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/*-------------------------------------------------------------------------
 * drawElements Quality Program OpenGL ES 3.0 Module
 * -------------------------------------------------
 *
 * Copyright 2014 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 *
 *//*!
 * \file
 * \brief Shader struct tests.
 *//*--------------------------------------------------------------------*/

#include "es3fShaderStructTests.hpp"
#include "glsShaderRenderCase.hpp"
#include "tcuStringTemplate.hpp"
#include "gluTexture.hpp"
#include "tcuTextureUtil.hpp"
#include "glwEnums.hpp"
#include "glwFunctions.hpp"
#include "deMath.h"

using tcu::StringTemplate;

using std::string;
using std::vector;
using std::ostringstream;

using namespace glu;
using namespace deqp::gls;

namespace deqp
{
namespace gles3
{
namespace Functional
{

enum
{
	TEXTURE_BRICK = 0 //!< Unit index for brick texture
};

typedef void (*SetupUniformsFunc) (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords);

class ShaderStructCase : public ShaderRenderCase
{
public:
						ShaderStructCase		(Context& context, const char* name, const char* description, bool isVertexCase, bool usesTextures, ShaderEvalFunc evalFunc, SetupUniformsFunc setupUniformsFunc, const char* vertShaderSource, const char* fragShaderSource);
						~ShaderStructCase		(void);

	void				init					(void);
	void				deinit					(void);

	virtual void		setupUniforms			(int programID, const tcu::Vec4& constCoords);

private:
						ShaderStructCase		(const ShaderStructCase&);
	ShaderStructCase&	operator=				(const ShaderStructCase&);

	SetupUniformsFunc	m_setupUniforms;
	bool				m_usesTexture;

	glu::Texture2D*		m_brickTexture;
};

ShaderStructCase::ShaderStructCase (Context& context, const char* name, const char* description, bool isVertexCase, bool usesTextures, ShaderEvalFunc evalFunc, SetupUniformsFunc setupUniformsFunc, const char* vertShaderSource, const char* fragShaderSource)
	: ShaderRenderCase	(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, description, isVertexCase, evalFunc)
	, m_setupUniforms	(setupUniformsFunc)
	, m_usesTexture		(usesTextures)
	, m_brickTexture	(DE_NULL)
{
	m_vertShaderSource	= vertShaderSource;
	m_fragShaderSource	= fragShaderSource;
}

ShaderStructCase::~ShaderStructCase (void)
{
	delete m_brickTexture;
}

void ShaderStructCase::init (void)
{
	if (m_usesTexture)
	{
		m_brickTexture = glu::Texture2D::create(m_renderCtx, m_ctxInfo, m_testCtx.getArchive(), "data/brick.png");
		m_textures.push_back(TextureBinding(m_brickTexture, tcu::Sampler(tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE, tcu::Sampler::CLAMP_TO_EDGE,
																		 tcu::Sampler::LINEAR, tcu::Sampler::LINEAR)));
		DE_ASSERT(m_textures.size() == 1);
	}
	gls::ShaderRenderCase::init();
}

void ShaderStructCase::deinit (void)
{
	gls::ShaderRenderCase::deinit();
	delete m_brickTexture;
	m_brickTexture = DE_NULL;
}

void ShaderStructCase::setupUniforms (int programID, const tcu::Vec4& constCoords)
{
	ShaderRenderCase::setupUniforms(programID, constCoords);
	if (m_setupUniforms)
		m_setupUniforms(m_renderCtx.getFunctions(), programID, constCoords);
}

static ShaderStructCase* createStructCase (Context& context, const char* name, const char* description, bool isVertexCase, bool usesTextures, ShaderEvalFunc evalFunc, SetupUniformsFunc setupUniforms, const LineStream& shaderSrc)
{
	static const char* defaultVertSrc =
		"#version 300 es\n"
		"in highp vec4 a_position;\n"
		"in highp vec4 a_coords;\n"
		"out mediump vec4 v_coords;\n\n"
		"void main (void)\n"
		"{\n"
		"	v_coords = a_coords;\n"
		"	gl_Position = a_position;\n"
		"}\n";
	static const char* defaultFragSrc =
		"#version 300 es\n"
		"in mediump vec4 v_color;\n"
		"layout(location = 0) out mediump vec4 o_color;\n\n"
		"void main (void)\n"
		"{\n"
		"	o_color = v_color;\n"
		"}\n";

	// Fill in specialization parameters.
	std::map<std::string, std::string> spParams;
	if (isVertexCase)
	{
		spParams["HEADER"] =
			"#version 300 es\n"
			"in highp vec4 a_position;\n"
			"in highp vec4 a_coords;\n"
			"out mediump vec4 v_color;";
		spParams["COORDS"]		= "a_coords";
		spParams["DST"]			= "v_color";
		spParams["ASSIGN_POS"]	= "gl_Position = a_position;";
	}
	else
	{
		spParams["HEADER"]	=
			"#version 300 es\n"
			"in mediump vec4 v_coords;\n"
			"layout(location = 0) out mediump vec4 o_color;";
		spParams["COORDS"]			= "v_coords";
		spParams["DST"]				= "o_color";
		spParams["ASSIGN_POS"]		= "";
	}

	if (isVertexCase)
		return new ShaderStructCase(context, name, description, isVertexCase, usesTextures, evalFunc, setupUniforms, StringTemplate(shaderSrc.str()).specialize(spParams).c_str(), defaultFragSrc);
	else
		return new ShaderStructCase(context, name, description, isVertexCase, usesTextures, evalFunc, setupUniforms, defaultVertSrc, StringTemplate(shaderSrc.str()).specialize(spParams).c_str());
}

class LocalStructTests : public TestCaseGroup
{
public:
	LocalStructTests (Context& context)
		: TestCaseGroup(context, "local", "Local structs")
	{
	}

	~LocalStructTests (void)
	{
	}

	virtual void init (void);
};

void LocalStructTests::init (void)
{
	#define LOCAL_STRUCT_CASE(NAME, DESCRIPTION, SHADER_SRC, EVAL_FUNC_BODY)																	\
		do {																																	\
			struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY };	/* NOLINT(EVAL_FUNC_BODY) */						\
			addChild(createStructCase(m_context, #NAME "_vertex", DESCRIPTION, true, false, &Eval_##NAME::eval, DE_NULL, SHADER_SRC));			\
			addChild(createStructCase(m_context, #NAME "_fragment", DESCRIPTION, false, false,&Eval_##NAME::eval, DE_NULL, SHADER_SRC));		\
		} while (deGetFalse())

	LOCAL_STRUCT_CASE(basic, "Basic struct usage",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_one;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s = S(${COORDS}.x, vec3(0.0), ui_one);"
		<< "	s.b = ${COORDS}.yzw;"
		<< "	${DST} = vec4(s.a, s.b.x, s.b.y, s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(0,1,2);
		});

	LOCAL_STRUCT_CASE(nested, "Nested struct",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< ""
		<< "struct T {"
		<< "	int				a;"
		<< "	mediump vec2	b;"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);"
		<< "	s.b = T(ui_zero, ${COORDS}.yz);"
		<< "	${DST} = vec4(s.a, s.b.b, s.b.a + s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(0,1,2);
		});

	LOCAL_STRUCT_CASE(array_member, "Struct with array member",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_one;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump float	b[3];"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s;"
		<< "	s.a = ${COORDS}.w;"
		<< "	s.c = ui_one;"
		<< "	s.b[0] = ${COORDS}.z;"
		<< "	s.b[1] = ${COORDS}.y;"
		<< "	s.b[2] = ${COORDS}.x;"
		<< "	${DST} = vec4(s.a, s.b[0], s.b[1], s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(3,2,1);
		});

	LOCAL_STRUCT_CASE(array_member_dynamic_index, "Struct with array member, dynamic indexing",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump float	b[3];"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s;"
		<< "	s.a = ${COORDS}.w;"
		<< "	s.c = ui_one;"
		<< "	s.b[0] = ${COORDS}.z;"
		<< "	s.b[1] = ${COORDS}.y;"
		<< "	s.b[2] = ${COORDS}.x;"
		<< "	${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(1,2,0);
		});

	LOCAL_STRUCT_CASE(struct_array, "Struct array",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump int		b;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s[3];"
		<< "	s[0] = S(${COORDS}.x, ui_zero);"
		<< "	s[1].a = ${COORDS}.y;"
		<< "	s[1].b = ui_one;"
		<< "	s[2] = S(${COORDS}.z, ui_two);"
		<< "	${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(2,1,0);
		});

	LOCAL_STRUCT_CASE(struct_array_dynamic_index, "Struct array with dynamic indexing",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump int		b;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s[3];"
		<< "	s[0] = S(${COORDS}.x, ui_zero);"
		<< "	s[1].a = ${COORDS}.y;"
		<< "	s[1].b = ui_one;"
		<< "	s[2] = S(${COORDS}.z, ui_two);"
		<< "	${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);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(2,1,0);
		});

	LOCAL_STRUCT_CASE(nested_struct_array, "Nested struct array",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< "uniform mediump float uf_two;"
		<< "uniform mediump float uf_three;"
		<< "uniform mediump float uf_four;"
		<< "uniform mediump float uf_half;"
		<< "uniform mediump float uf_third;"
		<< "uniform mediump float uf_fourth;"
		<< ""
		<< "struct T {"
		<< "	mediump float	a;"
		<< "	mediump vec2	b[2];"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b[3];"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s[2];"
		<< ""
		<< "	// S[0]"
		<< "	s[0].a         = ${COORDS}.x;"
		<< "	s[0].b[0].a    = uf_half;"
		<< "	s[0].b[0].b[0] = ${COORDS}.xy;"
		<< "	s[0].b[0].b[1] = ${COORDS}.zw;"
		<< "	s[0].b[1].a    = uf_third;"
		<< "	s[0].b[1].b[0] = ${COORDS}.zw;"
		<< "	s[0].b[1].b[1] = ${COORDS}.xy;"
		<< "	s[0].b[2].a    = uf_fourth;"
		<< "	s[0].b[2].b[0] = ${COORDS}.xz;"
		<< "	s[0].b[2].b[1] = ${COORDS}.yw;"
		<< "	s[0].c         = ui_zero;"
		<< ""
		<< "	// S[1]"
		<< "	s[1].a         = ${COORDS}.w;"
		<< "	s[1].b[0].a    = uf_two;"
		<< "	s[1].b[0].b[0] = ${COORDS}.xx;"
		<< "	s[1].b[0].b[1] = ${COORDS}.yy;"
		<< "	s[1].b[1].a    = uf_three;"
		<< "	s[1].b[1].b[0] = ${COORDS}.zz;"
		<< "	s[1].b[1].b[1] = ${COORDS}.ww;"
		<< "	s[1].b[2].a    = uf_four;"
		<< "	s[1].b[2].b[0] = ${COORDS}.yx;"
		<< "	s[1].b[2].b[1] = ${COORDS}.wz;"
		<< "	s[1].c         = ui_one;"
		<< ""
		<< "	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"
		<< "	mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4"
		<< "	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"
		<< "	mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0"
		<< "	${DST} = vec4(r, g, b, a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(2,0,3);
		});

	LOCAL_STRUCT_CASE(nested_struct_array_dynamic_index, "Nested struct array with dynamic indexing",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< "uniform mediump float uf_two;"
		<< "uniform mediump float uf_three;"
		<< "uniform mediump float uf_four;"
		<< "uniform mediump float uf_half;"
		<< "uniform mediump float uf_third;"
		<< "uniform mediump float uf_fourth;"
		<< ""
		<< "struct T {"
		<< "	mediump float	a;"
		<< "	mediump vec2	b[2];"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b[3];"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s[2];"
		<< ""
		<< "	// S[0]"
		<< "	s[0].a         = ${COORDS}.x;"
		<< "	s[0].b[0].a    = uf_half;"
		<< "	s[0].b[0].b[0] = ${COORDS}.xy;"
		<< "	s[0].b[0].b[1] = ${COORDS}.zw;"
		<< "	s[0].b[1].a    = uf_third;"
		<< "	s[0].b[1].b[0] = ${COORDS}.zw;"
		<< "	s[0].b[1].b[1] = ${COORDS}.xy;"
		<< "	s[0].b[2].a    = uf_fourth;"
		<< "	s[0].b[2].b[0] = ${COORDS}.xz;"
		<< "	s[0].b[2].b[1] = ${COORDS}.yw;"
		<< "	s[0].c         = ui_zero;"
		<< ""
		<< "	// S[1]"
		<< "	s[1].a         = ${COORDS}.w;"
		<< "	s[1].b[0].a    = uf_two;"
		<< "	s[1].b[0].b[0] = ${COORDS}.xx;"
		<< "	s[1].b[0].b[1] = ${COORDS}.yy;"
		<< "	s[1].b[1].a    = uf_three;"
		<< "	s[1].b[1].b[0] = ${COORDS}.zz;"
		<< "	s[1].b[1].b[1] = ${COORDS}.ww;"
		<< "	s[1].b[2].a    = uf_four;"
		<< "	s[1].b[2].b[0] = ${COORDS}.yx;"
		<< "	s[1].b[2].b[1] = ${COORDS}.wz;"
		<< "	s[1].c         = ui_one;"
		<< ""
		<< "	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"
		<< "	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"
		<< "	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"
		<< "	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"
		<< "	${DST} = vec4(r, g, b, a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(2,0,3);
		});

	LOCAL_STRUCT_CASE(parameter, "Struct as a function parameter",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_one;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "mediump vec4 myFunc (S s)"
		<< "{"
		<< "	return vec4(s.a, s.b.x, s.b.y, s.c);"
		<< "}"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s = S(${COORDS}.x, vec3(0.0), ui_one);"
		<< "	s.b = ${COORDS}.yzw;"
		<< "	${DST} = myFunc(s);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(0,1,2);
		});

	LOCAL_STRUCT_CASE(parameter_nested, "Nested struct as a function parameter",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< ""
		<< "struct T {"
		<< "	int				a;"
		<< "	mediump vec2	b;"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "mediump vec4 myFunc (S s)"
		<< "{"
		<< "	return vec4(s.a, s.b.b, s.b.a + s.c);"
		<< "}"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);"
		<< "	s.b = T(ui_zero, ${COORDS}.yz);"
		<< "	${DST} = myFunc(s);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(0,1,2);
		});

	LOCAL_STRUCT_CASE(return, "Struct as a return value",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_one;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "S myFunc (void)"
		<< "{"
		<< "	S s = S(${COORDS}.x, vec3(0.0), ui_one);"
		<< "	s.b = ${COORDS}.yzw;"
		<< "	return s;"
		<< "}"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s = myFunc();"
		<< "	${DST} = vec4(s.a, s.b.x, s.b.y, s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(0,1,2);
		});

	LOCAL_STRUCT_CASE(return_nested, "Nested struct",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< ""
		<< "struct T {"
		<< "	int				a;"
		<< "	mediump vec2	b;"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "S myFunc (void)"
		<< "{"
		<< "	S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);"
		<< "	s.b = T(ui_zero, ${COORDS}.yz);"
		<< "	return s;"
		<< "}"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s = myFunc();"
		<< "	${DST} = vec4(s.a, s.b.b, s.b.a + s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(0,1,2);
		});

	LOCAL_STRUCT_CASE(conditional_assignment, "Conditional struct assignment",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform mediump float uf_one;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);"
		<< "	if (uf_one > 0.0)"
		<< "		s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);"
		<< "	${DST} = vec4(s.a, s.b.xy, s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(3,2,1);
		});

	LOCAL_STRUCT_CASE(loop_assignment, "Struct assignment in loop",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);"
		<< "	for (int i = 0; i < 3; i++)"
		<< "	{"
		<< "		if (i == 1)"
		<< "			s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);"
		<< "	}"
		<< "	${DST} = vec4(s.a, s.b.xy, s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(3,2,1);
		});

	LOCAL_STRUCT_CASE(dynamic_loop_assignment, "Struct assignment in loop",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_three;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);"
		<< "	for (int i = 0; i < ui_three; i++)"
		<< "	{"
		<< "		if (i == ui_one)"
		<< "			s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);"
		<< "	}"
		<< "	${DST} = vec4(s.a, s.b.xy, s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(3,2,1);
		});

	LOCAL_STRUCT_CASE(nested_conditional_assignment, "Conditional assignment of nested struct",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform mediump float uf_one;"
		<< ""
		<< "struct T {"
		<< "	int				a;"
		<< "	mediump vec2	b;"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);"
		<< "	if (uf_one > 0.0)"
		<< "		s.b = T(ui_zero, ${COORDS}.zw);"
		<< "	${DST} = vec4(s.a, s.b.b, s.c - s.b.a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(0,2,3);
		});

	LOCAL_STRUCT_CASE(nested_loop_assignment, "Nested struct assignment in loop",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform mediump float uf_one;"
		<< ""
		<< "struct T {"
		<< "	int				a;"
		<< "	mediump vec2	b;"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);"
		<< "	for (int i = 0; i < 3; i++)"
		<< "	{"
		<< "		if (i == 1)"
		<< "			s.b = T(ui_zero, ${COORDS}.zw);"
		<< "	}"
		<< "	${DST} = vec4(s.a, s.b.b, s.c - s.b.a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(0,2,3);
		});

	LOCAL_STRUCT_CASE(nested_dynamic_loop_assignment, "Nested struct assignment in dynamic loop",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_three;"
		<< "uniform mediump float uf_one;"
		<< ""
		<< "struct T {"
		<< "	int				a;"
		<< "	mediump vec2	b;"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);"
		<< "	for (int i = 0; i < ui_three; i++)"
		<< "	{"
		<< "		if (i == ui_one)"
		<< "			s.b = T(ui_zero, ${COORDS}.zw);"
		<< "	}"
		<< "	${DST} = vec4(s.a, s.b.b, s.c - s.b.a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(0,2,3);
		});

	LOCAL_STRUCT_CASE(loop_struct_array, "Struct array usage in loop",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump int		b;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s[3];"
		<< "	s[0] = S(${COORDS}.x, ui_zero);"
		<< "	s[1].a = ${COORDS}.y;"
		<< "	s[1].b = -ui_one;"
		<< "	s[2] = S(${COORDS}.z, ui_two);"
		<< ""
		<< "	mediump float rgb[3];"
		<< "	int alpha = 0;"
		<< "	for (int i = 0; i < 3; i++)"
		<< "	{"
		<< "		rgb[i] = s[2-i].a;"
		<< "		alpha += s[i].b;"
		<< "	}"
		<< "	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(2,1,0);
		});

	LOCAL_STRUCT_CASE(loop_nested_struct_array, "Nested struct array usage in loop",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< "uniform mediump float uf_two;"
		<< "uniform mediump float uf_three;"
		<< "uniform mediump float uf_four;"
		<< "uniform mediump float uf_half;"
		<< "uniform mediump float uf_third;"
		<< "uniform mediump float uf_fourth;"
		<< "uniform mediump float uf_sixth;"
		<< ""
		<< "struct T {"
		<< "	mediump float	a;"
		<< "	mediump vec2	b[2];"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b[3];"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s[2];"
		<< ""
		<< "	// S[0]"
		<< "	s[0].a         = ${COORDS}.x;"
		<< "	s[0].b[0].a    = uf_half;"
		<< "	s[0].b[0].b[0] = ${COORDS}.yx;"
		<< "	s[0].b[0].b[1] = ${COORDS}.zx;"
		<< "	s[0].b[1].a    = uf_third;"
		<< "	s[0].b[1].b[0] = ${COORDS}.yy;"
		<< "	s[0].b[1].b[1] = ${COORDS}.wy;"
		<< "	s[0].b[2].a    = uf_fourth;"
		<< "	s[0].b[2].b[0] = ${COORDS}.zx;"
		<< "	s[0].b[2].b[1] = ${COORDS}.zy;"
		<< "	s[0].c         = ui_zero;"
		<< ""
		<< "	// S[1]"
		<< "	s[1].a         = ${COORDS}.w;"
		<< "	s[1].b[0].a    = uf_two;"
		<< "	s[1].b[0].b[0] = ${COORDS}.zx;"
		<< "	s[1].b[0].b[1] = ${COORDS}.zy;"
		<< "	s[1].b[1].a    = uf_three;"
		<< "	s[1].b[1].b[0] = ${COORDS}.zz;"
		<< "	s[1].b[1].b[1] = ${COORDS}.ww;"
		<< "	s[1].b[2].a    = uf_four;"
		<< "	s[1].b[2].b[0] = ${COORDS}.yx;"
		<< "	s[1].b[2].b[1] = ${COORDS}.wz;"
		<< "	s[1].c         = ui_one;"
		<< ""
		<< "	mediump float r = 0.0; // (x*3 + y*3) / 6.0"
		<< "	mediump float g = 0.0; // (y*3 + z*3) / 6.0"
		<< "	mediump float b = 0.0; // (z*3 + w*3) / 6.0"
		<< "	mediump float a = 1.0;"
		<< "	for (int i = 0; i < 2; i++)"
		<< "	{"
		<< "		for (int j = 0; j < 3; j++)"
		<< "		{"
		<< "			r += s[0].b[j].b[i].y;"
		<< "			g += s[i].b[j].b[0].x;"
		<< "			b += s[i].b[j].b[1].x;"
		<< "			a *= s[i].b[j].a;"
		<< "		}"
		<< "	}"
		<< "	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = (c.coords.swizzle(0,1,2) + c.coords.swizzle(1,2,3)) * 0.5f;
		});

	LOCAL_STRUCT_CASE(dynamic_loop_struct_array, "Struct array usage in dynamic loop",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< "uniform int ui_three;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump int		b;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s[3];"
		<< "	s[0] = S(${COORDS}.x, ui_zero);"
		<< "	s[1].a = ${COORDS}.y;"
		<< "	s[1].b = -ui_one;"
		<< "	s[2] = S(${COORDS}.z, ui_two);"
		<< ""
		<< "	mediump float rgb[3];"
		<< "	int alpha = 0;"
		<< "	for (int i = 0; i < ui_three; i++)"
		<< "	{"
		<< "		rgb[i] = s[2-i].a;"
		<< "		alpha += s[i].b;"
		<< "	}"
		<< "	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = c.coords.swizzle(2,1,0);
		});

	LOCAL_STRUCT_CASE(dynamic_loop_nested_struct_array, "Nested struct array usage in dynamic loop",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< "uniform int ui_three;"
		<< "uniform mediump float uf_two;"
		<< "uniform mediump float uf_three;"
		<< "uniform mediump float uf_four;"
		<< "uniform mediump float uf_half;"
		<< "uniform mediump float uf_third;"
		<< "uniform mediump float uf_fourth;"
		<< "uniform mediump float uf_sixth;"
		<< ""
		<< "struct T {"
		<< "	mediump float	a;"
		<< "	mediump vec2	b[2];"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b[3];"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S s[2];"
		<< ""
		<< "	// S[0]"
		<< "	s[0].a         = ${COORDS}.x;"
		<< "	s[0].b[0].a    = uf_half;"
		<< "	s[0].b[0].b[0] = ${COORDS}.yx;"
		<< "	s[0].b[0].b[1] = ${COORDS}.zx;"
		<< "	s[0].b[1].a    = uf_third;"
		<< "	s[0].b[1].b[0] = ${COORDS}.yy;"
		<< "	s[0].b[1].b[1] = ${COORDS}.wy;"
		<< "	s[0].b[2].a    = uf_fourth;"
		<< "	s[0].b[2].b[0] = ${COORDS}.zx;"
		<< "	s[0].b[2].b[1] = ${COORDS}.zy;"
		<< "	s[0].c         = ui_zero;"
		<< ""
		<< "	// S[1]"
		<< "	s[1].a         = ${COORDS}.w;"
		<< "	s[1].b[0].a    = uf_two;"
		<< "	s[1].b[0].b[0] = ${COORDS}.zx;"
		<< "	s[1].b[0].b[1] = ${COORDS}.zy;"
		<< "	s[1].b[1].a    = uf_three;"
		<< "	s[1].b[1].b[0] = ${COORDS}.zz;"
		<< "	s[1].b[1].b[1] = ${COORDS}.ww;"
		<< "	s[1].b[2].a    = uf_four;"
		<< "	s[1].b[2].b[0] = ${COORDS}.yx;"
		<< "	s[1].b[2].b[1] = ${COORDS}.wz;"
		<< "	s[1].c         = ui_one;"
		<< ""
		<< "	mediump float r = 0.0; // (x*3 + y*3) / 6.0"
		<< "	mediump float g = 0.0; // (y*3 + z*3) / 6.0"
		<< "	mediump float b = 0.0; // (z*3 + w*3) / 6.0"
		<< "	mediump float a = 1.0;"
		<< "	for (int i = 0; i < ui_two; i++)"
		<< "	{"
		<< "		for (int j = 0; j < ui_three; j++)"
		<< "		{"
		<< "			r += s[0].b[j].b[i].y;"
		<< "			g += s[i].b[j].b[0].x;"
		<< "			b += s[i].b[j].b[1].x;"
		<< "			a *= s[i].b[j].a;"
		<< "		}"
		<< "	}"
		<< "	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			c.color.xyz() = (c.coords.swizzle(0,1,2) + c.coords.swizzle(1,2,3)) * 0.5f;
		});

	LOCAL_STRUCT_CASE(basic_equal, "Basic struct equality",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);"
		<< "	S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);"
		<< "	S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);"
		<< "	S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);"
		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
		<< "	if (a == b) ${DST}.x = 1.0;"
		<< "	if (a == c) ${DST}.y = 1.0;"
		<< "	if (a == d) ${DST}.z = 1.0;"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			if (deFloatFloor(c.coords[0]) == deFloatFloor(c.coords[0]+0.5f))
				c.color.x() = 1.0f;
			if (deFloatFloor(c.coords[1]) == deFloatFloor(c.coords[1]+0.5f))
				c.color.y() = 1.0f;
		});

	LOCAL_STRUCT_CASE(basic_not_equal, "Basic struct equality",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);"
		<< "	S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);"
		<< "	S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);"
		<< "	S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);"
		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
		<< "	if (a != b) ${DST}.x = 1.0;"
		<< "	if (a != c) ${DST}.y = 1.0;"
		<< "	if (a != d) ${DST}.z = 1.0;"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			if (deFloatFloor(c.coords[0]) != deFloatFloor(c.coords[0]+0.5f))
				c.color.x() = 1.0f;
			if (deFloatFloor(c.coords[1]) != deFloatFloor(c.coords[1]+0.5f))
				c.color.y() = 1.0f;
			c.color.z() = 1.0f;
		});

	LOCAL_STRUCT_CASE(nested_equal, "Nested struct struct equality",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct T {"
		<< "	mediump vec3	a;"
		<< "	int				b;"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);"
		<< "	S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);"
		<< "	S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);"
		<< "	S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);"
		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
		<< "	if (a == b) ${DST}.x = 1.0;"
		<< "	if (a == c) ${DST}.y = 1.0;"
		<< "	if (a == d) ${DST}.z = 1.0;"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			if (deFloatFloor(c.coords[0]) == deFloatFloor(c.coords[0]+0.5f))
				c.color.x() = 1.0f;
			if (deFloatFloor(c.coords[1]) == deFloatFloor(c.coords[1]+0.5f))
				c.color.y() = 1.0f;
		});

	LOCAL_STRUCT_CASE(nested_not_equal, "Nested struct struct equality",
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct T {"
		<< "	mediump vec3	a;"
		<< "	int				b;"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b;"
		<< "	int				c;"
		<< "};"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);"
		<< "	S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);"
		<< "	S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);"
		<< "	S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);"
		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
		<< "	if (a != b) ${DST}.x = 1.0;"
		<< "	if (a != c) ${DST}.y = 1.0;"
		<< "	if (a != d) ${DST}.z = 1.0;"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			if (deFloatFloor(c.coords[0]) != deFloatFloor(c.coords[0]+0.5f))
				c.color.x() = 1.0f;
			if (deFloatFloor(c.coords[1]) != deFloatFloor(c.coords[1]+0.5f))
				c.color.y() = 1.0f;
			c.color.z() = 1.0f;
		});
}

class UniformStructTests : public TestCaseGroup
{
public:
	UniformStructTests (Context& context)
		: TestCaseGroup(context, "uniform", "Uniform structs")
	{
	}

	~UniformStructTests (void)
	{
	}

	virtual void init (void);
};

namespace
{

#define CHECK_SET_UNIFORM(NAME) GLU_EXPECT_NO_ERROR(gl.getError(), (string("Failed to set ") + (NAME)).c_str())

#define MAKE_SET_VEC_UNIFORM(VECTYPE, SETUNIFORM)															\
void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, const tcu::VECTYPE& vec)	\
{																											\
	int loc = gl.getUniformLocation(programID, name);														\
	SETUNIFORM(loc, 1, vec.getPtr());																		\
	CHECK_SET_UNIFORM(name);																				\
}																											\
struct SetUniform##VECTYPE##Dummy_s { int unused; }

#define MAKE_SET_VEC_UNIFORM_PTR(VECTYPE, SETUNIFORM)																		\
void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, const tcu::VECTYPE* vec, int arraySize)	\
{																															\
	int loc = gl.getUniformLocation(programID, name);																		\
	SETUNIFORM(loc, arraySize, vec->getPtr());																				\
	CHECK_SET_UNIFORM(name);																								\
}																															\
struct SetUniformPtr##VECTYPE##Dummy_s { int unused; }

MAKE_SET_VEC_UNIFORM	(Vec2,	gl.uniform2fv);
MAKE_SET_VEC_UNIFORM	(Vec3,	gl.uniform3fv);
MAKE_SET_VEC_UNIFORM_PTR(Vec2,	gl.uniform2fv);

void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, float value)
{
	int loc = gl.getUniformLocation(programID, name);
	gl.uniform1f(loc, value);
	CHECK_SET_UNIFORM(name);
}

void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, int value)
{
	int loc = gl.getUniformLocation(programID, name);
	gl.uniform1i(loc, value);
	CHECK_SET_UNIFORM(name);
}

void setUniform (const glw::Functions& gl, deUint32 programID, const char* name, const float* value, int arraySize)
{
	int loc = gl.getUniformLocation(programID, name);
	gl.uniform1fv(loc, arraySize, value);
	CHECK_SET_UNIFORM(name);
}

} // anonymous

void UniformStructTests::init (void)
{
	#define UNIFORM_STRUCT_CASE(NAME, DESCRIPTION, TEXTURES, SHADER_SRC, SET_UNIFORMS_BODY, EVAL_FUNC_BODY)																\
		do {																																							\
			struct SetUniforms_##NAME {																																	\
				 static void setUniforms (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords) SET_UNIFORMS_BODY /* NOLINT(SET_UNIFORMS_BODY) */ \
			};																																							\
			struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY };	/* NOLINT(EVAL_FUNC_BODY) */												\
			addChild(createStructCase(m_context, #NAME "_vertex", DESCRIPTION, true, TEXTURES, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC));		\
			addChild(createStructCase(m_context, #NAME "_fragment", DESCRIPTION, false, TEXTURES, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC));		\
		} while (deGetFalse())

	UNIFORM_STRUCT_CASE(basic, "Basic struct usage", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_one;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	int				c;"
		<< "};"
		<< "uniform S s;"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	${DST} = vec4(s.a, s.b.x, s.b.y, s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			setUniform(gl, programID, "s.a", constCoords.x());
			setUniform(gl, programID, "s.b", constCoords.swizzle(1, 2, 3));
			setUniform(gl, programID, "s.c", 1);
		},
		{
			c.color.xyz() = c.constCoords.swizzle(0,1,2);
		});

	UNIFORM_STRUCT_CASE(nested, "Nested struct", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< ""
		<< "struct T {"
		<< "	int				a;"
		<< "	mediump vec2	b;"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b;"
		<< "	int				c;"
		<< "};"
		<< "uniform S s;"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	${DST} = vec4(s.a, s.b.b, s.b.a + s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			setUniform(gl, programID, "s.a",	constCoords.x());
			setUniform(gl, programID, "s.b.a",	0);
			setUniform(gl, programID, "s.b.b",	constCoords.swizzle(1,2));
			setUniform(gl, programID, "s.c",	1);
		},
		{
			c.color.xyz() = c.constCoords.swizzle(0,1,2);
		});

	UNIFORM_STRUCT_CASE(array_member, "Struct with array member", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_one;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump float	b[3];"
		<< "	int				c;"
		<< "};"
		<< "uniform S s;"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	${DST} = vec4(s.a, s.b[0], s.b[1], s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			setUniform(gl, programID, "s.a",	constCoords.w());
			setUniform(gl, programID, "s.c",	1);

			float b[3];
			b[0] = constCoords.z();
			b[1] = constCoords.y();
			b[2] = constCoords.x();
			setUniform(gl, programID, "s.b", b, DE_LENGTH_OF_ARRAY(b));
		},
		{
			c.color.xyz() = c.constCoords.swizzle(3,2,1);
		});

	UNIFORM_STRUCT_CASE(array_member_dynamic_index, "Struct with array member, dynamic indexing", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump float	b[3];"
		<< "	int				c;"
		<< "};"
		<< "uniform S s;"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			setUniform(gl, programID, "s.a",	constCoords.w());
			setUniform(gl, programID, "s.c",	1);

			float b[3];
			b[0] = constCoords.z();
			b[1] = constCoords.y();
			b[2] = constCoords.x();
			setUniform(gl, programID, "s.b", b, DE_LENGTH_OF_ARRAY(b));
		},
		{
			c.color.xyz() = c.constCoords.swizzle(1,2,0);
		});

	UNIFORM_STRUCT_CASE(struct_array, "Struct array", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump int		b;"
		<< "};"
		<< "uniform S s[3];"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			setUniform(gl, programID, "s[0].a",	constCoords.x());
			setUniform(gl, programID, "s[0].b",	0);
			setUniform(gl, programID, "s[1].a",	constCoords.y());
			setUniform(gl, programID, "s[1].b",	1);
			setUniform(gl, programID, "s[2].a",	constCoords.z());
			setUniform(gl, programID, "s[2].b",	2);
		},
		{
			c.color.xyz() = c.constCoords.swizzle(2,1,0);
		});

	UNIFORM_STRUCT_CASE(struct_array_dynamic_index, "Struct array with dynamic indexing", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump int		b;"
		<< "};"
		<< "uniform S s[3];"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	${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);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			setUniform(gl, programID, "s[0].a",	constCoords.x());
			setUniform(gl, programID, "s[0].b",	0);
			setUniform(gl, programID, "s[1].a",	constCoords.y());
			setUniform(gl, programID, "s[1].b",	1);
			setUniform(gl, programID, "s[2].a",	constCoords.z());
			setUniform(gl, programID, "s[2].b",	2);
		},
		{
			c.color.xyz() = c.constCoords.swizzle(2,1,0);
		});

	UNIFORM_STRUCT_CASE(nested_struct_array, "Nested struct array", false,
		LineStream()
		<< "${HEADER}"
		<< "struct T {"
		<< "	mediump float	a;"
		<< "	mediump vec2	b[2];"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b[3];"
		<< "	int				c;"
		<< "};"
		<< "uniform S s[2];"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	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"
		<< "	mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4"
		<< "	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"
		<< "	mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0"
		<< "	${DST} = vec4(r, g, b, a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			tcu::Vec2 arr[2];

			setUniform(gl, programID, "s[0].a",			constCoords.x());
			arr[0] = constCoords.swizzle(0,1);
			arr[1] = constCoords.swizzle(2,3);
			setUniform(gl, programID, "s[0].b[0].a",	0.5f);
			setUniform(gl, programID, "s[0].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(2,3);
			arr[1] = constCoords.swizzle(0,1);
			setUniform(gl, programID, "s[0].b[1].a",	1.0f/3.0f);
			setUniform(gl, programID, "s[0].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(0,2);
			arr[1] = constCoords.swizzle(1,3);
			setUniform(gl, programID, "s[0].b[2].a",	1.0f/4.0f);
			setUniform(gl, programID, "s[0].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			setUniform(gl, programID, "s[0].c",			0);

			setUniform(gl, programID, "s[1].a",			constCoords.w());
			arr[0] = constCoords.swizzle(0,0);
			arr[1] = constCoords.swizzle(1,1);
			setUniform(gl, programID, "s[1].b[0].a",	2.0f);
			setUniform(gl, programID, "s[1].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(2,2);
			arr[1] = constCoords.swizzle(3,3);
			setUniform(gl, programID, "s[1].b[1].a",	3.0f);
			setUniform(gl, programID, "s[1].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(1,0);
			arr[1] = constCoords.swizzle(3,2);
			setUniform(gl, programID, "s[1].b[2].a",	4.0f);
			setUniform(gl, programID, "s[1].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			setUniform(gl, programID, "s[1].c",			1);
		},
		{
			c.color.xyz() = c.constCoords.swizzle(2,0,3);
		});

	UNIFORM_STRUCT_CASE(nested_struct_array_dynamic_index, "Nested struct array with dynamic indexing", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct T {"
		<< "	mediump float	a;"
		<< "	mediump vec2	b[2];"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b[3];"
		<< "	int				c;"
		<< "};"
		<< "uniform S s[2];"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	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"
		<< "	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"
		<< "	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"
		<< "	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"
		<< "	${DST} = vec4(r, g, b, a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			tcu::Vec2 arr[2];

			setUniform(gl, programID, "s[0].a",			constCoords.x());
			arr[0] = constCoords.swizzle(0,1);
			arr[1] = constCoords.swizzle(2,3);
			setUniform(gl, programID, "s[0].b[0].a",	0.5f);
			setUniform(gl, programID, "s[0].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(2,3);
			arr[1] = constCoords.swizzle(0,1);
			setUniform(gl, programID, "s[0].b[1].a",	1.0f/3.0f);
			setUniform(gl, programID, "s[0].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(0,2);
			arr[1] = constCoords.swizzle(1,3);
			setUniform(gl, programID, "s[0].b[2].a",	1.0f/4.0f);
			setUniform(gl, programID, "s[0].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			setUniform(gl, programID, "s[0].c",			0);

			setUniform(gl, programID, "s[1].a",			constCoords.w());
			arr[0] = constCoords.swizzle(0,0);
			arr[1] = constCoords.swizzle(1,1);
			setUniform(gl, programID, "s[1].b[0].a",	2.0f);
			setUniform(gl, programID, "s[1].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(2,2);
			arr[1] = constCoords.swizzle(3,3);
			setUniform(gl, programID, "s[1].b[1].a",	3.0f);
			setUniform(gl, programID, "s[1].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(1,0);
			arr[1] = constCoords.swizzle(3,2);
			setUniform(gl, programID, "s[1].b[2].a",	4.0f);
			setUniform(gl, programID, "s[1].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			setUniform(gl, programID, "s[1].c",			1);
		},
		{
			c.color.xyz() = c.constCoords.swizzle(2,0,3);
		});

	UNIFORM_STRUCT_CASE(loop_struct_array, "Struct array usage in loop", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump int		b;"
		<< "};"
		<< "uniform S s[3];"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	mediump float rgb[3];"
		<< "	int alpha = 0;"
		<< "	for (int i = 0; i < 3; i++)"
		<< "	{"
		<< "		rgb[i] = s[2-i].a;"
		<< "		alpha += s[i].b;"
		<< "	}"
		<< "	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			setUniform(gl, programID, "s[0].a",	constCoords.x());
			setUniform(gl, programID, "s[0].b",	0);
			setUniform(gl, programID, "s[1].a",	constCoords.y());
			setUniform(gl, programID, "s[1].b",	-1);
			setUniform(gl, programID, "s[2].a",	constCoords.z());
			setUniform(gl, programID, "s[2].b",	2);
		},
		{
			c.color.xyz() = c.constCoords.swizzle(2,1,0);
		});

	UNIFORM_STRUCT_CASE(loop_nested_struct_array, "Nested struct array usage in loop", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< "uniform mediump float uf_two;"
		<< "uniform mediump float uf_three;"
		<< "uniform mediump float uf_four;"
		<< "uniform mediump float uf_half;"
		<< "uniform mediump float uf_third;"
		<< "uniform mediump float uf_fourth;"
		<< "uniform mediump float uf_sixth;"
		<< ""
		<< "struct T {"
		<< "	mediump float	a;"
		<< "	mediump vec2	b[2];"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b[3];"
		<< "	int				c;"
		<< "};"
		<< "uniform S s[2];"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	mediump float r = 0.0; // (x*3 + y*3) / 6.0"
		<< "	mediump float g = 0.0; // (y*3 + z*3) / 6.0"
		<< "	mediump float b = 0.0; // (z*3 + w*3) / 6.0"
		<< "	mediump float a = 1.0;"
		<< "	for (int i = 0; i < 2; i++)"
		<< "	{"
		<< "		for (int j = 0; j < 3; j++)"
		<< "		{"
		<< "			r += s[0].b[j].b[i].y;"
		<< "			g += s[i].b[j].b[0].x;"
		<< "			b += s[i].b[j].b[1].x;"
		<< "			a *= s[i].b[j].a;"
		<< "		}"
		<< "	}"
		<< "	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			tcu::Vec2 arr[2];

			setUniform(gl, programID, "s[0].a",			constCoords.x());
			arr[0] = constCoords.swizzle(1,0);
			arr[1] = constCoords.swizzle(2,0);
			setUniform(gl, programID, "s[0].b[0].a",	0.5f);
			setUniform(gl, programID, "s[0].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(1,1);
			arr[1] = constCoords.swizzle(3,1);
			setUniform(gl, programID, "s[0].b[1].a",	1.0f/3.0f);
			setUniform(gl, programID, "s[0].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(2,1);
			arr[1] = constCoords.swizzle(2,1);
			setUniform(gl, programID, "s[0].b[2].a",	1.0f/4.0f);
			setUniform(gl, programID, "s[0].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			setUniform(gl, programID, "s[0].c",			0);

			setUniform(gl, programID, "s[1].a",			constCoords.w());
			arr[0] = constCoords.swizzle(2,0);
			arr[1] = constCoords.swizzle(2,1);
			setUniform(gl, programID, "s[1].b[0].a",	2.0f);
			setUniform(gl, programID, "s[1].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(2,2);
			arr[1] = constCoords.swizzle(3,3);
			setUniform(gl, programID, "s[1].b[1].a",	3.0f);
			setUniform(gl, programID, "s[1].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(1,0);
			arr[1] = constCoords.swizzle(3,2);
			setUniform(gl, programID, "s[1].b[2].a",	4.0f);
			setUniform(gl, programID, "s[1].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			setUniform(gl, programID, "s[1].c",			1);
		},
		{
			c.color.xyz() = (c.constCoords.swizzle(0,1,2) + c.constCoords.swizzle(1,2,3)) * 0.5f;
		});

	UNIFORM_STRUCT_CASE(dynamic_loop_struct_array, "Struct array usage in dynamic loop", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< "uniform int ui_three;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump int		b;"
		<< "};"
		<< "uniform S s[3];"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	mediump float rgb[3];"
		<< "	int alpha = 0;"
		<< "	for (int i = 0; i < ui_three; i++)"
		<< "	{"
		<< "		rgb[i] = s[2-i].a;"
		<< "		alpha += s[i].b;"
		<< "	}"
		<< "	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			setUniform(gl, programID, "s[0].a",	constCoords.x());
			setUniform(gl, programID, "s[0].b",	0);
			setUniform(gl, programID, "s[1].a",	constCoords.y());
			setUniform(gl, programID, "s[1].b",	-1);
			setUniform(gl, programID, "s[2].a",	constCoords.z());
			setUniform(gl, programID, "s[2].b",	2);
		},
		{
			c.color.xyz() = c.constCoords.swizzle(2,1,0);
		});

	UNIFORM_STRUCT_CASE(dynamic_loop_nested_struct_array, "Nested struct array usage in dynamic loop", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< "uniform int ui_two;"
		<< "uniform int ui_three;"
		<< "uniform mediump float uf_two;"
		<< "uniform mediump float uf_three;"
		<< "uniform mediump float uf_four;"
		<< "uniform mediump float uf_half;"
		<< "uniform mediump float uf_third;"
		<< "uniform mediump float uf_fourth;"
		<< "uniform mediump float uf_sixth;"
		<< ""
		<< "struct T {"
		<< "	mediump float	a;"
		<< "	mediump vec2	b[2];"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b[3];"
		<< "	int				c;"
		<< "};"
		<< "uniform S s[2];"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	mediump float r = 0.0; // (x*3 + y*3) / 6.0"
		<< "	mediump float g = 0.0; // (y*3 + z*3) / 6.0"
		<< "	mediump float b = 0.0; // (z*3 + w*3) / 6.0"
		<< "	mediump float a = 1.0;"
		<< "	for (int i = 0; i < ui_two; i++)"
		<< "	{"
		<< "		for (int j = 0; j < ui_three; j++)"
		<< "		{"
		<< "			r += s[0].b[j].b[i].y;"
		<< "			g += s[i].b[j].b[0].x;"
		<< "			b += s[i].b[j].b[1].x;"
		<< "			a *= s[i].b[j].a;"
		<< "		}"
		<< "	}"
		<< "	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			tcu::Vec2 arr[2];

			setUniform(gl, programID, "s[0].a",			constCoords.x());
			arr[0] = constCoords.swizzle(1,0);
			arr[1] = constCoords.swizzle(2,0);
			setUniform(gl, programID, "s[0].b[0].a",	0.5f);
			setUniform(gl, programID, "s[0].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(1,1);
			arr[1] = constCoords.swizzle(3,1);
			setUniform(gl, programID, "s[0].b[1].a",	1.0f/3.0f);
			setUniform(gl, programID, "s[0].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(2,1);
			arr[1] = constCoords.swizzle(2,1);
			setUniform(gl, programID, "s[0].b[2].a",	1.0f/4.0f);
			setUniform(gl, programID, "s[0].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			setUniform(gl, programID, "s[0].c",			0);

			setUniform(gl, programID, "s[1].a",			constCoords.w());
			arr[0] = constCoords.swizzle(2,0);
			arr[1] = constCoords.swizzle(2,1);
			setUniform(gl, programID, "s[1].b[0].a",	2.0f);
			setUniform(gl, programID, "s[1].b[0].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(2,2);
			arr[1] = constCoords.swizzle(3,3);
			setUniform(gl, programID, "s[1].b[1].a",	3.0f);
			setUniform(gl, programID, "s[1].b[1].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			arr[0] = constCoords.swizzle(1,0);
			arr[1] = constCoords.swizzle(3,2);
			setUniform(gl, programID, "s[1].b[2].a",	4.0f);
			setUniform(gl, programID, "s[1].b[2].b",	&arr[0], DE_LENGTH_OF_ARRAY(arr));
			setUniform(gl, programID, "s[1].c",			1);
		},
		{
			c.color.xyz() = (c.constCoords.swizzle(0,1,2) + c.constCoords.swizzle(1,2,3)) * 0.5f;
		});

	UNIFORM_STRUCT_CASE(sampler, "Sampler in struct", true,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_one;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	sampler2D		c;"
		<< "};"
		<< "uniform S s;"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	${DST} = vec4(texture(s.c, ${COORDS}.xy * s.b.xy + s.b.z).rgb, s.a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			DE_UNREF(constCoords);
			setUniform(gl, programID, "s.a", 1.0f);
			setUniform(gl, programID, "s.b", tcu::Vec3(0.25f, 0.25f, 0.5f));
			setUniform(gl, programID, "s.c", 0);
		},
		{
			c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
		});

	UNIFORM_STRUCT_CASE(sampler_nested, "Sampler in nested struct", true,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_zero;"
		<< "uniform int ui_one;"
		<< ""
		<< "struct T {"
		<< "	sampler2D		a;"
		<< "	mediump vec2	b;"
		<< "};"
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	T				b;"
		<< "	int				c;"
		<< "};"
		<< "uniform S s;"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	${DST} = vec4(texture(s.b.a, ${COORDS}.xy * s.b.b + s.a).rgb, s.c);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			DE_UNREF(constCoords);
			setUniform(gl, programID, "s.a",	0.5f);
			setUniform(gl, programID, "s.b.a",	0);
			setUniform(gl, programID, "s.b.b",	tcu::Vec2(0.25f, 0.25f));
			setUniform(gl, programID, "s.c",	1);
		},
		{
			c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
		});

	UNIFORM_STRUCT_CASE(sampler_array, "Sampler in struct array", true,
		LineStream()
		<< "${HEADER}"
		<< "uniform int ui_one;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	sampler2D		c;"
		<< "};"
		<< "uniform S s[2];"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	${DST} = vec4(texture(s[1].c, ${COORDS}.xy * s[0].b.xy + s[1].b.z).rgb, s[0].a);"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			DE_UNREF(constCoords);
			setUniform(gl, programID, "s[0].a", 1.0f);
			setUniform(gl, programID, "s[0].b", tcu::Vec3(0.25f, 0.25f, 0.25f));
			setUniform(gl, programID, "s[0].c", 1);
			setUniform(gl, programID, "s[1].a", 0.0f);
			setUniform(gl, programID, "s[1].b", tcu::Vec3(0.5f, 0.5f, 0.5f));
			setUniform(gl, programID, "s[1].c", 0);
		},
		{
			c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
		});

	UNIFORM_STRUCT_CASE(equal, "Struct equality", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform mediump float uf_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	int				c;"
		<< "};"
		<< "uniform S a;"
		<< "uniform S b;"
		<< "uniform S c;"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);"
		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
		<< "	if (a == b) ${DST}.x = 1.0;"
		<< "	if (a == c) ${DST}.y = 1.0;"
		<< "	if (a == d) ${DST}.z = 1.0;"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			DE_UNREF(constCoords);
			setUniform(gl, programID, "a.a", 1.0f);
			setUniform(gl, programID, "a.b", tcu::Vec3(0.0f, 1.0f, 2.0f));
			setUniform(gl, programID, "a.c", 2);
			setUniform(gl, programID, "b.a", 1.0f);
			setUniform(gl, programID, "b.b", tcu::Vec3(0.0f, 1.0f, 2.0f));
			setUniform(gl, programID, "b.c", 2);
			setUniform(gl, programID, "c.a", 1.0f);
			setUniform(gl, programID, "c.b", tcu::Vec3(0.0f, 1.1f, 2.0f));
			setUniform(gl, programID, "c.c", 2);
		},
		{
			c.color.xy() = tcu::Vec2(1.0f, 0.0f);
			if (deFloatFloor(c.coords[1]+1.0f) == deFloatFloor(1.1f))
				c.color.z() = 1.0f;
		});

	UNIFORM_STRUCT_CASE(not_equal, "Struct equality", false,
		LineStream()
		<< "${HEADER}"
		<< "uniform mediump float uf_one;"
		<< "uniform int ui_two;"
		<< ""
		<< "struct S {"
		<< "	mediump float	a;"
		<< "	mediump vec3	b;"
		<< "	int				c;"
		<< "};"
		<< "uniform S a;"
		<< "uniform S b;"
		<< "uniform S c;"
		<< ""
		<< "void main (void)"
		<< "{"
		<< "	S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);"
		<< "	${DST} = vec4(0.0, 0.0, 0.0, 1.0);"
		<< "	if (a != b) ${DST}.x = 1.0;"
		<< "	if (a != c) ${DST}.y = 1.0;"
		<< "	if (a != d) ${DST}.z = 1.0;"
		<< "	${ASSIGN_POS}"
		<< "}",
		{
			DE_UNREF(constCoords);
			setUniform(gl, programID, "a.a", 1.0f);
			setUniform(gl, programID, "a.b", tcu::Vec3(0.0f, 1.0f, 2.0f));
			setUniform(gl, programID, "a.c", 2);
			setUniform(gl, programID, "b.a", 1.0f);
			setUniform(gl, programID, "b.b", tcu::Vec3(0.0f, 1.0f, 2.0f));
			setUniform(gl, programID, "b.c", 2);
			setUniform(gl, programID, "c.a", 1.0f);
			setUniform(gl, programID, "c.b", tcu::Vec3(0.0f, 1.1f, 2.0f));
			setUniform(gl, programID, "c.c", 2);
		},
		{
			c.color.xy() = tcu::Vec2(0.0f, 1.0f);
			if (deFloatFloor(c.coords[1]+1.0f) != deFloatFloor(1.1f))
				c.color.z() = 1.0f;
		});
}

ShaderStructTests::ShaderStructTests (Context& context)
	: TestCaseGroup(context, "struct", "Struct Tests")
{
}

ShaderStructTests::~ShaderStructTests (void)
{
}

void ShaderStructTests::init (void)
{
	addChild(new LocalStructTests(m_context));
	addChild(new UniformStructTests(m_context));
}

} // Functional
} // gles3
} // deqp