
   1235 		<< "};"
   1236 		<< "uniform S s;"
   1237 		<< ""
   1238 		<< "void main (void)"
   1239 		<< "{"
   1240 		<< "	${DST} = vec4(s.a, s.b.x, s.b.y, s.c);"
   1241 		<< "	${ASSIGN_POS}"
   1242 		<< "}",
   1243 		{
   1244 			setUniform(gl, programID, "s.a", constCoords.x());
   1245 			setUniform(gl, programID, "s.b", constCoords.swizzle(1, 2, 3));
   1246 			setUniform(gl, programID, "s.c", 1);
   1247 		},
   1248 		{
   1249 			c.color.xyz() = c.constCoords.swizzle(0,1,2);
   1250 		});
   1251 
   1252 	UNIFORM_STRUCT_CASE(nested, "Nested struct", 0,
   1253 		LineStream()
   1254 		<< "${DECLARATIONS}"
   1255 		<< "uniform int ui_zero;"
   1256 		<< "uniform int ui_one;"
   1257 		<< ""
   1258 		<< "struct T {"
   1259 		<< "	int				a;"
   1260 		<< "	mediump vec2	b;"
   1261 		<< "};"
   1262 		<< "struct S {"
   1263 		<< "	mediump float	a;"
   1264 		<< "	T				b;"
   1265 		<< "	int				c;"
   1266 		<< "};"
   1267 		<< "uniform S s;"
   1268 		<< ""
   1269 		<< "void main (void)"
   1270 		<< "{"
   1271 		<< "	${DST} = vec4(s.a, s.b.b, s.b.a + s.c);"
   1272 		<< "	${ASSIGN_POS}"
   1273 		<< "}",
   1274 		{
   1275 			setUniform(gl, programID, "s.a",	constCoords.x());
   1276 			setUniform(gl, programID, "s.b.a",	0);
   1277 			setUniform(gl, programID, "s.b.b",	constCoords.swizzle(1,2));
   1278 			setUniform(gl, programID, "s.c",	1);
   1279 		},
   1280 		{
   1281 			c.color.xyz() = c.constCoords.swizzle(0,1,2);
   1282 		});
   1283 
   1284 	UNIFORM_STRUCT_CASE(array_member, "Struct with array member", 0,
   1285 		LineStream()
   1286 		<< "${DECLARATIONS}"
   1287 		<< "uniform int ui_one;"
   1288 		<< ""
   1289 		<< "struct S {"
   1290 		<< "	mediump float	a;"
   1291 		<< "	mediump float	b[3];"
   1292 		<< "	int				c;"
   1293 		<< "};"
   1294 		<< "uniform S s;"
   1295 		<< ""
   1296 		<< "void main (void)"
   1297 		<< "{"
   1298 		<< "	${DST} = vec4(s.a, s.b[0], s.b[1], s.c);"
   1299 		<< "	${ASSIGN_POS}"
   1300 		<< "}",
   1301 		{
   1302 			setUniform(gl, programID, "s.a",	constCoords.w());
   1303 			setUniform(gl, programID, "s.c",	1);
   1304 
   1305 			float b[3];
   1306 			b[0] = constCoords.z();
   1307 			b[1] = constCoords.y();
   1308 			b[2] = constCoords.x();
   1309 			setUniform(gl, programID, "s.b", b, DE_LENGTH_OF_ARRAY(b));
   1310 		},
   1311 		{
   1312 			c.color.xyz() = c.constCoords.swizzle(3,2,1);
   1313 		});
   1314 
   1315 	UNIFORM_STRUCT_CASE(array_member_dynamic_index, "Struct with array member, dynamic indexing", FLAG_REQUIRES_DYNAMIC_INDEXING,
   1316 		LineStream()
   1317 		<< "${DECLARATIONS}"
   1318 		<< "uniform int ui_zero;"
   1319 		<< "uniform int ui_one;"
   1320 		<< "uniform int ui_two;"
   1321 		<< ""
   1322 		<< "struct S {"
   1323 		<< "	mediump float	a;"
   1324 		<< "	mediump float	b[3];"
   1325 		<< "	int				c;"
   1326 		<< "};"
   1327 		<< "uniform S s;"
   1328 		<< ""
   1329 		<< "void main (void)"
   1330 		<< "{"
   1331 		<< "	${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);"
   1332 		<< "	${ASSIGN_POS}"
   1333 		<< "}",
   1334 		{
   1335 			setUniform(gl, programID, "s.a",	constCoords.w());
   1336 			setUniform(gl, programID, "s.c",	1);
   1337 
   1338 			float b[3];
   1339 			b[0] = constCoords.z();
   1340 			b[1] = constCoords.y();
   1341 			b[2] = constCoords.x();
   1342 			setUniform(gl, programID, "s.b", b, DE_LENGTH_OF_ARRAY(b));
   1343 		},
   1344 		{
   1345 			c.color.xyz() = c.constCoords.swizzle(1,2,0);
   1346 		});
   1347 
   1348 	UNIFORM_STRUCT_CASE(struct_array, "Struct array", 0,
   1349 		LineStream()
   1350 		<< "${DECLARATIONS}"
   1351 		<< "uniform int ui_zero;"
   1352 		<< "uniform int ui_one;"
   1353 		<< "uniform int ui_two;"
   1354 		<< ""
   1355 		<< "struct S {"
   1356 		<< "	mediump float	a;"
   1357 		<< "	mediump int		b;"
   1358 		<< "};"
   1359 		<< "uniform S s[3];"
   1360 		<< ""
   1361 		<< "void main (void)"
   1362 		<< "{"
   1363 		<< "	${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);"
   1364 		<< "	${ASSIGN_POS}"
   1365 		<< "}",
   1366 		{
   1367 			setUniform(gl, programID, "s[0].a",	constCoords.x());
   1368 			setUniform(gl, programID, "s[0].b",	0);
   1369 			setUniform(gl, programID, "s[1].a",	constCoords.y());
   1370 			setUniform(gl, programID, "s[1].b",	1);
   1371 			setUniform(gl, programID, "s[2].a",	constCoords.z());
   1372 			setUniform(gl, programID, "s[2].b",	2);
   1373 		},
   1374 		{
   1375 			c.color.xyz() = c.constCoords.swizzle(2,1,0);
   1376 		});
   1377 
   1378 	UNIFORM_STRUCT_CASE(struct_array_dynamic_index, "Struct array with dynamic indexing", FLAG_REQUIRES_DYNAMIC_INDEXING,
   1379 		LineStream()
   1380 		<< "${DECLARATIONS}"
   1381 		<< "uniform int ui_zero;"
   1382 		<< "uniform int ui_one;"
   1383 		<< "uniform int ui_two;"
   1384 		<< ""
   1385 		<< "struct S {"
   1386 		<< "	mediump float	a;"
   1387 		<< "	mediump int		b;"
   1388 		<< "};"
   1389 		<< "uniform S s[3];"
   1390 		<< ""
   1391 		<< "void main (void)"
   1392 		<< "{"
   1393 		<< "	${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);"
   1394 		<< "	${ASSIGN_POS}"
   1395 		<< "}",
   1396 		{
   1397 			setUniform(gl, programID, "s[0].a",	constCoords.x());
   1398 			setUniform(gl, programID, "s[0].b",	0);
   1399 			setUniform(gl, programID, "s[1].a",	constCoords.y());
   1400 			setUniform(gl, programID, "s[1].b",	1);
   1401 			setUniform(gl, programID, "s[2].a",	constCoords.z());
   1402 			setUniform(gl, programID, "s[2].b",	2);
   1403 		},
   1404 		{
   1405 			c.color.xyz() = c.constCoords.swizzle(2,1,0);
   1406 		});
   1407 
   1408 	UNIFORM_STRUCT_CASE(nested_struct_array, "Nested struct array", 0,
   1409 		LineStream()
   1410 		<< "${DECLARATIONS}"
   1411 		<< "struct T {"
   1412 		<< "	mediump float	a;"
   1413 		<< "	mediump vec2	b[2];"
   1414 		<< "};"
   1415 		<< "struct S {"
   1416 		<< "	mediump float	a;"
   1417 		<< "	T				b[3];"
   1418 		<< "	int				c;"
   1419 		<< "};"
   1420 		<< "uniform S s[2];"
   1421 		<< ""
   1422 		<< "void main (void)"
   1423 		<< "{"
   1424 		<< "	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"
   1425 		<< "	mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4"
   1426 		<< "	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"
   1427 		<< "	mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0"
   1428 		<< "	${DST} = vec4(r, g, b, a);"
   1429 		<< "	${ASSIGN_POS}"
   1430 		<< "}",
   1431 		{
   1432 			tcu::Vec2 arr[2];
   1433 
   1434 			setUniform(gl, programID, "s[0].a",			constCoords.x());
   1435 			arr[0] = constCoords.swizzle(0,1);
   1436 			arr[1] = constCoords.swizzle(2,3);
   1437 			setUniform(gl, programID, "s[0].b[0].a",	0.5f);
   1438 			setUniform(gl, programID, "s[0].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1439 			arr[0] = constCoords.swizzle(2,3);
   1440 			arr[1] = constCoords.swizzle(0,1);
   1441 			setUniform(gl, programID, "s[0].b[1].a",	1.0f/3.0f);
   1442 			setUniform(gl, programID, "s[0].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1443 			arr[0] = constCoords.swizzle(0,2);
   1444 			arr[1] = constCoords.swizzle(1,3);
   1445 			setUniform(gl, programID, "s[0].b[2].a",	1.0f/4.0f);
   1446 			setUniform(gl, programID, "s[0].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1447 			setUniform(gl, programID, "s[0].c",			0);
   1448 
   1449 			setUniform(gl, programID, "s[1].a",			constCoords.w());
   1450 			arr[0] = constCoords.swizzle(0,0);
   1451 			arr[1] = constCoords.swizzle(1,1);
   1452 			setUniform(gl, programID, "s[1].b[0].a",	2.0f);
   1453 			setUniform(gl, programID, "s[1].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1454 			arr[0] = constCoords.swizzle(2,2);
   1455 			arr[1] = constCoords.swizzle(3,3);
   1456 			setUniform(gl, programID, "s[1].b[1].a",	3.0f);
   1457 			setUniform(gl, programID, "s[1].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1458 			arr[0] = constCoords.swizzle(1,0);
   1459 			arr[1] = constCoords.swizzle(3,2);
   1460 			setUniform(gl, programID, "s[1].b[2].a",	4.0f);
   1461 			setUniform(gl, programID, "s[1].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1462 			setUniform(gl, programID, "s[1].c",			1);
   1463 		},
   1464 		{
   1465 			c.color.xyz() = c.constCoords.swizzle(2,0,3);
   1466 		});
   1467 
   1468 	UNIFORM_STRUCT_CASE(nested_struct_array_dynamic_index, "Nested struct array with dynamic indexing", FLAG_REQUIRES_DYNAMIC_INDEXING,
   1469 		LineStream()
   1470 		<< "${DECLARATIONS}"
   1471 		<< "uniform int ui_zero;"
   1472 		<< "uniform int ui_one;"
   1473 		<< "uniform int ui_two;"
   1474 		<< ""
   1475 		<< "struct T {"
   1476 		<< "	mediump float	a;"
   1477 		<< "	mediump vec2	b[2];"
   1478 		<< "};"
   1479 		<< "struct S {"
   1480 		<< "	mediump float	a;"
   1481 		<< "	T				b[3];"
   1482 		<< "	int				c;"
   1483 		<< "};"
   1484 		<< "uniform S s[2];"
   1485 		<< ""
   1486 		<< "void main (void)"
   1487 		<< "{"
   1488 		<< "	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"
   1489 		<< "	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"
   1490 		<< "	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"
   1491 		<< "	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"
   1492 		<< "	${DST} = vec4(r, g, b, a);"
   1493 		<< "	${ASSIGN_POS}"
   1494 		<< "}",
   1495 		{
   1496 			tcu::Vec2 arr[2];
   1497 
   1498 			setUniform(gl, programID, "s[0].a",			constCoords.x());
   1499 			arr[0] = constCoords.swizzle(0,1);
   1500 			arr[1] = constCoords.swizzle(2,3);
   1501 			setUniform(gl, programID, "s[0].b[0].a",	0.5f);
   1502 			setUniform(gl, programID, "s[0].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1503 			arr[0] = constCoords.swizzle(2,3);
   1504 			arr[1] = constCoords.swizzle(0,1);
   1505 			setUniform(gl, programID, "s[0].b[1].a",	1.0f/3.0f);
   1506 			setUniform(gl, programID, "s[0].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1507 			arr[0] = constCoords.swizzle(0,2);
   1508 			arr[1] = constCoords.swizzle(1,3);
   1509 			setUniform(gl, programID, "s[0].b[2].a",	1.0f/4.0f);
   1510 			setUniform(gl, programID, "s[0].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1511 			setUniform(gl, programID, "s[0].c",			0);
   1512 
   1513 			setUniform(gl, programID, "s[1].a",			constCoords.w());
   1514 			arr[0] = constCoords.swizzle(0,0);
   1515 			arr[1] = constCoords.swizzle(1,1);
   1516 			setUniform(gl, programID, "s[1].b[0].a",	2.0f);
   1517 			setUniform(gl, programID, "s[1].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1518 			arr[0] = constCoords.swizzle(2,2);
   1519 			arr[1] = constCoords.swizzle(3,3);
   1520 			setUniform(gl, programID, "s[1].b[1].a",	3.0f);
   1521 			setUniform(gl, programID, "s[1].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1522 			arr[0] = constCoords.swizzle(1,0);
   1523 			arr[1] = constCoords.swizzle(3,2);
   1524 			setUniform(gl, programID, "s[1].b[2].a",	4.0f);
   1525 			setUniform(gl, programID, "s[1].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1526 			setUniform(gl, programID, "s[1].c",			1);
   1527 		},
   1528 		{
   1529 			c.color.xyz() = c.constCoords.swizzle(2,0,3);
   1530 		});
   1531 
   1532 	UNIFORM_STRUCT_CASE(loop_struct_array, "Struct array usage in loop", 0,
   1533 		LineStream()
   1534 		<< "${DECLARATIONS}"
   1535 		<< "uniform int ui_zero;"
   1536 		<< "uniform int ui_one;"
   1537 		<< "uniform int ui_two;"
   1538 		<< ""
   1539 		<< "struct S {"
   1540 		<< "	mediump float	a;"
   1541 		<< "	mediump int		b;"
   1542 		<< "};"
   1543 		<< "uniform S s[3];"
   1544 		<< ""
   1545 		<< "void main (void)"
   1546 		<< "{"
   1547 		<< "	mediump float rgb[3];"
   1548 		<< "	int alpha = 0;"
   1549 		<< "	for (int i = 0; i < 3; i++)"
   1550 		<< "	{"
   1551 		<< "		rgb[i] = s[2-i].a;"
   1552 		<< "		alpha += s[i].b;"
   1553 		<< "	}"
   1554 		<< "	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);"
   1555 		<< "	${ASSIGN_POS}"
   1556 		<< "}",
   1557 		{
   1558 			setUniform(gl, programID, "s[0].a",	constCoords.x());
   1559 			setUniform(gl, programID, "s[0].b",	0);
   1560 			setUniform(gl, programID, "s[1].a",	constCoords.y());
   1561 			setUniform(gl, programID, "s[1].b",	-1);
   1562 			setUniform(gl, programID, "s[2].a",	constCoords.z());
   1563 			setUniform(gl, programID, "s[2].b",	2);
   1564 		},
   1565 		{
   1566 			c.color.xyz() = c.constCoords.swizzle(2,1,0);
   1567 		});
   1568 
   1569 	UNIFORM_STRUCT_CASE(loop_nested_struct_array, "Nested struct array usage in loop", 0,
   1570 		LineStream()
   1571 		<< "${DECLARATIONS}"
   1572 		<< "uniform int ui_zero;"
   1573 		<< "uniform int ui_one;"
   1574 		<< "uniform int ui_two;"
   1575 		<< "uniform mediump float uf_two;"
   1576 		<< "uniform mediump float uf_three;"
   1577 		<< "uniform mediump float uf_four;"
   1578 		<< "uniform mediump float uf_half;"
   1579 		<< "uniform mediump float uf_third;"
   1580 		<< "uniform mediump float uf_fourth;"
   1581 		<< "uniform mediump float uf_sixth;"
   1582 		<< ""
   1583 		<< "struct T {"
   1584 		<< "	mediump float	a;"
   1585 		<< "	mediump vec2	b[2];"
   1586 		<< "};"
   1587 		<< "struct S {"
   1588 		<< "	mediump float	a;"
   1589 		<< "	T				b[3];"
   1590 		<< "	int				c;"
   1591 		<< "};"
   1592 		<< "uniform S s[2];"
   1593 		<< ""
   1594 		<< "void main (void)"
   1595 		<< "{"
   1596 		<< "	mediump float r = 0.0; // (x*3 + y*3) / 6.0"
   1597 		<< "	mediump float g = 0.0; // (y*3 + z*3) / 6.0"
   1598 		<< "	mediump float b = 0.0; // (z*3 + w*3) / 6.0"
   1599 		<< "	mediump float a = 1.0;"
   1600 		<< "	for (int i = 0; i < 2; i++)"
   1601 		<< "	{"
   1602 		<< "		for (int j = 0; j < 3; j++)"
   1603 		<< "		{"
   1604 		<< "			r += s[0].b[j].b[i].y;"
   1605 		<< "			g += s[i].b[j].b[0].x;"
   1606 		<< "			b += s[i].b[j].b[1].x;"
   1607 		<< "			a *= s[i].b[j].a;"
   1608 		<< "		}"
   1609 		<< "	}"
   1610 		<< "	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);"
   1611 		<< "	${ASSIGN_POS}"
   1612 		<< "}",
   1613 		{
   1614 			tcu::Vec2 arr[2];
   1615 
   1616 			setUniform(gl, programID, "s[0].a",			constCoords.x());
   1617 			arr[0] = constCoords.swizzle(1,0);
   1618 			arr[1] = constCoords.swizzle(2,0);
   1619 			setUniform(gl, programID, "s[0].b[0].a",	0.5f);
   1620 			setUniform(gl, programID, "s[0].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1621 			arr[0] = constCoords.swizzle(1,1);
   1622 			arr[1] = constCoords.swizzle(3,1);
   1623 			setUniform(gl, programID, "s[0].b[1].a",	1.0f/3.0f);
   1624 			setUniform(gl, programID, "s[0].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1625 			arr[0] = constCoords.swizzle(2,1);
   1626 			arr[1] = constCoords.swizzle(2,1);
   1627 			setUniform(gl, programID, "s[0].b[2].a",	1.0f/4.0f);
   1628 			setUniform(gl, programID, "s[0].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1629 			setUniform(gl, programID, "s[0].c",			0);
   1630 
   1631 			setUniform(gl, programID, "s[1].a",			constCoords.w());
   1632 			arr[0] = constCoords.swizzle(2,0);
   1633 			arr[1] = constCoords.swizzle(2,1);
   1634 			setUniform(gl, programID, "s[1].b[0].a",	2.0f);
   1635 			setUniform(gl, programID, "s[1].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1636 			arr[0] = constCoords.swizzle(2,2);
   1637 			arr[1] = constCoords.swizzle(3,3);
   1638 			setUniform(gl, programID, "s[1].b[1].a",	3.0f);
   1639 			setUniform(gl, programID, "s[1].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1640 			arr[0] = constCoords.swizzle(1,0);
   1641 			arr[1] = constCoords.swizzle(3,2);
   1642 			setUniform(gl, programID, "s[1].b[2].a",	4.0f);
   1643 			setUniform(gl, programID, "s[1].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1644 			setUniform(gl, programID, "s[1].c",			1);
   1645 		},
   1646 		{
   1647 			c.color.xyz() = (c.constCoords.swizzle(0,1,2) + c.constCoords.swizzle(1,2,3)) * 0.5f;
   1648 		});
   1649 
   1650 	UNIFORM_STRUCT_CASE(dynamic_loop_struct_array, "Struct array usage in dynamic loop", FLAG_REQUIRES_DYNAMIC_INDEXING|FLAG_REQUIRES_DYNAMIC_LOOPS,
   1651 		LineStream()
   1652 		<< "${DECLARATIONS}"
   1653 		<< "uniform int ui_zero;"
   1654 		<< "uniform int ui_one;"
   1655 		<< "uniform int ui_two;"
   1656 		<< "uniform int ui_three;"
   1657 		<< ""
   1658 		<< "struct S {"
   1659 		<< "	mediump float	a;"
   1660 		<< "	mediump int		b;"
   1661 		<< "};"
   1662 		<< "uniform S s[3];"
   1663 		<< ""
   1664 		<< "void main (void)"
   1665 		<< "{"
   1666 		<< "	mediump float rgb[3];"
   1667 		<< "	int alpha = 0;"
   1668 		<< "	for (int i = 0; i < ui_three; i++)"
   1669 		<< "	{"
   1670 		<< "		rgb[i] = s[2-i].a;"
   1671 		<< "		alpha += s[i].b;"
   1672 		<< "	}"
   1673 		<< "	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);"
   1674 		<< "	${ASSIGN_POS}"
   1675 		<< "}",
   1676 		{
   1677 			setUniform(gl, programID, "s[0].a",	constCoords.x());
   1678 			setUniform(gl, programID, "s[0].b",	0);
   1679 			setUniform(gl, programID, "s[1].a",	constCoords.y());
   1680 			setUniform(gl, programID, "s[1].b",	-1);
   1681 			setUniform(gl, programID, "s[2].a",	constCoords.z());
   1682 			setUniform(gl, programID, "s[2].b",	2);
   1683 		},
   1684 		{
   1685 			c.color.xyz() = c.constCoords.swizzle(2,1,0);
   1686 		});
   1687 
   1688 	UNIFORM_STRUCT_CASE(dynamic_loop_nested_struct_array, "Nested struct array usage in dynamic loop", FLAG_REQUIRES_DYNAMIC_INDEXING|FLAG_REQUIRES_DYNAMIC_LOOPS,
   1689 		LineStream()
   1690 		<< "${DECLARATIONS}"
   1691 		<< "uniform int ui_zero;"
   1692 		<< "uniform int ui_one;"
   1693 		<< "uniform int ui_two;"
   1694 		<< "uniform int ui_three;"
   1695 		<< "uniform mediump float uf_two;"
   1696 		<< "uniform mediump float uf_three;"
   1697 		<< "uniform mediump float uf_four;"
   1698 		<< "uniform mediump float uf_half;"
   1699 		<< "uniform mediump float uf_third;"
   1700 		<< "uniform mediump float uf_fourth;"
   1701 		<< "uniform mediump float uf_sixth;"
   1702 		<< ""
   1703 		<< "struct T {"
   1704 		<< "	mediump float	a;"
   1705 		<< "	mediump vec2	b[2];"
   1706 		<< "};"
   1707 		<< "struct S {"
   1708 		<< "	mediump float	a;"
   1709 		<< "	T				b[3];"
   1710 		<< "	int				c;"
   1711 		<< "};"
   1712 		<< "uniform S s[2];"
   1713 		<< ""
   1714 		<< "void main (void)"
   1715 		<< "{"
   1716 		<< "	mediump float r = 0.0; // (x*3 + y*3) / 6.0"
   1717 		<< "	mediump float g = 0.0; // (y*3 + z*3) / 6.0"
   1718 		<< "	mediump float b = 0.0; // (z*3 + w*3) / 6.0"
   1719 		<< "	mediump float a = 1.0;"
   1720 		<< "	for (int i = 0; i < ui_two; i++)"
   1721 		<< "	{"
   1722 		<< "		for (int j = 0; j < ui_three; j++)"
   1723 		<< "		{"
   1724 		<< "			r += s[0].b[j].b[i].y;"
   1725 		<< "			g += s[i].b[j].b[0].x;"
   1726 		<< "			b += s[i].b[j].b[1].x;"
   1727 		<< "			a *= s[i].b[j].a;"
   1728 		<< "		}"
   1729 		<< "	}"
   1730 		<< "	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);"
   1731 		<< "	${ASSIGN_POS}"
   1732 		<< "}",
   1733 		{
   1734 			tcu::Vec2 arr[2];
   1735 
   1736 			setUniform(gl, programID, "s[0].a",			constCoords.x());
   1737 			arr[0] = constCoords.swizzle(1,0);
   1738 			arr[1] = constCoords.swizzle(2,0);
   1739 			setUniform(gl, programID, "s[0].b[0].a",	0.5f);
   1740 			setUniform(gl, programID, "s[0].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1741 			arr[0] = constCoords.swizzle(1,1);
   1742 			arr[1] = constCoords.swizzle(3,1);
   1743 			setUniform(gl, programID, "s[0].b[1].a",	1.0f/3.0f);
   1744 			setUniform(gl, programID, "s[0].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1745 			arr[0] = constCoords.swizzle(2,1);
   1746 			arr[1] = constCoords.swizzle(2,1);
   1747 			setUniform(gl, programID, "s[0].b[2].a",	1.0f/4.0f);
   1748 			setUniform(gl, programID, "s[0].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1749 			setUniform(gl, programID, "s[0].c",			0);
   1750 
   1751 			setUniform(gl, programID, "s[1].a",			constCoords.w());
   1752 			arr[0] = constCoords.swizzle(2,0);
   1753 			arr[1] = constCoords.swizzle(2,1);
   1754 			setUniform(gl, programID, "s[1].b[0].a",	2.0f);
   1755 			setUniform(gl, programID, "s[1].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1756 			arr[0] = constCoords.swizzle(2,2);
   1757 			arr[1] = constCoords.swizzle(3,3);
   1758 			setUniform(gl, programID, "s[1].b[1].a",	3.0f);
   1759 			setUniform(gl, programID, "s[1].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1760 			arr[0] = constCoords.swizzle(1,0);
   1761 			arr[1] = constCoords.swizzle(3,2);
   1762 			setUniform(gl, programID, "s[1].b[2].a",	4.0f);
   1763 			setUniform(gl, programID, "s[1].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
   1764 			setUniform(gl, programID, "s[1].c",			1);
   1765 		},
   1766 		{
   1767 			c.color.xyz() = (c.constCoords.swizzle(0,1,2) + c.constCoords.swizzle(1,2,3)) * 0.5f;
   1768 		});
   1769 
   1770 	UNIFORM_STRUCT_CASE(sampler, "Sampler in struct", FLAG_USES_TEXTURES,
   1771 		LineStream()
   1772 		<< "${DECLARATIONS}"
   1773 		<< "uniform int ui_one;"
   1774 		<< ""
   1775 		<< "struct S {"
   1776 		<< "	mediump float	a;"
   1777 		<< "	mediump vec3	b;"
   1778 		<< "	sampler2D		c;"
   1779 		<< "};"
   1780 		<< "uniform S s;"
   1781 		<< ""
   1782 		<< "void main (void)"
   1783 		<< "{"
   1784 		<< "	${DST} = vec4(texture2D(s.c, ${COORDS}.xy * s.b.xy + s.b.z).rgb, s.a);"
   1785 		<< "	${ASSIGN_POS}"
   1786 		<< "}",
   1787 		{
   1788 			DE_UNREF(constCoords);
   1789 			setUniform(gl, programID, "s.a", 1.0f);
   1790 			setUniform(gl, programID, "s.b", tcu::Vec3(0.25f, 0.25f, 0.5f));
   1791 			setUniform(gl, programID, "s.c", 0);
   1792 		},
   1793 		{
   1794 			c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
   1795 		});
   1796 
   1797 	UNIFORM_STRUCT_CASE(sampler_nested, "Sampler in nested struct", FLAG_USES_TEXTURES,
   1798 		LineStream()
   1799 		<< "${DECLARATIONS}"
   1800 		<< "uniform int ui_zero;"
   1801 		<< "uniform int ui_one;"
   1802 		<< ""
   1803 		<< "struct T {"
   1804 		<< "	sampler2D		a;"
   1805 		<< "	mediump vec2	b;"
   1806 		<< "};"
   1807 		<< "struct S {"
   1808 		<< "	mediump float	a;"
   1809 		<< "	T				b;"
   1810 		<< "	int				c;"
   1811 		<< "};"
   1812 		<< "uniform S s;"
   1813 		<< ""
   1814 		<< "void main (void)"
   1815 		<< "{"
   1816 		<< "	${DST} = vec4(texture2D(s.b.a, ${COORDS}.xy * s.b.b + s.a).rgb, s.c);"
   1817 		<< "	${ASSIGN_POS}"
   1818 		<< "}",
   1819 		{
   1820 			DE_UNREF(constCoords);
   1821 			setUniform(gl, programID, "s.a",	0.5f);
   1822 			setUniform(gl, programID, "s.b.a",	0);
   1823 			setUniform(gl, programID, "s.b.b",	tcu::Vec2(0.25f, 0.25f));
   1824 			setUniform(gl, programID, "s.c",	1);
   1825 		},
   1826 		{
   1827 			c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
   1828 		});
   1829 
   1830 	UNIFORM_STRUCT_CASE(sampler_array, "Sampler in struct array", FLAG_USES_TEXTURES,
   1831 		LineStream()
   1832 		<< "${DECLARATIONS}"
   1833 		<< "uniform int ui_one;"
   1834 		<< ""
   1835 		<< "struct S {"
   1836 		<< "	mediump float	a;"
   1837 		<< "	mediump vec3	b;"
   1838 		<< "	sampler2D		c;"
   1839 		<< "};"
   1840 		<< "uniform S s[2];"
   1841 		<< ""
   1842 		<< "void main (void)"
   1843 		<< "{"
   1844 		<< "	${DST} = vec4(texture2D(s[1].c, ${COORDS}.xy * s[0].b.xy + s[1].b.z).rgb, s[0].a);"
   1845 		<< "	${ASSIGN_POS}"
   1846 		<< "}",
   1847 		{
   1848 			DE_UNREF(constCoords);
   1849 			setUniform(gl, programID, "s[0].a", 1.0f);
   1850 			setUniform(gl, programID, "s[0].b", tcu::Vec3(0.25f, 0.25f, 0.25f));
   1851 			setUniform(gl, programID, "s[0].c", 1);
   1852 			setUniform(gl, programID, "s[1].a", 0.0f);
   1853 			setUniform(gl, programID, "s[1].b", tcu::Vec3(0.5f, 0.5f, 0.5f));
   1854 			setUniform(gl, programID, "s[1].c", 0);
   1855 		},
   1856 		{
   1857 			c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
   1858 		});
   1859 
   1860 	UNIFORM_STRUCT_CASE(equal, "Struct equality", 0,
   1861 		LineStream()
   1862 		<< "${DECLARATIONS}"
   1863 		<< "uniform mediump float uf_one;"
   1864 		<< "uniform int ui_two;"
   1865 		<< ""
   1866 		<< "struct S {"
   1867 		<< "	mediump float	a;"
   1868 		<< "	mediump vec3	b;"
   1869 		<< "	int				c;"
   1870 		<< "};"
   1871 		<< "uniform S a;"
   1872 		<< "uniform S b;"
   1873 		<< "uniform S c;"
   1874 		<< ""
   1875 		<< "void main (void)"
   1876 		<< "{"
   1877 		<< "	S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);"
   1878 		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
   1879 		<< "	if (a == b) ${DST}.x = 1.0;"
   1880 		<< "	if (a == c) ${DST}.y = 1.0;"
   1881 		<< "	if (a == d) ${DST}.z = 1.0;"
   1882 		<< "	${ASSIGN_POS}"
   1883 		<< "}",
   1884 		{
   1885 			DE_UNREF(constCoords);
   1886 			setUniform(gl, programID, "a.a", 1.0f);
   1887 			setUniform(gl, programID, "a.b", tcu::Vec3(0.0f, 1.0f, 2.0f));
   1888 			setUniform(gl, programID, "a.c", 2);
   1889 			setUniform(gl, programID, "b.a", 1.0f);
   1890 			setUniform(gl, programID, "b.b", tcu::Vec3(0.0f, 1.0f, 2.0f));
   1891 			setUniform(gl, programID, "b.c", 2);
   1892 			setUniform(gl, programID, "c.a", 1.0f);
   1893 			setUniform(gl, programID, "c.b", tcu::Vec3(0.0f, 1.1f, 2.0f));
   1894 			setUniform(gl, programID, "c.c", 2);
   1895 		},
   1896 		{
   1897 			c.color.xy() = tcu::Vec2(1.0f, 0.0f);
   1898 			if (deFloatFloor(c.coords[1]+1.0f) == deFloatFloor(1.1f))
   1899 				c.color.z() = 1.0f;
   1900 		});
   1901 
   1902 	UNIFORM_STRUCT_CASE(not_equal, "Struct equality", 0,
   1903 		LineStream()
   1904 		<< "${DECLARATIONS}"
   1905 		<< "uniform mediump float uf_one;"
   1906 		<< "uniform int ui_two;"
   1907 		<< ""
   1908 		<< "struct S {"
   1909 		<< "	mediump float	a;"
   1910 		<< "	mediump vec3	b;"
   1911 		<< "	int				c;"
   1912 		<< "};"
   1913 		<< "uniform S a;"
   1914 		<< "uniform S b;"
   1915 		<< "uniform S c;"
   1916 		<< ""
   1917 		<< "void main (void)"
   1918 		<< "{"
   1919 		<< "	S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);"
   1920 		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
   1921 		<< "	if (a != b) ${DST}.x = 1.0;"
   1922 		<< "	if (a != c) ${DST}.y = 1.0;"
   1923 		<< "	if (a != d) ${DST}.z = 1.0;"
   1924 		<< "	${ASSIGN_POS}"
   1925 		<< "}",
   1926 		{
   1927 			DE_UNREF(constCoords);
   1928 			setUniform(gl, programID, "a.a", 1.0f);
   1929 			setUniform(gl, programID, "a.b", tcu::Vec3(0.0f, 1.0f, 2.0f));
   1930 			setUniform(gl, programID, "a.c", 2);
   1931 			setUniform(gl, programID, "b.a", 1.0f);
   1932 			setUniform(gl, programID, "b.b", tcu::Vec3(0.0f, 1.0f, 2.0f));
   1933 			setUniform(gl, programID, "b.c", 2);
   1934 			setUniform(gl, programID, "c.a", 1.0f);
   1935 			setUniform(gl, programID, "c.b", tcu::Vec3(0.0f, 1.1f, 2.0f));
   1936 			setUniform(gl, programID, "c.c", 2);
   1937 		},
   1938 		{
   1939 			c.color.xy() = tcu::Vec2(0.0f, 1.0f);
   1940 			if (deFloatFloor(c.coords[1]+1.0f) != deFloatFloor(1.1f))
   1941 				c.color.z() = 1.0f;
   1942 		});
   1943 }
   1944 
   1945 ShaderStructTests::ShaderStructTests (Context& context)
   1946 	: TestCaseGroup(context, "struct", "Struct Tests")
   1947 {
   1948 }
   1949 
   1950 ShaderStructTests::~ShaderStructTests (void)
   1951 {
   1952 }
   1953 
   1954 void ShaderStructTests::init (void)
   1955 {
   1956 	addChild(new LocalStructTests(m_context));
   1957 	addChild(new UniformStructTests(m_context));
   1958 }
   1959 
   1960 } // Functional
   1961 } // gles2
   1962 } // deqp
   1963