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es3fShaderStructTests.js (64670B)


      1 /*-------------------------------------------------------------------------
      2 * drawElements Quality Program OpenGL ES Utilities
      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 
     21 'use strict';
     22 goog.provide('functional.gles3.es3fShaderStructTests');
     23 goog.require('framework.common.tcuTestCase');
     24 goog.require('framework.common.tcuTexture');
     25 goog.require('framework.common.tcuTextureUtil');
     26 goog.require('framework.delibs.debase.deMath');
     27 // goog.require('framework.opengl.gluShaderUtil');
     28 goog.require('framework.opengl.gluTexture');
     29 goog.require('modules.shared.glsShaderRenderCase');
     30 goog.require('framework.common.tcuStringTemplate');
     31 
     32 goog.scope(function() {
     33 var es3fShaderStructTests = functional.gles3.es3fShaderStructTests;
     34 var tcuTestCase = framework.common.tcuTestCase;
     35 var tcuTexture = framework.common.tcuTexture;
     36 var tcuTextureUtil = framework.common.tcuTextureUtil;
     37 var deMath = framework.delibs.debase.deMath;
     38 // var gluShaderUtil = framework.opengl.gluShaderUtil;
     39 var glsShaderRenderCase = modules.shared.glsShaderRenderCase;
     40 var gluTexture = framework.opengl.gluTexture;
     41 var tcuStringTemplate = framework.common.tcuStringTemplate;
     42 
     43 /** @typedef {function(WebGLProgram, Array<number>)} */
     44 es3fShaderStructTests.SetupUniformsFunc;
     45 
     46 /** @const {number} */ es3fShaderStructTests.TEXTURE_BRICK = 0;
     47 
     48 
     49 /**
     50  * @constructor
     51  * @extends {glsShaderRenderCase.ShaderRenderCase}
     52  * @param  {string} name
     53  * @param  {string} description
     54  * @param  {boolean} isVertexCase
     55  * @param  {boolean} usesTextures
     56  * @param  {glsShaderRenderCase.ShaderEvalFunc} evalFunc
     57  * @param  {?es3fShaderStructTests.SetupUniformsFunc} setupUniformsFunc
     58  * @param  {string} vertShaderSource
     59  * @param  {string} fragShaderSource
     60  */
     61 es3fShaderStructTests.ShaderStructCase = function(name, description, isVertexCase, usesTextures, evalFunc, setupUniformsFunc, vertShaderSource, fragShaderSource) {
     62 	glsShaderRenderCase.ShaderRenderCase.call(this, name, description, isVertexCase, evalFunc);
     63 	/** @type {?es3fShaderStructTests.SetupUniformsFunc} */ this.m_setupUniforms = setupUniformsFunc;
     64 	/** @type {boolean} */ this.m_usesTexture = usesTextures;
     65 	/** @type {gluTexture.Texture2D} */ this.m_brickTexture = null;
     66 	/** @type {string} */ this.m_vertShaderSource = vertShaderSource;
     67 	/** @type {string} */ this.m_fragShaderSource = fragShaderSource;
     68 };
     69 
     70 es3fShaderStructTests.ShaderStructCase.prototype = Object.create(glsShaderRenderCase.ShaderRenderCase.prototype);
     71 es3fShaderStructTests.ShaderStructCase.prototype.constructor = es3fShaderStructTests.ShaderStructCase;
     72 
     73 es3fShaderStructTests.ShaderStructCase.prototype.init = function() {
     74 	if (this.m_usesTexture) {
     75 		this.m_brickTexture = gluTexture.texture2DFromInternalFormat(gl, gl.RGBA8, 256, 256);
     76 		var ref = this.m_brickTexture.getRefTexture();
     77 		for (var i = 0 ; i < ref.getNumLevels(); i++) {
     78 			ref.allocLevel(i);
     79 			tcuTextureUtil.fillWithGrid(ref.getLevel(i), 8, [0.2, 0.7, 0.1, 1.0], [0.7, 0.1, 0.5, 0.8]);
     80 		}
     81 		this.m_brickTexture.upload();
     82 
     83 		this.m_textures.push(new glsShaderRenderCase.TextureBinding(
     84 			this.m_brickTexture,
     85 			new tcuTexture.Sampler(
     86 				tcuTexture.WrapMode.CLAMP_TO_EDGE,
     87 				tcuTexture.WrapMode.CLAMP_TO_EDGE,
     88 				tcuTexture.WrapMode.CLAMP_TO_EDGE,
     89 				tcuTexture.FilterMode.LINEAR,
     90 				tcuTexture.FilterMode.LINEAR)));
     91 
     92 		assertMsgOptions(this.m_textures.length === 1, 'Only one texture required', false, true);
     93 	}
     94 	this.postinit();
     95 };
     96 
     97 es3fShaderStructTests.ShaderStructCase.prototype.deinit = function() {
     98 	glsShaderRenderCase.ShaderRenderCase.prototype.deinit.call(this);
     99 	this.m_brickTexture = null;
    100 };
    101 
    102 /**
    103  * @param  {WebGLProgram} programID
    104  * @param  {Array<number>} constCoords
    105  */
    106 es3fShaderStructTests.ShaderStructCase.prototype.setupUniforms = function(programID, constCoords) {
    107 	glsShaderRenderCase.ShaderRenderCase.prototype.setupUniforms.call(this, programID, constCoords);
    108 	if (this.m_setupUniforms)
    109 		this.m_setupUniforms(programID, constCoords);
    110 };
    111 
    112 /**
    113  * @param {string} name
    114  * @param {string} description
    115  * @param {boolean} isVertexCase
    116  * @param {boolean} usesTextures
    117  * @param {glsShaderRenderCase.ShaderEvalFunc} evalFunc
    118  * @param {?es3fShaderStructTests.SetupUniformsFunc} setupUniforms
    119  * @param {string} shaderSrc
    120  */
    121 es3fShaderStructTests.ShaderStructCase.createStructCase = function(name, description, isVertexCase, usesTextures, evalFunc, setupUniforms, shaderSrc) {
    122 	/** @type {string} */ var defaultVertSrc =
    123 		'#version 300 es\n' +
    124 		'in highp vec4 a_position;\n' +
    125 		'in highp vec4 a_coords;\n' +
    126 		'out mediump vec4 v_coords;\n\n' +
    127 		'void main (void)\n' +
    128 		'{\n' +
    129 		'	v_coords = a_coords;\n' +
    130 		'	gl_Position = a_position;\n' +
    131 		'}\n';
    132 	/** @type {string} */ var defaultFragSrc =
    133 		'#version 300 es\n' +
    134 		'in mediump vec4 v_color;\n' +
    135 		'layout(location = 0) out mediump vec4 o_color;\n\n' +
    136 		'void main (void)\n' +
    137 		'{\n' +
    138 		'	o_color = v_color;\n' +
    139 		'}\n';
    140 
    141 	// Fill in specialization parameters.
    142 	var spParams = {};
    143 	if (isVertexCase) {
    144 		spParams["HEADER"] =
    145 			"#version 300 es\n" +
    146 			"in highp vec4 a_position;\n" +
    147 			"in highp vec4 a_coords;\n" +
    148 			"out mediump vec4 v_color;";
    149 		spParams["COORDS"]		= "a_coords";
    150 		spParams["DST"]			= "v_color";
    151 		spParams["ASSIGN_POS"]	= "gl_Position = a_position;";
    152 	}
    153 	else {
    154 		spParams["HEADER"]	=
    155 			"#version 300 es\n" +
    156 			"in mediump vec4 v_coords;\n" +
    157 			"layout(location = 0) out mediump vec4 o_color;";
    158 		spParams["COORDS"]			= "v_coords";
    159 		spParams["DST"]				= "o_color";
    160 		spParams["ASSIGN_POS"]		= "";
    161 	}
    162 
    163 	if (isVertexCase)
    164 		return new es3fShaderStructTests.ShaderStructCase(name, description, isVertexCase, usesTextures, evalFunc, setupUniforms, tcuStringTemplate.specialize(shaderSrc, spParams), defaultFragSrc);
    165 	else
    166 		return new es3fShaderStructTests.ShaderStructCase(name, description, isVertexCase, usesTextures, evalFunc, setupUniforms, defaultVertSrc, tcuStringTemplate.specialize(shaderSrc, spParams));
    167 };
    168 
    169 /**
    170  * @constructor
    171  * @extends {tcuTestCase.DeqpTest}
    172  */
    173 es3fShaderStructTests.LocalStructTests = function() {
    174 	tcuTestCase.DeqpTest.call(this, 'local', 'Local structs');
    175 	this.makeExecutable();
    176 };
    177 
    178 es3fShaderStructTests.LocalStructTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype);
    179 es3fShaderStructTests.LocalStructTests.prototype.constructor = es3fShaderStructTests.LocalStructTests;
    180 
    181 es3fShaderStructTests.LocalStructTests.prototype.init = function() {
    182 	var currentCtx = this;
    183 	function LocalStructCase(name, description, shaderSource, evalFunction) {
    184 		currentCtx.addChild(es3fShaderStructTests.ShaderStructCase.createStructCase(name + "_vertex", description, true, false, evalFunction, null, shaderSource));
    185 		currentCtx.addChild(es3fShaderStructTests.ShaderStructCase.createStructCase(name + "_fragment", description, false, false, evalFunction, null, shaderSource));
    186 	};
    187 
    188 	LocalStructCase('basic', 'Basic struct usage',
    189 		'${HEADER}\n' +
    190 		'uniform int ui_one;\n' +
    191 		'\n' +
    192 		'struct S {\n' +
    193 		'	mediump float	a;\n' +
    194 		'	mediump vec3	b;\n' +
    195 		'	int				c;\n' +
    196 		'};\n' +
    197 		'\n' +
    198 		'void main (void)\n' +
    199 		'{\n' +
    200 		'	S s = S(${COORDS}.x, vec3(0.0), ui_one);\n' +
    201 		'	s.b = ${COORDS}.yzw;\n' +
    202 		'	${DST} = vec4(s.a, s.b.x, s.b.y, s.c);\n' +
    203 		'	${ASSIGN_POS}\n' +
    204 		'}\n',
    205 		function(c) {
    206 			c.color[0] = c.coords[0];
    207 			c.color[1] = c.coords[1];
    208 			c.color[2] = c.coords[2];
    209 		});
    210 
    211 	LocalStructCase('nested', "Nested struct",
    212 		'${HEADER}\n' +
    213 		"uniform int ui_zero;\n" +
    214 		"uniform int ui_one;\n" +
    215 		"\n" +
    216 		"struct T {\n" +
    217 		"	int				a;\n" +
    218 		"	mediump vec2	b;\n" +
    219 		"};\n" +
    220 		"struct S {\n" +
    221 		'	mediump float	a;\n' +
    222 		'	T				b;\n' +
    223 		'	int				c;\n' +
    224 		'};\n' +
    225 		'\n' +
    226 		'void main (void)\n' +
    227 		'{\n' +
    228 		'	S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);\n' +
    229 		'	s.b = T(ui_zero, ${COORDS}.yz);\n' +
    230 		'	${DST} = vec4(s.a, s.b.b, s.b.a + s.c);\n' +
    231 		'	${ASSIGN_POS}\n' +
    232 		'}\n',
    233 		function(c) {
    234 			c.color[0] = c.coords[0];
    235 			c.color[1] = c.coords[1];
    236 			c.color[2] = c.coords[2];
    237 		});
    238 
    239 	LocalStructCase('array_member', "Struct with array member",
    240 		'${HEADER}\n' +
    241 		'uniform int ui_one;\n' +
    242 		'\n' +
    243 		'struct S {\n' +
    244 		'	mediump float	a;\n' +
    245 		'	mediump float	b[3];\n' +
    246 		'	int				c;\n' +
    247 		'};\n' +
    248 		'\n' +
    249 		'void main (void)\n' +
    250 		'{\n' +
    251 		'	S s;\n' +
    252 		'	s.a = ${COORDS}.w;\n' +
    253 		'	s.c = ui_one;\n' +
    254 		'	s.b[0] = ${COORDS}.z;\n' +
    255 		'	s.b[1] = ${COORDS}.y;\n' +
    256 		'	s.b[2] = ${COORDS}.x;\n' +
    257 		'	${DST} = vec4(s.a, s.b[0], s.b[1], s.c);\n' +
    258 		'	${ASSIGN_POS}\n' +
    259 		'}\n',
    260 		function(c) {
    261 			c.color[0] = c.coords[3];
    262 			c.color[1] = c.coords[2];
    263 			c.color[2] = c.coords[1];
    264 		});
    265 
    266 	LocalStructCase('array_member_dynamic_index', "Struct with array member, dynamic indexing",
    267 		'${HEADER}\n' +
    268 		'uniform int ui_zero;\n' +
    269 		'uniform int ui_one;\n' +
    270 		'uniform int ui_two;\n' +
    271 		'\n' +
    272 		'struct S {\n' +
    273 		'	mediump float	a;\n' +
    274 		'	mediump float	b[3];\n' +
    275 		'	int				c;\n' +
    276 		'};\n' +
    277 		'\n' +
    278 		'void main (void)\n' +
    279 		'{\n' +
    280 		'	S s;\n' +
    281 		'	s.a = ${COORDS}.w;\n' +
    282 		'	s.c = ui_one;\n' +
    283 		'	s.b[0] = ${COORDS}.z;\n' +
    284 		'	s.b[1] = ${COORDS}.y;\n' +
    285 		'	s.b[2] = ${COORDS}.x;\n' +
    286 		'	${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);\n' +
    287 		'	${ASSIGN_POS}\n' +
    288 		'}\n',
    289 		function(c) {
    290 			c.color[0] = c.coords[1];
    291 			c.color[1] = c.coords[2];
    292 			c.color[2] = c.coords[0];
    293 		});
    294 
    295 	LocalStructCase('struct_array', "Struct array",
    296 		'${HEADER}\n' +
    297 		'uniform int ui_zero;\n' +
    298 		'uniform int ui_one;\n' +
    299 		'uniform int ui_two;\n' +
    300 		'\n' +
    301 		'struct S {\n' +
    302 		'	mediump float	a;\n' +
    303 		'	mediump int		b;\n' +
    304 		'};\n' +
    305 		'\n' +
    306 		'void main (void)\n' +
    307 		'{\n' +
    308 		'	S s[3];\n' +
    309 		'	s[0] = S(${COORDS}.x, ui_zero);\n' +
    310 		'	s[1].a = ${COORDS}.y;\n' +
    311 		'	s[1].b = ui_one;\n' +
    312 		'	s[2] = S(${COORDS}.z, ui_two);\n' +
    313 		'	${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);\n' +
    314 		'	${ASSIGN_POS}\n' +
    315 		'}\n',
    316 		function(c) {
    317 			c.color[0] = c.coords[2];
    318 			c.color[1] = c.coords[1];
    319 			c.color[2] = c.coords[0];
    320 		});
    321 
    322 	LocalStructCase('struct_array_dynamic_index', "Struct array with dynamic indexing",
    323 		'${HEADER}\n' +
    324 		'uniform int ui_zero;\n' +
    325 		'uniform int ui_one;\n' +
    326 		'uniform int ui_two;\n' +
    327 		'\n' +
    328 		'struct S {\n' +
    329 		'	mediump float	a;\n' +
    330 		'	mediump int		b;\n' +
    331 		'};\n' +
    332 		'\n' +
    333 		'void main (void)\n' +
    334 		'{\n' +
    335 		'	S s[3];\n' +
    336 		'	s[0] = S(${COORDS}.x, ui_zero);\n' +
    337 		'	s[1].a = ${COORDS}.y;\n' +
    338 		'	s[1].b = ui_one;\n' +
    339 		'	s[2] = S(${COORDS}.z, ui_two);\n' +
    340 		'	${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);\n' +
    341 		'	${ASSIGN_POS}\n' +
    342 		'}\n',
    343 		function(c) {
    344 			c.color[0] = c.coords[2];
    345 			c.color[1] = c.coords[1];
    346 			c.color[2] = c.coords[0];
    347 		});
    348 
    349 	LocalStructCase('nested_struct_array', "Nested struct array",
    350 		'${HEADER}\n' +
    351 		'uniform int ui_zero;\n' +
    352 		'uniform int ui_one;\n' +
    353 		'uniform int ui_two;\n' +
    354 		'uniform mediump float uf_two;\n' +
    355 		'uniform mediump float uf_three;\n' +
    356 		'uniform mediump float uf_four;\n' +
    357 		'uniform mediump float uf_half;\n' +
    358 		'uniform mediump float uf_third;\n' +
    359 		'uniform mediump float uf_fourth;\n' +
    360 		'\n' +
    361 		'struct T {\n' +
    362 		'	mediump float	a;\n' +
    363 		'	mediump vec2	b[2];\n' +
    364 		'};\n' +
    365 		'struct S {\n' +
    366 		'	mediump float	a;\n' +
    367 		'	T				b[3];\n' +
    368 		'	int				c;\n' +
    369 		'};\n' +
    370 		'\n' +
    371 		'void main (void)\n' +
    372 		'{\n' +
    373 		'	S s[2];\n' +
    374 		'\n' +
    375 		'	// S[0]\n' +
    376 		'	s[0].a         = ${COORDS}.x;\n' +
    377 		'	s[0].b[0].a    = uf_half;\n' +
    378 		'	s[0].b[0].b[0] = ${COORDS}.xy;\n' +
    379 		'	s[0].b[0].b[1] = ${COORDS}.zw;\n' +
    380 		'	s[0].b[1].a    = uf_third;\n' +
    381 		'	s[0].b[1].b[0] = ${COORDS}.zw;\n' +
    382 		'	s[0].b[1].b[1] = ${COORDS}.xy;\n' +
    383 		'	s[0].b[2].a    = uf_fourth;\n' +
    384 		'	s[0].b[2].b[0] = ${COORDS}.xz;\n' +
    385 		'	s[0].b[2].b[1] = ${COORDS}.yw;\n' +
    386 		'	s[0].c         = ui_zero;\n' +
    387 		'\n' +
    388 		'	// S[1]\n' +
    389 		'	s[1].a         = ${COORDS}.w;\n' +
    390 		'	s[1].b[0].a    = uf_two;\n' +
    391 		'	s[1].b[0].b[0] = ${COORDS}.xx;\n' +
    392 		'	s[1].b[0].b[1] = ${COORDS}.yy;\n' +
    393 		'	s[1].b[1].a    = uf_three;\n' +
    394 		'	s[1].b[1].b[0] = ${COORDS}.zz;\n' +
    395 		'	s[1].b[1].b[1] = ${COORDS}.ww;\n' +
    396 		'	s[1].b[2].a    = uf_four;\n' +
    397 		'	s[1].b[2].b[0] = ${COORDS}.yx;\n' +
    398 		'	s[1].b[2].b[1] = ${COORDS}.wz;\n' +
    399 		'	s[1].c         = ui_one;\n' +
    400 		'\n' +
    401 		'	mediump float r = (s[0].b[1].b[0].x + s[1].b[2].b[1].y) * s[0].b[0].a; // (z + z) * 0.5\n' +
    402 		'	mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4\n' +
    403 		'	mediump float b = (s[0].b[2].b[1].y + s[0].b[1].b[0].y + s[1].a) * s[0].b[1].a; // (w + w + w) * 0.333\n' +
    404 		'	mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0\n' +
    405 		'	${DST} = vec4(r, g, b, a);\n' +
    406 		'	${ASSIGN_POS}\n' +
    407 		'}\n',
    408 		function(c) {
    409 			c.color[0] = c.coords[2];
    410 			c.color[1] = c.coords[0];
    411 			c.color[2] = c.coords[3];
    412 		});
    413 
    414 	LocalStructCase('nested_struct_array_dynamic_index', "Nested struct array with dynamic indexing",
    415 		'${HEADER}\n' +
    416 		'uniform int ui_zero;\n' +
    417 		'uniform int ui_one;\n' +
    418 		'uniform int ui_two;\n' +
    419 		'uniform mediump float uf_two;\n' +
    420 		'uniform mediump float uf_three;\n' +
    421 		'uniform mediump float uf_four;\n' +
    422 		'uniform mediump float uf_half;\n' +
    423 		'uniform mediump float uf_third;\n' +
    424 		'uniform mediump float uf_fourth;\n' +
    425 		'\n' +
    426 		'struct T {\n' +
    427 		'	mediump float	a;\n' +
    428 		'	mediump vec2	b[2];\n' +
    429 		'};\n' +
    430 		'struct S {\n' +
    431 		'	mediump float	a;\n' +
    432 		'	T				b[3];\n' +
    433 		'	int				c;\n' +
    434 		'};\n' +
    435 		'\n' +
    436 		'void main (void)\n' +
    437 		'{\n' +
    438 		'	S s[2];\n' +
    439 		'\n' +
    440 		'	// S[0]\n' +
    441 		'	s[0].a         = ${COORDS}.x;\n' +
    442 		'	s[0].b[0].a    = uf_half;\n' +
    443 		'	s[0].b[0].b[0] = ${COORDS}.xy;\n' +
    444 		'	s[0].b[0].b[1] = ${COORDS}.zw;\n' +
    445 		'	s[0].b[1].a    = uf_third;\n' +
    446 		'	s[0].b[1].b[0] = ${COORDS}.zw;\n' +
    447 		'	s[0].b[1].b[1] = ${COORDS}.xy;\n' +
    448 		'	s[0].b[2].a    = uf_fourth;\n' +
    449 		'	s[0].b[2].b[0] = ${COORDS}.xz;\n' +
    450 		'	s[0].b[2].b[1] = ${COORDS}.yw;\n' +
    451 		'	s[0].c         = ui_zero;\n' +
    452 		'\n' +
    453 		'	// S[1]\n' +
    454 		'	s[1].a         = ${COORDS}.w;\n' +
    455 		'	s[1].b[0].a    = uf_two;\n' +
    456 		'	s[1].b[0].b[0] = ${COORDS}.xx;\n' +
    457 		'	s[1].b[0].b[1] = ${COORDS}.yy;\n' +
    458 		'	s[1].b[1].a    = uf_three;\n' +
    459 		'	s[1].b[1].b[0] = ${COORDS}.zz;\n' +
    460 		'	s[1].b[1].b[1] = ${COORDS}.ww;\n' +
    461 		'	s[1].b[2].a    = uf_four;\n' +
    462 		'	s[1].b[2].b[0] = ${COORDS}.yx;\n' +
    463 		'	s[1].b[2].b[1] = ${COORDS}.wz;\n' +
    464 		'	s[1].c         = ui_one;\n' +
    465 		'\n' +
    466 		'	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\n' +
    467 		'	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\n' +
    468 		'	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\n' +
    469 		'	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\n' +
    470 		'	${DST} = vec4(r, g, b, a);\n' +
    471 		'	${ASSIGN_POS}\n' +
    472 		'}\n',
    473 		function(c) {
    474 			c.color[0] = c.coords[2];
    475 			c.color[1] = c.coords[0];
    476 			c.color[2] = c.coords[3];
    477 		});
    478 
    479 	LocalStructCase('parameter', "Struct as a function parameter",
    480 		'${HEADER}\n' +
    481 		'uniform int ui_one;\n' +
    482 		'\n' +
    483 		'struct S {\n' +
    484 		'	mediump float	a;\n' +
    485 		'	mediump vec3	b;\n' +
    486 		'	int				c;\n' +
    487 		'};\n' +
    488 		'\n' +
    489 		'mediump vec4 myFunc (S s)\n' +
    490 		'{\n' +
    491 		'	return vec4(s.a, s.b.x, s.b.y, s.c);\n' +
    492 		'}\n' +
    493 		'\n' +
    494 		'void main (void)\n' +
    495 		'{\n' +
    496 		'	S s = S(${COORDS}.x, vec3(0.0), ui_one);\n' +
    497 		'	s.b = ${COORDS}.yzw;\n' +
    498 		'	${DST} = myFunc(s);\n' +
    499 		'	${ASSIGN_POS}\n' +
    500 		'}\n',
    501 		function(c) {
    502 			c.color[0] = c.coords[0];
    503 			c.color[1] = c.coords[1];
    504 			c.color[2] = c.coords[2];
    505 		});
    506 
    507 	LocalStructCase('parameter_nested', "Nested struct as a function parameter",
    508 		'${HEADER}\n' +
    509 		'uniform int ui_zero;\n' +
    510 		'uniform int ui_one;\n' +
    511 		'\n' +
    512 		'struct T {\n' +
    513 		'	int				a;\n' +
    514 		'	mediump vec2	b;\n' +
    515 		'};\n' +
    516 		'struct S {\n' +
    517 		'	mediump float	a;\n' +
    518 		'	T				b;\n' +
    519 		'	int				c;\n' +
    520 		'};\n' +
    521 		'\n' +
    522 		'mediump vec4 myFunc (S s)\n' +
    523 		'{\n' +
    524 		'	return vec4(s.a, s.b.b, s.b.a + s.c);\n' +
    525 		'}\n' +
    526 		'\n' +
    527 		'void main (void)\n' +
    528 		'{\n' +
    529 		'	S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);\n' +
    530 		'	s.b = T(ui_zero, ${COORDS}.yz);\n' +
    531 		'	${DST} = myFunc(s);\n' +
    532 		'	${ASSIGN_POS}\n' +
    533 		'}\n',
    534 		function(c) {
    535 			c.color[0] = c.coords[0];
    536 			c.color[1] = c.coords[1];
    537 			c.color[2] = c.coords[2];
    538 		});
    539 
    540 	LocalStructCase('return', "Struct as a return value",
    541 		'${HEADER}\n' +
    542 		'uniform int ui_one;\n' +
    543 		'\n' +
    544 		'struct S {\n' +
    545 		'	mediump float	a;\n' +
    546 		'	mediump vec3	b;\n' +
    547 		'	int				c;\n' +
    548 		'};\n' +
    549 		'\n' +
    550 		'S myFunc (void)\n' +
    551 		'{\n' +
    552 		'	S s = S(${COORDS}.x, vec3(0.0), ui_one);\n' +
    553 		'	s.b = ${COORDS}.yzw;\n' +
    554 		'	return s;\n' +
    555 		'}\n' +
    556 		'\n' +
    557 		'void main (void)\n' +
    558 		'{\n' +
    559 		'	S s = myFunc();\n' +
    560 		'	${DST} = vec4(s.a, s.b.x, s.b.y, s.c);\n' +
    561 		'	${ASSIGN_POS}\n' +
    562 		'}\n',
    563 		function(c) {
    564 			c.color[0] = c.coords[0];
    565 			c.color[1] = c.coords[1];
    566 			c.color[2] = c.coords[2];
    567 		});
    568 
    569 	LocalStructCase('return_nested', "Nested struct",
    570 		'${HEADER}\n' +
    571 		'uniform int ui_zero;\n' +
    572 		'uniform int ui_one;\n' +
    573 		'\n' +
    574 		'struct T {\n' +
    575 		'	int				a;\n' +
    576 		'	mediump vec2	b;\n' +
    577 		'};\n' +
    578 		'struct S {\n' +
    579 		'	mediump float	a;\n' +
    580 		'	T				b;\n' +
    581 		'	int				c;\n' +
    582 		'};\n' +
    583 		'\n' +
    584 		'S myFunc (void)\n' +
    585 		'{\n' +
    586 		'	S s = S(${COORDS}.x, T(0, vec2(0.0)), ui_one);\n' +
    587 		'	s.b = T(ui_zero, ${COORDS}.yz);\n' +
    588 		'	return s;\n' +
    589 		'}\n' +
    590 		'\n' +
    591 		'void main (void)\n' +
    592 		'{\n' +
    593 		'	S s = myFunc();\n' +
    594 		'	${DST} = vec4(s.a, s.b.b, s.b.a + s.c);\n' +
    595 		'	${ASSIGN_POS}\n' +
    596 		'}\n',
    597 		function(c) {
    598 			c.color[0] = c.coords[0];
    599 			c.color[1] = c.coords[1];
    600 			c.color[2] = c.coords[2];
    601 		});
    602 
    603 	LocalStructCase('conditional_assignment', "Conditional struct assignment",
    604 		'${HEADER}\n' +
    605 		'uniform int ui_zero;\n' +
    606 		'uniform int ui_one;\n' +
    607 		'uniform mediump float uf_one;\n' +
    608 		'\n' +
    609 		'struct S {\n' +
    610 		'	mediump float	a;\n' +
    611 		'	mediump vec3	b;\n' +
    612 		'	int				c;\n' +
    613 		'};\n' +
    614 		'\n' +
    615 		'void main (void)\n' +
    616 		'{\n' +
    617 		'	S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);\n' +
    618 		'	if (uf_one > 0.0)\n' +
    619 		'		s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);\n' +
    620 		'	${DST} = vec4(s.a, s.b.xy, s.c);\n' +
    621 		'	${ASSIGN_POS}\n' +
    622 		'}\n',
    623 		function(c) {
    624 			c.color[0] = c.coords[3];
    625 			c.color[1] = c.coords[2];
    626 			c.color[2] = c.coords[1];
    627 		});
    628 
    629 	LocalStructCase('loop_assignment', "Struct assignment in loop",
    630 		'${HEADER}\n' +
    631 		'uniform int ui_zero;\n' +
    632 		'uniform int ui_one;\n' +
    633 		'\n' +
    634 		'struct S {\n' +
    635 		'	mediump float	a;\n' +
    636 		'	mediump vec3	b;\n' +
    637 		'	int				c;\n' +
    638 		'};\n' +
    639 		'\n' +
    640 		'void main (void)\n' +
    641 		'{\n' +
    642 		'	S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);\n' +
    643 		'	for (int i = 0; i < 3; i++)\n' +
    644 		'	{\n' +
    645 		'		if (i == 1)\n' +
    646 		'			s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);\n' +
    647 		'	}\n' +
    648 		'	${DST} = vec4(s.a, s.b.xy, s.c);\n' +
    649 		'	${ASSIGN_POS}\n' +
    650 		'}\n',
    651 		function(c) {
    652 			c.color[0] = c.coords[3];
    653 			c.color[1] = c.coords[2];
    654 			c.color[2] = c.coords[1];
    655 		});
    656 
    657 	LocalStructCase('dynamic_loop_assignment', "Struct assignment in loop",
    658 		'${HEADER}\n' +
    659 		'uniform int ui_zero;\n' +
    660 		'uniform int ui_one;\n' +
    661 		'uniform int ui_three;\n' +
    662 		'\n' +
    663 		'struct S {\n' +
    664 		'	mediump float	a;\n' +
    665 		'	mediump vec3	b;\n' +
    666 		'	int				c;\n' +
    667 		'};\n' +
    668 		'\n' +
    669 		'void main (void)\n' +
    670 		'{\n' +
    671 		'	S s = S(${COORDS}.x, ${COORDS}.yzw, ui_zero);\n' +
    672 		'	for (int i = 0; i < ui_three; i++)\n' +
    673 		'	{\n' +
    674 		'		if (i == ui_one)\n' +
    675 		'			s = S(${COORDS}.w, ${COORDS}.zyx, ui_one);\n' +
    676 		'	}\n' +
    677 		'	${DST} = vec4(s.a, s.b.xy, s.c);\n' +
    678 		'	${ASSIGN_POS}\n' +
    679 		'}\n',
    680 		function(c) {
    681 			c.color[0] = c.coords[3];
    682 			c.color[1] = c.coords[2];
    683 			c.color[2] = c.coords[1];
    684 		});
    685 
    686 	LocalStructCase('nested_conditional_assignment', "Conditional assignment of nested struct",
    687 		'${HEADER}\n' +
    688 		'uniform int ui_zero;\n' +
    689 		'uniform int ui_one;\n' +
    690 		'uniform mediump float uf_one;\n' +
    691 		'\n' +
    692 		'struct T {\n' +
    693 		'	int				a;\n' +
    694 		'	mediump vec2	b;\n' +
    695 		'};\n' +
    696 		'struct S {\n' +
    697 		'	mediump float	a;\n' +
    698 		'	T				b;\n' +
    699 		'	int				c;\n' +
    700 		'};\n' +
    701 		'\n' +
    702 		'void main (void)\n' +
    703 		'{\n' +
    704 		'	S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);\n' +
    705 		'	if (uf_one > 0.0)\n' +
    706 		'		s.b = T(ui_zero, ${COORDS}.zw);\n' +
    707 		'	${DST} = vec4(s.a, s.b.b, s.c - s.b.a);\n' +
    708 		'	${ASSIGN_POS}\n' +
    709 		'}\n',
    710 		function(c) {
    711 			c.color[0] = c.coords[0];
    712 			c.color[1] = c.coords[2];
    713 			c.color[2] = c.coords[3];
    714 		});
    715 
    716 	LocalStructCase('nested_loop_assignment', "Nested struct assignment in loop",
    717 		'${HEADER}\n' +
    718 		'uniform int ui_zero;\n' +
    719 		'uniform int ui_one;\n' +
    720 		'uniform mediump float uf_one;\n' +
    721 		'\n' +
    722 		'struct T {\n' +
    723 		'	int				a;\n' +
    724 		'	mediump vec2	b;\n' +
    725 		'};\n' +
    726 		'struct S {\n' +
    727 		'	mediump float	a;\n' +
    728 		'	T				b;\n' +
    729 		'	int				c;\n' +
    730 		'};\n' +
    731 		'\n' +
    732 		'void main (void)\n' +
    733 		'{\n' +
    734 		'	S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);\n' +
    735 		'	for (int i = 0; i < 3; i++)\n' +
    736 		'	{\n' +
    737 		'		if (i == 1)\n' +
    738 		'			s.b = T(ui_zero, ${COORDS}.zw);\n' +
    739 		'	}\n' +
    740 		'	${DST} = vec4(s.a, s.b.b, s.c - s.b.a);\n' +
    741 		'	${ASSIGN_POS}\n' +
    742 		'}\n',
    743 		function(c) {
    744 			c.color[0] = c.coords[0];
    745 			c.color[1] = c.coords[2];
    746 			c.color[2] = c.coords[3];
    747 		});
    748 
    749 	LocalStructCase('nested_dynamic_loop_assignment', "Nested struct assignment in dynamic loop",
    750 		'${HEADER}\n' +
    751 		'uniform int ui_zero;\n' +
    752 		'uniform int ui_one;\n' +
    753 		'uniform int ui_three;\n' +
    754 		'uniform mediump float uf_one;\n' +
    755 		'\n' +
    756 		'struct T {\n' +
    757 		'	int				a;\n' +
    758 		'	mediump vec2	b;\n' +
    759 		'};\n' +
    760 		'struct S {\n' +
    761 		'	mediump float	a;\n' +
    762 		'	T				b;\n' +
    763 		'	int				c;\n' +
    764 		'};\n' +
    765 		'\n' +
    766 		'void main (void)\n' +
    767 		'{\n' +
    768 		'	S s = S(${COORDS}.x, T(ui_one, ${COORDS}.yz), ui_one);\n' +
    769 		'	for (int i = 0; i < ui_three; i++)\n' +
    770 		'	{\n' +
    771 		'		if (i == ui_one)\n' +
    772 		'			s.b = T(ui_zero, ${COORDS}.zw);\n' +
    773 		'	}\n' +
    774 		'	${DST} = vec4(s.a, s.b.b, s.c - s.b.a);\n' +
    775 		'	${ASSIGN_POS}\n' +
    776 		'}\n',
    777 		function(c) {
    778 			c.color[0] = c.coords[0];
    779 			c.color[1] = c.coords[2];
    780 			c.color[2] = c.coords[3];
    781 		});
    782 
    783 	LocalStructCase('loop_struct_array', "Struct array usage in loop",
    784 		'${HEADER}\n' +
    785 		'uniform int ui_zero;\n' +
    786 		'uniform int ui_one;\n' +
    787 		'uniform int ui_two;\n' +
    788 		'\n' +
    789 		'struct S {\n' +
    790 		'	mediump float	a;\n' +
    791 		'	mediump int		b;\n' +
    792 		'};\n' +
    793 		'\n' +
    794 		'void main (void)\n' +
    795 		'{\n' +
    796 		'	S s[3];\n' +
    797 		'	s[0] = S(${COORDS}.x, ui_zero);\n' +
    798 		'	s[1].a = ${COORDS}.y;\n' +
    799 		'	s[1].b = -ui_one;\n' +
    800 		'	s[2] = S(${COORDS}.z, ui_two);\n' +
    801 		'\n' +
    802 		'	mediump float rgb[3];\n' +
    803 		'	int alpha = 0;\n' +
    804 		'	for (int i = 0; i < 3; i++)\n' +
    805 		'	{\n' +
    806 		'		rgb[i] = s[2-i].a;\n' +
    807 		'		alpha += s[i].b;\n' +
    808 		'	}\n' +
    809 		'	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);\n' +
    810 		'	${ASSIGN_POS}\n' +
    811 		'}\n',
    812 		function(c) {
    813 			c.color[0] = c.coords[2];
    814 			c.color[1] = c.coords[1];
    815 			c.color[2] = c.coords[0];
    816 		});
    817 
    818 	LocalStructCase('loop_nested_struct_array', "Nested struct array usage in loop",
    819 		'${HEADER}\n' +
    820 		'uniform int ui_zero;\n' +
    821 		'uniform int ui_one;\n' +
    822 		'uniform int ui_two;\n' +
    823 		'uniform mediump float uf_two;\n' +
    824 		'uniform mediump float uf_three;\n' +
    825 		'uniform mediump float uf_four;\n' +
    826 		'uniform mediump float uf_half;\n' +
    827 		'uniform mediump float uf_third;\n' +
    828 		'uniform mediump float uf_fourth;\n' +
    829 		'uniform mediump float uf_sixth;\n' +
    830 		'\n' +
    831 		'struct T {\n' +
    832 		'	mediump float	a;\n' +
    833 		'	mediump vec2	b[2];\n' +
    834 		'};\n' +
    835 		'struct S {\n' +
    836 		'	mediump float	a;\n' +
    837 		'	T				b[3];\n' +
    838 		'	int				c;\n' +
    839 		'};\n' +
    840 		'\n' +
    841 		'void main (void)\n' +
    842 		'{\n' +
    843 		'	S s[2];\n' +
    844 		'\n' +
    845 		'	// S[0]\n' +
    846 		'	s[0].a         = ${COORDS}.x;\n' +
    847 		'	s[0].b[0].a    = uf_half;\n' +
    848 		'	s[0].b[0].b[0] = ${COORDS}.yx;\n' +
    849 		'	s[0].b[0].b[1] = ${COORDS}.zx;\n' +
    850 		'	s[0].b[1].a    = uf_third;\n' +
    851 		'	s[0].b[1].b[0] = ${COORDS}.yy;\n' +
    852 		'	s[0].b[1].b[1] = ${COORDS}.wy;\n' +
    853 		'	s[0].b[2].a    = uf_fourth;\n' +
    854 		'	s[0].b[2].b[0] = ${COORDS}.zx;\n' +
    855 		'	s[0].b[2].b[1] = ${COORDS}.zy;\n' +
    856 		'	s[0].c         = ui_zero;\n' +
    857 		'\n' +
    858 		'	// S[1]\n' +
    859 		'	s[1].a         = ${COORDS}.w;\n' +
    860 		'	s[1].b[0].a    = uf_two;\n' +
    861 		'	s[1].b[0].b[0] = ${COORDS}.zx;\n' +
    862 		'	s[1].b[0].b[1] = ${COORDS}.zy;\n' +
    863 		'	s[1].b[1].a    = uf_three;\n' +
    864 		'	s[1].b[1].b[0] = ${COORDS}.zz;\n' +
    865 		'	s[1].b[1].b[1] = ${COORDS}.ww;\n' +
    866 		'	s[1].b[2].a    = uf_four;\n' +
    867 		'	s[1].b[2].b[0] = ${COORDS}.yx;\n' +
    868 		'	s[1].b[2].b[1] = ${COORDS}.wz;\n' +
    869 		'	s[1].c         = ui_one;\n' +
    870 		'\n' +
    871 		'	mediump float r = 0.0; // (x*3 + y*3) / 6.0\n' +
    872 		'	mediump float g = 0.0; // (y*3 + z*3) / 6.0\n' +
    873 		'	mediump float b = 0.0; // (z*3 + w*3) / 6.0\n' +
    874 		'	mediump float a = 1.0;\n' +
    875 		'	for (int i = 0; i < 2; i++)\n' +
    876 		'	{\n' +
    877 		'		for (int j = 0; j < 3; j++)\n' +
    878 		'		{\n' +
    879 		'			r += s[0].b[j].b[i].y;\n' +
    880 		'			g += s[i].b[j].b[0].x;\n' +
    881 		'			b += s[i].b[j].b[1].x;\n' +
    882 		'			a *= s[i].b[j].a;\n' +
    883 		'		}\n' +
    884 		'	}\n' +
    885 		'	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);\n' +
    886 		'	${ASSIGN_POS}\n' +
    887 		'}\n',
    888 		function(c) {
    889 			c.color[0] = (c.coords[0] + c.coords[1]) * 0.5;
    890 			c.color[1] = (c.coords[1] + c.coords[2]) * 0.5;
    891 			c.color[2] = (c.coords[2] + c.coords[3]) * 0.5;
    892 		});
    893 
    894 	LocalStructCase('dynamic_loop_struct_array', "Struct array usage in dynamic loop",
    895 		'${HEADER}\n' +
    896 		'uniform int ui_zero;\n' +
    897 		'uniform int ui_one;\n' +
    898 		'uniform int ui_two;\n' +
    899 		'uniform int ui_three;\n' +
    900 		'\n' +
    901 		'struct S {\n' +
    902 		'	mediump float	a;\n' +
    903 		'	mediump int		b;\n' +
    904 		'};\n' +
    905 		'\n' +
    906 		'void main (void)\n' +
    907 		'{\n' +
    908 		'	S s[3];\n' +
    909 		'	s[0] = S(${COORDS}.x, ui_zero);\n' +
    910 		'	s[1].a = ${COORDS}.y;\n' +
    911 		'	s[1].b = -ui_one;\n' +
    912 		'	s[2] = S(${COORDS}.z, ui_two);\n' +
    913 		'\n' +
    914 		'	mediump float rgb[3];\n' +
    915 		'	int alpha = 0;\n' +
    916 		'	for (int i = 0; i < ui_three; i++)\n' +
    917 		'	{\n' +
    918 		'		rgb[i] = s[2-i].a;\n' +
    919 		'		alpha += s[i].b;\n' +
    920 		'	}\n' +
    921 		'	${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);\n' +
    922 		'	${ASSIGN_POS}\n' +
    923 		'}\n',
    924 		function(c) {
    925 			c.color[0] = c.coords[2];
    926 			c.color[1] = c.coords[1];
    927 			c.color[2] = c.coords[0];
    928 		});
    929 
    930 	LocalStructCase('dynamic_loop_nested_struct_array', "Nested struct array usage in dynamic loop",
    931 		'${HEADER}\n' +
    932 		'uniform int ui_zero;\n' +
    933 		'uniform int ui_one;\n' +
    934 		'uniform int ui_two;\n' +
    935 		'uniform int ui_three;\n' +
    936 		'uniform mediump float uf_two;\n' +
    937 		'uniform mediump float uf_three;\n' +
    938 		'uniform mediump float uf_four;\n' +
    939 		'uniform mediump float uf_half;\n' +
    940 		'uniform mediump float uf_third;\n' +
    941 		'uniform mediump float uf_fourth;\n' +
    942 		'uniform mediump float uf_sixth;\n' +
    943 		'\n' +
    944 		'struct T {\n' +
    945 		'	mediump float	a;\n' +
    946 		'	mediump vec2	b[2];\n' +
    947 		'};\n' +
    948 		'struct S {\n' +
    949 		'	mediump float	a;\n' +
    950 		'	T				b[3];\n' +
    951 		'	int				c;\n' +
    952 		'};\n' +
    953 		'\n' +
    954 		'void main (void)\n' +
    955 		'{\n' +
    956 		'	S s[2];\n' +
    957 		'\n' +
    958 		'	// S[0]\n' +
    959 		'	s[0].a         = ${COORDS}.x;\n' +
    960 		'	s[0].b[0].a    = uf_half;\n' +
    961 		'	s[0].b[0].b[0] = ${COORDS}.yx;\n' +
    962 		'	s[0].b[0].b[1] = ${COORDS}.zx;\n' +
    963 		'	s[0].b[1].a    = uf_third;\n' +
    964 		'	s[0].b[1].b[0] = ${COORDS}.yy;\n' +
    965 		'	s[0].b[1].b[1] = ${COORDS}.wy;\n' +
    966 		'	s[0].b[2].a    = uf_fourth;\n' +
    967 		'	s[0].b[2].b[0] = ${COORDS}.zx;\n' +
    968 		'	s[0].b[2].b[1] = ${COORDS}.zy;\n' +
    969 		'	s[0].c         = ui_zero;\n' +
    970 		'\n' +
    971 		'	// S[1]\n' +
    972 		'	s[1].a         = ${COORDS}.w;\n' +
    973 		'	s[1].b[0].a    = uf_two;\n' +
    974 		'	s[1].b[0].b[0] = ${COORDS}.zx;\n' +
    975 		'	s[1].b[0].b[1] = ${COORDS}.zy;\n' +
    976 		'	s[1].b[1].a    = uf_three;\n' +
    977 		'	s[1].b[1].b[0] = ${COORDS}.zz;\n' +
    978 		'	s[1].b[1].b[1] = ${COORDS}.ww;\n' +
    979 		'	s[1].b[2].a    = uf_four;\n' +
    980 		'	s[1].b[2].b[0] = ${COORDS}.yx;\n' +
    981 		'	s[1].b[2].b[1] = ${COORDS}.wz;\n' +
    982 		'	s[1].c         = ui_one;\n' +
    983 		'\n' +
    984 		'	mediump float r = 0.0; // (x*3 + y*3) / 6.0\n' +
    985 		'	mediump float g = 0.0; // (y*3 + z*3) / 6.0\n' +
    986 		'	mediump float b = 0.0; // (z*3 + w*3) / 6.0\n' +
    987 		'	mediump float a = 1.0;\n' +
    988 		'	for (int i = 0; i < ui_two; i++)\n' +
    989 		'	{\n' +
    990 		'		for (int j = 0; j < ui_three; j++)\n' +
    991 		'		{\n' +
    992 		'			r += s[0].b[j].b[i].y;\n' +
    993 		'			g += s[i].b[j].b[0].x;\n' +
    994 		'			b += s[i].b[j].b[1].x;\n' +
    995 		'			a *= s[i].b[j].a;\n' +
    996 		'		}\n' +
    997 		'	}\n' +
    998 		'	${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);\n' +
    999 		'	${ASSIGN_POS}\n' +
   1000 		'}\n',
   1001 		function(c) {
   1002 			c.color[0] = (c.coords[0] + c.coords[1]) * 0.5;
   1003 			c.color[1] = (c.coords[1] + c.coords[2]) * 0.5;
   1004 			c.color[2] = (c.coords[2] + c.coords[3]) * 0.5;
   1005 		});
   1006 
   1007 	LocalStructCase('basic_equal', "Basic struct equality",
   1008 		'${HEADER}\n' +
   1009 		'uniform int ui_one;\n' +
   1010 		'uniform int ui_two;\n' +
   1011 		'\n' +
   1012 		'struct S {\n' +
   1013 		'	mediump float	a;\n' +
   1014 		'	mediump vec3	b;\n' +
   1015 		'	int				c;\n' +
   1016 		'};\n' +
   1017 		'\n' +
   1018 		'void main (void)\n' +
   1019 		'{\n' +
   1020 		'	S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);\n' +
   1021 		'	S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);\n' +
   1022 		'	S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);\n' +
   1023 		'	S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);\n' +
   1024 		'	${DST} = vec4(0.0, 0.0, 0.0, 1.0);\n' +
   1025 		'	if (a == b) ${DST}.x = 1.0;\n' +
   1026 		'	if (a == c) ${DST}.y = 1.0;\n' +
   1027 		'	if (a == d) ${DST}.z = 1.0;\n' +
   1028 		'	${ASSIGN_POS}\n' +
   1029 		'}\n',
   1030 		function(c) {
   1031 			if (Math.floor(c.coords[0]) === Math.floor(c.coords[0] + 0.5))
   1032 				c.color[0] = 1.0;
   1033 			if (Math.floor(c.coords[1]) === Math.floor(c.coords[1] + 0.5))
   1034 				c.color[1] = 1.0;
   1035 		});
   1036 
   1037 	LocalStructCase('basic_not_equal', "Basic struct equality",
   1038 		'${HEADER}\n' +
   1039 		'uniform int ui_one;\n' +
   1040 		'uniform int ui_two;\n' +
   1041 		'\n' +
   1042 		'struct S {\n' +
   1043 		'	mediump float	a;\n' +
   1044 		'	mediump vec3	b;\n' +
   1045 		'	int				c;\n' +
   1046 		'};\n' +
   1047 		'\n' +
   1048 		'void main (void)\n' +
   1049 		'{\n' +
   1050 		'	S a = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);\n' +
   1051 		'	S b = S(floor(${COORDS}.x+0.5), vec3(0.0, floor(${COORDS}.y), 2.3), ui_one);\n' +
   1052 		'	S c = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one);\n' +
   1053 		'	S d = S(floor(${COORDS}.x), vec3(0.0, floor(${COORDS}.y), 2.3), ui_two);\n' +
   1054 		'	${DST} = vec4(0.0, 0.0, 0.0, 1.0);\n' +
   1055 		'	if (a != b) ${DST}.x = 1.0;\n' +
   1056 		'	if (a != c) ${DST}.y = 1.0;\n' +
   1057 		'	if (a != d) ${DST}.z = 1.0;\n' +
   1058 		'	${ASSIGN_POS}\n' +
   1059 		'}\n',
   1060 		function(c) {
   1061 			if (Math.floor(c.coords[0]) != Math.floor(c.coords[0] + 0.5))
   1062 				c.color[0] = 1.0;
   1063 			if (Math.floor(c.coords[1]) != Math.floor(c.coords[1] + 0.5))
   1064 				c.color[1] = 1.0;
   1065 			c.color[2] = 1.0;
   1066 		});
   1067 
   1068 	LocalStructCase('nested_equal', "Nested struct struct equality",
   1069 		'${HEADER}\n' +
   1070 		'uniform int ui_one;\n' +
   1071 		'uniform int ui_two;\n' +
   1072 		'\n' +
   1073 		'struct T {\n' +
   1074 		'	mediump vec3	a;\n' +
   1075 		'	int				b;\n' +
   1076 		'};\n' +
   1077 		'struct S {\n' +
   1078 		'	mediump float	a;\n' +
   1079 		'	T				b;\n' +
   1080 		'	int				c;\n' +
   1081 		'};\n' +
   1082 		'\n' +
   1083 		'void main (void)\n' +
   1084 		'{\n' +
   1085 		'	S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);\n' +
   1086 		'	S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);\n' +
   1087 		'	S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);\n' +
   1088 		'	S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);\n' +
   1089 		'	${DST} = vec4(0.0, 0.0, 0.0, 1.0);\n' +
   1090 		'	if (a == b) ${DST}.x = 1.0;\n' +
   1091 		'	if (a == c) ${DST}.y = 1.0;\n' +
   1092 		'	if (a == d) ${DST}.z = 1.0;\n' +
   1093 		'	${ASSIGN_POS}\n' +
   1094 		'}\n',
   1095 		function(c) {
   1096 			if (Math.floor(c.coords[0]) == Math.floor(c.coords[0] + 0.5))
   1097 				c.color[0] = 1.0;
   1098 			if (Math.floor(c.coords[1]) == Math.floor(c.coords[1] + 0.5))
   1099 				c.color[1] = 1.0;
   1100 		});
   1101 
   1102 	LocalStructCase('nested_not_equal', "Nested struct struct equality",
   1103 		'${HEADER}\n' +
   1104 		'uniform int ui_one;\n' +
   1105 		'uniform int ui_two;\n' +
   1106 		'\n' +
   1107 		'struct T {\n' +
   1108 		'	mediump vec3	a;\n' +
   1109 		'	int				b;\n' +
   1110 		'};\n' +
   1111 		'struct S {\n' +
   1112 		'	mediump float	a;\n' +
   1113 		'	T				b;\n' +
   1114 		'	int				c;\n' +
   1115 		'};\n' +
   1116 		'\n' +
   1117 		'void main (void)\n' +
   1118 		'{\n' +
   1119 		'	S a = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);\n' +
   1120 		'	S b = S(floor(${COORDS}.x+0.5), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_one), 1);\n' +
   1121 		'	S c = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y+0.5), 2.3), ui_one), 1);\n' +
   1122 		'	S d = S(floor(${COORDS}.x), T(vec3(0.0, floor(${COORDS}.y), 2.3), ui_two), 1);\n' +
   1123 		'	${DST} = vec4(0.0, 0.0, 0.0, 1.0);\n' +
   1124 		'	if (a != b) ${DST}.x = 1.0;\n' +
   1125 		'	if (a != c) ${DST}.y = 1.0;\n' +
   1126 		'	if (a != d) ${DST}.z = 1.0;\n' +
   1127 		'	${ASSIGN_POS}\n' +
   1128 		'}\n',
   1129 		function(c) {
   1130 			if (Math.floor(c.coords[0]) != Math.floor(c.coords[0] + 0.5))
   1131 				c.color[0] = 1.0;
   1132 			if (Math.floor(c.coords[1]) != Math.floor(c.coords[1] + 0.5))
   1133 				c.color[1] = 1.0;
   1134 			c.color[2] = 1.0;
   1135 		});
   1136 };
   1137 
   1138 /**
   1139  * @constructor
   1140  * @extends {tcuTestCase.DeqpTest}
   1141  */
   1142 es3fShaderStructTests.UniformStructTests = function() {
   1143 	tcuTestCase.DeqpTest.call(this, 'uniform', 'Uniform structs');
   1144 	this.makeExecutable();
   1145 };
   1146 
   1147 es3fShaderStructTests.UniformStructTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype);
   1148 es3fShaderStructTests.UniformStructTests.prototype.constructor = es3fShaderStructTests.UniformStructTests;
   1149 
   1150 /**
   1151  * @param {WebGLProgram} programID
   1152  * @param {string} name
   1153  * @param {Array<number>} vec
   1154  */
   1155 es3fShaderStructTests.setUniform2fv = function(programID, name, vec) {
   1156 	/** @type {WebGLUniformLocation} */ var loc = gl.getUniformLocation(programID, name);
   1157 	gl.uniform2fv(loc, vec);
   1158 };
   1159 
   1160 /**
   1161  * @param {WebGLProgram} programID
   1162  * @param {string} name
   1163  * @param {Array<number>} vec
   1164  */
   1165 es3fShaderStructTests.setUniform3fv = function(programID, name, vec) {
   1166 	/** @type {WebGLUniformLocation} */ var loc = gl.getUniformLocation(programID, name);
   1167 	gl.uniform3fv(loc, vec);
   1168 };
   1169 
   1170 /**
   1171 * @param {WebGLProgram} programID
   1172 * @param {string} name
   1173 * @param {number} value
   1174 */
   1175 es3fShaderStructTests.setUniform1i = function(programID, name, value) {
   1176 	/** @type {WebGLUniformLocation} */ var loc = gl.getUniformLocation(programID, name);
   1177 	gl.uniform1i(loc, value);
   1178 };
   1179 
   1180 /**
   1181 * @param {WebGLProgram} programID
   1182 * @param {string} name
   1183 * @param {number} value
   1184 */
   1185 es3fShaderStructTests.setUniform1f = function(programID, name, value) {
   1186 	/** @type {WebGLUniformLocation} */ var loc = gl.getUniformLocation(programID, name);
   1187 	gl.uniform1f(loc, value);
   1188 };
   1189 
   1190 /**
   1191 * @param {WebGLProgram} programID
   1192 * @param {string} name
   1193 * @param {Array<number>} vec
   1194 */
   1195 es3fShaderStructTests.setUniform1fv = function(programID, name, vec) {
   1196 	/** @type {WebGLUniformLocation} */ var loc = gl.getUniformLocation(programID, name);
   1197 	gl.uniform1fv(loc, vec);
   1198 };
   1199 
   1200 es3fShaderStructTests.UniformStructTests.prototype.init = function() {
   1201 	var currentCtx = this;
   1202 	function UniformStructCase(name, description, textures, shaderSrc, setUniformsFunc, evalFunc) {
   1203 		currentCtx.addChild(es3fShaderStructTests.ShaderStructCase.createStructCase(name + "_vertex", description, true, textures, evalFunc, setUniformsFunc, shaderSrc));
   1204 		currentCtx.addChild(es3fShaderStructTests.ShaderStructCase.createStructCase(name + "_fragment", description, false, textures, evalFunc, setUniformsFunc, shaderSrc));
   1205 	}
   1206 
   1207 	UniformStructCase('basic', "Basic struct usage", false,
   1208 		'${HEADER}\n' +
   1209 		'uniform int ui_one;\n' +
   1210 		'' +
   1211 		'struct S {\n' +
   1212 		'	mediump float	a;\n' +
   1213 		'	mediump vec3	b;\n' +
   1214 		'	int				c;\n' +
   1215 		'};\n' +
   1216 		'uniform S s;\n' +
   1217 		'' +
   1218 		'void main (void)\n' +
   1219 		'{\n' +
   1220 		'	${DST} = vec4(s.a, s.b.x, s.b.y, s.c);\n' +
   1221 		'	${ASSIGN_POS}\n' +
   1222 		'}',
   1223 		function(programID, constCoords) {
   1224 			es3fShaderStructTests.setUniform1f(programID, "s.a", constCoords[0]);
   1225 			es3fShaderStructTests.setUniform3fv(programID, "s.b", deMath.swizzle(constCoords, [1, 2, 3]));
   1226 			es3fShaderStructTests.setUniform1i(programID, "s.c", 1);
   1227 		},
   1228 		function(c) {
   1229 			c.color[0] = c.constCoords[0];
   1230 			c.color[1] = c.constCoords[1];
   1231 			c.color[2] = c.constCoords[2];
   1232 		});
   1233 
   1234 	UniformStructCase('nested', "Nested struct", false,
   1235 		'${HEADER}\n' +
   1236 		'uniform int ui_zero;\n' +
   1237 		'uniform int ui_one;\n' +
   1238 		'' +
   1239 		'struct T {\n' +
   1240 		'	int				a;\n' +
   1241 		'	mediump vec2	b;\n' +
   1242 		'};\n' +
   1243 		'struct S {\n' +
   1244 		'	mediump float	a;\n' +
   1245 		'	T				b;\n' +
   1246 		'	int				c;\n' +
   1247 		'};\n' +
   1248 		'uniform S s;\n' +
   1249 		'' +
   1250 		'void main (void)\n' +
   1251 		'{\n' +
   1252 		'	${DST} = vec4(s.a, s.b.b, s.b.a + s.c);\n' +
   1253 		'	${ASSIGN_POS}\n' +
   1254 		'}',
   1255 		function(programID, constCoords) {
   1256 			es3fShaderStructTests.setUniform1f(programID, "s.a", constCoords[0]);
   1257 			es3fShaderStructTests.setUniform1i(programID, "s.b.a", 0);
   1258 			es3fShaderStructTests.setUniform2fv(programID, "s.b.b", deMath.swizzle(constCoords, [1,2]));
   1259 			es3fShaderStructTests.setUniform1i(programID, "s.c", 1);
   1260 		},
   1261 		function(c) {
   1262 			c.color[0] = c.constCoords[0];
   1263 			c.color[1] = c.constCoords[1];
   1264 			c.color[2] = c.constCoords[2];
   1265 		});
   1266 
   1267 	UniformStructCase('array_member', "Struct with array member", false,
   1268 		'${HEADER}\n' +
   1269 		'uniform int ui_one;\n' +
   1270 		'' +
   1271 		'struct S {\n' +
   1272 		'	mediump float	a;\n' +
   1273 		'	mediump float	b[3];\n' +
   1274 		'	int				c;\n' +
   1275 		'};\n' +
   1276 		'uniform S s;\n' +
   1277 		'' +
   1278 		'void main (void)\n' +
   1279 		'{\n' +
   1280 		'	${DST} = vec4(s.a, s.b[0], s.b[1], s.c);\n' +
   1281 		'	${ASSIGN_POS}\n' +
   1282 		'}',
   1283 		function(programID, constCoords){
   1284 			es3fShaderStructTests.setUniform1f(programID, "s.a", constCoords[3]);
   1285 			es3fShaderStructTests.setUniform1i(programID, "s.c", 1);
   1286 
   1287 			/** @type {Array<number>} */ var b = [];
   1288 			b[0] = constCoords[2];
   1289 			b[1] = constCoords[1];
   1290 			b[2] = constCoords[0];
   1291 			es3fShaderStructTests.setUniform1fv(programID, "s.b", b);
   1292 		},
   1293 		function(c) {
   1294 			c.color[0] = c.constCoords[3];
   1295 			c.color[1] = c.constCoords[2];
   1296 			c.color[2] = c.constCoords[1];
   1297 		});
   1298 
   1299 	UniformStructCase('array_member_dynamic_index', "Struct with array member, dynamic indexing", false,
   1300 		'${HEADER}\n' +
   1301 		'uniform int ui_zero;\n' +
   1302 		'uniform int ui_one;\n' +
   1303 		'uniform int ui_two;\n' +
   1304 		'' +
   1305 		'struct S {\n' +
   1306 		'    mediump float    a;\n' +
   1307 		'    mediump float    b[3];\n' +
   1308 		'    int                c;\n' +
   1309 		'};\n' +
   1310 		'uniform S s;\n' +
   1311 		'' +
   1312 		'void main (void)\n' +
   1313 		'{\n' +
   1314 		'    ${DST} = vec4(s.b[ui_one], s.b[ui_zero], s.b[ui_two], s.c);\n' +
   1315 		'    ${ASSIGN_POS}\n' +
   1316 		'}',
   1317 		function(programID, constCoords) {
   1318 			es3fShaderStructTests.setUniform1f(programID, "s.a", constCoords[3]);
   1319 			es3fShaderStructTests.setUniform1i(programID, "s.c", 1);
   1320 
   1321 			/** @type {Array<number>} */ var b = [];
   1322 			b[0] = constCoords[2];
   1323 			b[1] = constCoords[1];
   1324 			b[2] = constCoords[0];
   1325 			es3fShaderStructTests.setUniform1fv(programID, "s.b", b);
   1326 		},
   1327 		function(c) {
   1328 			c.color[0] = c.constCoords[1];
   1329 			c.color[1] = c.constCoords[2];
   1330 			c.color[2] = c.constCoords[0];
   1331 		});
   1332 
   1333 	UniformStructCase('struct_array', "Struct array", false,
   1334 		'${HEADER}\n' +
   1335 		'uniform int ui_zero;\n' +
   1336 		'uniform int ui_one;\n' +
   1337 		'uniform int ui_two;\n' +
   1338 		'' +
   1339 		'struct S {\n' +
   1340 		'    mediump float    a;\n' +
   1341 		'    mediump int        b;\n' +
   1342 		'};\n' +
   1343 		'uniform S s[3];\n' +
   1344 		'' +
   1345 		'void main (void)\n' +
   1346 		'{\n' +
   1347 		'    ${DST} = vec4(s[2].a, s[1].a, s[0].a, s[2].b - s[1].b + s[0].b);\n' +
   1348 		'    ${ASSIGN_POS}\n' +
   1349 		'}',
   1350 		function(programID, constCoords) {
   1351 			es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]);
   1352 			es3fShaderStructTests.setUniform1i(programID, "s[0].b", 0);
   1353 			es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[1]);
   1354 			es3fShaderStructTests.setUniform1i(programID, "s[1].b", 1);
   1355 			es3fShaderStructTests.setUniform1f(programID, "s[2].a", constCoords[2]);
   1356 			es3fShaderStructTests.setUniform1i(programID, "s[2].b", 2);
   1357 		},
   1358 		function(c) {
   1359 			c.color[0] = c.constCoords[2];
   1360 			c.color[1] = c.constCoords[1];
   1361 			c.color[2] = c.constCoords[0];
   1362 		});
   1363 
   1364 	UniformStructCase('struct_array_dynamic_index', "Struct array with dynamic indexing", false,
   1365 		'${HEADER}\n' +
   1366 		'uniform int ui_zero;\n' +
   1367 		'uniform int ui_one;\n' +
   1368 		'uniform int ui_two;\n' +
   1369 		'' +
   1370 		'struct S {\n' +
   1371 		'    mediump float    a;\n' +
   1372 		'    mediump int        b;\n' +
   1373 		'};\n' +
   1374 		'uniform S s[3];\n' +
   1375 		'' +
   1376 		'void main (void)\n' +
   1377 		'{\n' +
   1378 		'    ${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);\n' +
   1379 		'    ${ASSIGN_POS}\n' +
   1380 		'}',
   1381 		function(programID, constCoords) {
   1382 			es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]);
   1383 			es3fShaderStructTests.setUniform1i(programID, "s[0].b", 0);
   1384 			es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[1]);
   1385 			es3fShaderStructTests.setUniform1i(programID, "s[1].b", 1);
   1386 			es3fShaderStructTests.setUniform1f(programID, "s[2].a", constCoords[2]);
   1387 			es3fShaderStructTests.setUniform1i(programID, "s[2].b", 2);
   1388 		},
   1389 		function(c) {
   1390 			c.color[0] = c.constCoords[2];
   1391 			c.color[1] = c.constCoords[1];
   1392 			c.color[2] = c.constCoords[0];
   1393 		});
   1394 
   1395 	UniformStructCase('nested_struct_array', "Nested struct array", false,
   1396 		'${HEADER}\n' +
   1397 		'struct T {\n' +
   1398 		'    mediump float    a;\n' +
   1399 		'    mediump vec2    b[2];\n' +
   1400 		'};\n' +
   1401 		'struct S {\n' +
   1402 		'    mediump float    a;\n' +
   1403 		'    T                b[3];\n' +
   1404 		'    int                c;\n' +
   1405 		'};\n' +
   1406 		'uniform S s[2];\n' +
   1407 		'' +
   1408 		'void main (void)\n' +
   1409 		'{\n' +
   1410 		'    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\n' +
   1411 		'    mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a; // x * 0.25 * 4\n' +
   1412 		'    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\n' +
   1413 		'    mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a; // 0 + 4.0 - 3.0\n' +
   1414 		'    ${DST} = vec4(r, g, b, a);\n' +
   1415 		'    ${ASSIGN_POS}\n' +
   1416 		'}',
   1417 		function(programID, constCoords) {
   1418 			/** @type {Array<number>} */ var arr = [];
   1419 
   1420 			es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]);
   1421 			arr = deMath.swizzle(constCoords, [0,1,2,3]);
   1422 			es3fShaderStructTests.setUniform1f(programID, "s[0].b[0].a", 0.5);
   1423 			es3fShaderStructTests.setUniform2fv(programID, "s[0].b[0].b", arr);
   1424 			arr = deMath.swizzle(constCoords, [2,3,0,1]);
   1425 			es3fShaderStructTests.setUniform1f(programID, "s[0].b[1].a", 1.0/3.0);
   1426 			es3fShaderStructTests.setUniform2fv(programID, "s[0].b[1].b", arr);
   1427 			arr = deMath.swizzle(constCoords, [0,2,1,3]);
   1428 			es3fShaderStructTests.setUniform1f(programID, "s[0].b[2].a", 1.0/4.0);
   1429 			es3fShaderStructTests.setUniform2fv(programID, "s[0].b[2].b", arr);
   1430 			es3fShaderStructTests.setUniform1i(programID, "s[0].c", 0);
   1431 
   1432 			es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[3]);
   1433 			arr = deMath.swizzle(constCoords, [0,0,1,1]);
   1434 			es3fShaderStructTests.setUniform1f(programID, "s[1].b[0].a", 2.0);
   1435 			es3fShaderStructTests.setUniform2fv(programID, "s[1].b[0].b", arr);
   1436 			arr = deMath.swizzle(constCoords, [2,2,3,3]);
   1437 			es3fShaderStructTests.setUniform1f(programID, "s[1].b[1].a", 3.0);
   1438 			es3fShaderStructTests.setUniform2fv(programID, "s[1].b[1].b", arr);
   1439 			arr = deMath.swizzle(constCoords, [1,0,3,2]);
   1440 			es3fShaderStructTests.setUniform1f(programID, "s[1].b[2].a", 4.0);
   1441 			es3fShaderStructTests.setUniform2fv(programID, "s[1].b[2].b", arr);
   1442 			es3fShaderStructTests.setUniform1i(programID, "s[1].c", 1);
   1443 		},
   1444 		function(c) {
   1445 			c.color[0] = c.constCoords[2];
   1446 			c.color[1] = c.constCoords[0];
   1447 			c.color[2] = c.constCoords[3];
   1448 		});
   1449 
   1450 	UniformStructCase('nested_struct_array_dynamic_index', "Nested struct array with dynamic indexing", false,
   1451 		'${HEADER}\n' +
   1452 		'uniform int ui_zero;\n' +
   1453 		'uniform int ui_one;\n' +
   1454 		'uniform int ui_two;\n' +
   1455 		'' +
   1456 		'struct T {\n' +
   1457 		'    mediump float    a;\n' +
   1458 		'    mediump vec2    b[2];\n' +
   1459 		'};\n' +
   1460 		'struct S {\n' +
   1461 		'    mediump float    a;\n' +
   1462 		'    T                b[3];\n' +
   1463 		'    int                c;\n' +
   1464 		'};\n' +
   1465 		'uniform S s[2];\n' +
   1466 		'' +
   1467 		'void main (void)\n' +
   1468 		'{\n' +
   1469 		'    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\n' +
   1470 		'    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\n' +
   1471 		'    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\n' +
   1472 		'    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\n' +
   1473 		'    ${DST} = vec4(r, g, b, a);\n' +
   1474 		'    ${ASSIGN_POS}\n' +
   1475 		'}',
   1476 		function(programID, constCoords){
   1477 			/** @type {Array<number>} */ var arr = [];
   1478 
   1479 			es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]);
   1480 			arr = constCoords;
   1481 			es3fShaderStructTests.setUniform1f(programID, "s[0].b[0].a", 0.5);
   1482 			es3fShaderStructTests.setUniform2fv(programID, "s[0].b[0].b", arr);
   1483 			arr = deMath.swizzle(constCoords, [2,3,0,1]);
   1484 			es3fShaderStructTests.setUniform1f(programID, "s[0].b[1].a", 1.0/3.0);
   1485 			es3fShaderStructTests.setUniform2fv(programID, "s[0].b[1].b", arr);
   1486 			arr = deMath.swizzle(constCoords, [0,2,1,3]);
   1487 			es3fShaderStructTests.setUniform1f(programID, "s[0].b[2].a", 1.0/4.0);
   1488 			es3fShaderStructTests.setUniform2fv(programID, "s[0].b[2].b", arr);
   1489 			es3fShaderStructTests.setUniform1i(programID, "s[0].c", 0);
   1490 
   1491 			es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[3]);
   1492 			arr = deMath.swizzle(constCoords, [0,0,1,1]);
   1493 			es3fShaderStructTests.setUniform1f(programID, "s[1].b[0].a", 2.0);
   1494 			es3fShaderStructTests.setUniform2fv(programID, "s[1].b[0].b", arr);
   1495 			arr = deMath.swizzle(constCoords, [2,2,3,3]);
   1496 			es3fShaderStructTests.setUniform1f(programID, "s[1].b[1].a", 3.0);
   1497 			es3fShaderStructTests.setUniform2fv(programID, "s[1].b[1].b", arr);
   1498 			arr = deMath.swizzle(constCoords, [1,0,3,2]);
   1499 			es3fShaderStructTests.setUniform1f(programID, "s[1].b[2].a", 4.0);
   1500 			es3fShaderStructTests.setUniform2fv(programID, "s[1].b[2].b", arr);
   1501 			es3fShaderStructTests.setUniform1i(programID, "s[1].c", 1);
   1502 		},
   1503 		function(c) {
   1504 			c.color[0] = c.constCoords[2];
   1505 			c.color[1] = c.constCoords[0];
   1506 			c.color[2] = c.constCoords[3];
   1507 		});
   1508 
   1509 	UniformStructCase('loop_struct_array', "Struct array usage in loop", false,
   1510 		'${HEADER}\n' +
   1511 		'uniform int ui_zero;\n' +
   1512 		'uniform int ui_one;\n' +
   1513 		'uniform int ui_two;\n' +
   1514 		'' +
   1515 		'struct S {\n' +
   1516 		'    mediump float    a;\n' +
   1517 		'    mediump int        b;\n' +
   1518 		'};\n' +
   1519 		'uniform S s[3];\n' +
   1520 		'' +
   1521 		'void main (void)\n' +
   1522 		'{\n' +
   1523 		'    mediump float rgb[3];\n' +
   1524 		'    int alpha = 0;\n' +
   1525 		'    for (int i = 0; i < 3; i++)\n' +
   1526 		'    {\n' +
   1527 		'        rgb[i] = s[2-i].a;\n' +
   1528 		'        alpha += s[i].b;\n' +
   1529 		'    }\n' +
   1530 		'    ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);\n' +
   1531 		'    ${ASSIGN_POS}\n' +
   1532 		'}',
   1533 		function(programID, constCoords) {
   1534 			es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]);
   1535 			es3fShaderStructTests.setUniform1i(programID, "s[0].b", 0);
   1536 			es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[1]);
   1537 			es3fShaderStructTests.setUniform1i(programID, "s[1].b", -1);
   1538 			es3fShaderStructTests.setUniform1f(programID, "s[2].a", constCoords[2]);
   1539 			es3fShaderStructTests.setUniform1i(programID, "s[2].b", 2);
   1540 		},
   1541 		function(c) {
   1542 			c.color[0] = c.constCoords[2];
   1543 			c.color[1] = c.constCoords[1];
   1544 			c.color[2] = c.constCoords[0];
   1545 		});
   1546 
   1547 	UniformStructCase('loop_nested_struct_array', "Nested struct array usage in loop", false,
   1548 		'${HEADER}\n' +
   1549 		'uniform int ui_zero;\n' +
   1550 		'uniform int ui_one;\n' +
   1551 		'uniform int ui_two;\n' +
   1552 		'uniform mediump float uf_two;\n' +
   1553 		'uniform mediump float uf_three;\n' +
   1554 		'uniform mediump float uf_four;\n' +
   1555 		'uniform mediump float uf_half;\n' +
   1556 		'uniform mediump float uf_third;\n' +
   1557 		'uniform mediump float uf_fourth;\n' +
   1558 		'uniform mediump float uf_sixth;\n' +
   1559 		'' +
   1560 		'struct T {\n' +
   1561 		'    mediump float    a;\n' +
   1562 		'    mediump vec2    b[2];\n' +
   1563 		'};\n' +
   1564 		'struct S {\n' +
   1565 		'    mediump float    a;\n' +
   1566 		'    T                b[3];\n' +
   1567 		'    int                c;\n' +
   1568 		'};\n' +
   1569 		'uniform S s[2];\n' +
   1570 		'' +
   1571 		'void main (void)\n' +
   1572 		'{\n' +
   1573 		'    mediump float r = 0.0; // (x*3 + y*3) / 6.0\n' +
   1574 		'    mediump float g = 0.0; // (y*3 + z*3) / 6.0\n' +
   1575 		'    mediump float b = 0.0; // (z*3 + w*3) / 6.0\n' +
   1576 		'    mediump float a = 1.0;\n' +
   1577 		'    for (int i = 0; i < 2; i++)\n' +
   1578 		'    {\n' +
   1579 		'        for (int j = 0; j < 3; j++)\n' +
   1580 		'        {\n' +
   1581 		'            r += s[0].b[j].b[i].y;\n' +
   1582 		'            g += s[i].b[j].b[0].x;\n' +
   1583 		'            b += s[i].b[j].b[1].x;\n' +
   1584 		'            a *= s[i].b[j].a;\n' +
   1585 		'        }\n' +
   1586 		'    }\n' +
   1587 		'    ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);\n' +
   1588 		'    ${ASSIGN_POS}\n' +
   1589 		'}',
   1590 		function(programID, constCoords) {
   1591 			/** @type {Array<number>} */ var arr = [];
   1592 
   1593 			es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]);
   1594 			arr = deMath.swizzle(constCoords, [1,0,2,0]);
   1595 			es3fShaderStructTests.setUniform1f(programID, "s[0].b[0].a", 0.5);
   1596 			es3fShaderStructTests.setUniform2fv(programID, "s[0].b[0].b", arr);
   1597 			arr = deMath.swizzle(constCoords, [1,1,3,1]);
   1598 			es3fShaderStructTests.setUniform1f(programID, "s[0].b[1].a", 1.0/3.0);
   1599 			es3fShaderStructTests.setUniform2fv(programID, "s[0].b[1].b", arr);
   1600 			arr = deMath.swizzle(constCoords, [2,1,2,1]);
   1601 			es3fShaderStructTests.setUniform1f(programID, "s[0].b[2].a", 1.0/4.0);
   1602 			es3fShaderStructTests.setUniform2fv(programID, "s[0].b[2].b", arr);
   1603 			es3fShaderStructTests.setUniform1i(programID, "s[0].c", 0);
   1604 
   1605 			es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[3]);
   1606 			arr = deMath.swizzle(constCoords, [2,0,2,1]);
   1607 			es3fShaderStructTests.setUniform1f(programID, "s[1].b[0].a", 2.0);
   1608 			es3fShaderStructTests.setUniform2fv(programID, "s[1].b[0].b", arr);
   1609 			arr = deMath.swizzle(constCoords, [2,2,3,3]);
   1610 			es3fShaderStructTests.setUniform1f(programID, "s[1].b[1].a", 3.0);
   1611 			es3fShaderStructTests.setUniform2fv(programID, "s[1].b[1].b", arr);
   1612 			arr = deMath.swizzle(constCoords, [1,0,3,2]);
   1613 			es3fShaderStructTests.setUniform1f(programID, "s[1].b[2].a", 4.0);
   1614 			es3fShaderStructTests.setUniform2fv(programID, "s[1].b[2].b", arr);
   1615 			es3fShaderStructTests.setUniform1i(programID, "s[1].c", 1);
   1616 		},
   1617 		function(c) {
   1618 			c.color[0] = (c.constCoords[0] + c.constCoords[1]) * 0.5;
   1619 			c.color[1] = (c.constCoords[1] + c.constCoords[2]) * 0.5;
   1620 			c.color[2] = (c.constCoords[2] + c.constCoords[3]) * 0.5;
   1621 		});
   1622 
   1623 	UniformStructCase('dynamic_loop_struct_array', "Struct array usage in dynamic loop", false,
   1624 		'${HEADER}\n' +
   1625 		'uniform int ui_zero;\n' +
   1626 		'uniform int ui_one;\n' +
   1627 		'uniform int ui_two;\n' +
   1628 		'uniform int ui_three;\n' +
   1629 		'' +
   1630 		'struct S {\n' +
   1631 		'    mediump float    a;\n' +
   1632 		'    mediump int        b;\n' +
   1633 		'};\n' +
   1634 		'uniform S s[3];\n' +
   1635 		'' +
   1636 		'void main (void)\n' +
   1637 		'{\n' +
   1638 		'    mediump float rgb[3];\n' +
   1639 		'    int alpha = 0;\n' +
   1640 		'    for (int i = 0; i < ui_three; i++)\n' +
   1641 		'    {\n' +
   1642 		'        rgb[i] = s[2-i].a;\n' +
   1643 		'        alpha += s[i].b;\n' +
   1644 		'    }\n' +
   1645 		'    ${DST} = vec4(rgb[0], rgb[1], rgb[2], alpha);\n' +
   1646 		'    ${ASSIGN_POS}\n' +
   1647 		'}',
   1648 		function(programID, constCoords) {
   1649 			es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]);
   1650 			es3fShaderStructTests.setUniform1i(programID, "s[0].b", 0);
   1651 			es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[1]);
   1652 			es3fShaderStructTests.setUniform1i(programID, "s[1].b", -1);
   1653 			es3fShaderStructTests.setUniform1f(programID, "s[2].a", constCoords[2]);
   1654 			es3fShaderStructTests.setUniform1i(programID, "s[2].b", 2);
   1655 		},
   1656 		function(c) {
   1657 			c.color[0] = c.constCoords[2];
   1658 			c.color[1] = c.constCoords[1];
   1659 			c.color[2] = c.constCoords[0];
   1660 		});
   1661 
   1662 	UniformStructCase('dynamic_loop_nested_struct_array', "Nested struct array usage in dynamic loop", false,
   1663 		'${HEADER}\n' +
   1664 		'uniform int ui_zero;\n' +
   1665 		'uniform int ui_one;\n' +
   1666 		'uniform int ui_two;\n' +
   1667 		'uniform int ui_three;\n' +
   1668 		'uniform mediump float uf_two;\n' +
   1669 		'uniform mediump float uf_three;\n' +
   1670 		'uniform mediump float uf_four;\n' +
   1671 		'uniform mediump float uf_half;\n' +
   1672 		'uniform mediump float uf_third;\n' +
   1673 		'uniform mediump float uf_fourth;\n' +
   1674 		'uniform mediump float uf_sixth;\n' +
   1675 		'' +
   1676 		'struct T {\n' +
   1677 		'    mediump float    a;\n' +
   1678 		'    mediump vec2    b[2];\n' +
   1679 		'};\n' +
   1680 		'struct S {\n' +
   1681 		'    mediump float    a;\n' +
   1682 		'    T                b[3];\n' +
   1683 		'    int                c;\n' +
   1684 		'};\n' +
   1685 		'uniform S s[2];\n' +
   1686 		'' +
   1687 		'void main (void)\n' +
   1688 		'{\n' +
   1689 		'    mediump float r = 0.0; // (x*3 + y*3) / 6.0\n' +
   1690 		'    mediump float g = 0.0; // (y*3 + z*3) / 6.0\n' +
   1691 		'    mediump float b = 0.0; // (z*3 + w*3) / 6.0\n' +
   1692 		'    mediump float a = 1.0;\n' +
   1693 		'    for (int i = 0; i < ui_two; i++)\n' +
   1694 		'    {\n' +
   1695 		'        for (int j = 0; j < ui_three; j++)\n' +
   1696 		'        {\n' +
   1697 		'            r += s[0].b[j].b[i].y;\n' +
   1698 		'            g += s[i].b[j].b[0].x;\n' +
   1699 		'            b += s[i].b[j].b[1].x;\n' +
   1700 		'            a *= s[i].b[j].a;\n' +
   1701 		'        }\n' +
   1702 		'    }\n' +
   1703 		'    ${DST} = vec4(r*uf_sixth, g*uf_sixth, b*uf_sixth, a);\n' +
   1704 		'    ${ASSIGN_POS}\n' +
   1705 		'}',
   1706 		function(programID, constCoords) {
   1707 			/** @type {Array<number>} */ var arr = [];
   1708 
   1709 			es3fShaderStructTests.setUniform1f(programID, "s[0].a", constCoords[0]);
   1710 			arr = deMath.swizzle(constCoords, [1,0,2,0]);
   1711 			es3fShaderStructTests.setUniform1f(programID, "s[0].b[0].a", 0.5);
   1712 			es3fShaderStructTests.setUniform2fv(programID, "s[0].b[0].b", arr);
   1713 			arr = deMath.swizzle(constCoords, [1,1,3,1]);
   1714 			es3fShaderStructTests.setUniform1f(programID, "s[0].b[1].a", 1.0/3.0);
   1715 			es3fShaderStructTests.setUniform2fv(programID, "s[0].b[1].b", arr);
   1716 			arr = deMath.swizzle(constCoords, [2,1,2,1]);
   1717 			es3fShaderStructTests.setUniform1f(programID, "s[0].b[2].a",    1.0/4.0);
   1718 			es3fShaderStructTests.setUniform2fv(programID, "s[0].b[2].b", arr);
   1719 			es3fShaderStructTests.setUniform1i(programID, "s[0].c", 0);
   1720 
   1721 			es3fShaderStructTests.setUniform1f(programID, "s[1].a", constCoords[3]);
   1722 			arr = deMath.swizzle(constCoords, [2,0,2,1]);
   1723 			es3fShaderStructTests.setUniform1f(programID, "s[1].b[0].a", 2.0);
   1724 			es3fShaderStructTests.setUniform2fv(programID, "s[1].b[0].b", arr);
   1725 			arr = deMath.swizzle(constCoords, [2,2,3,3]);
   1726 			es3fShaderStructTests.setUniform1f(programID, "s[1].b[1].a", 3.0);
   1727 			es3fShaderStructTests.setUniform2fv(programID, "s[1].b[1].b", arr);
   1728 			arr = deMath.swizzle(constCoords, [1,0,3,2]);
   1729 			es3fShaderStructTests.setUniform1f(programID, "s[1].b[2].a", 4.0);
   1730 			es3fShaderStructTests.setUniform2fv(programID, "s[1].b[2].b", arr);
   1731 			es3fShaderStructTests.setUniform1i(programID, "s[1].c", 1);
   1732 		},
   1733 		function(c) {
   1734 			c.color[0] = (c.constCoords[0] + c.constCoords[1]) * 0.5;
   1735 			c.color[1] = (c.constCoords[1] + c.constCoords[2]) * 0.5;
   1736 			c.color[2] = (c.constCoords[2] + c.constCoords[3]) * 0.5;
   1737 		});
   1738 
   1739 	UniformStructCase('sampler', "Sampler in struct", true,
   1740 		'${HEADER}\n' +
   1741 		'uniform int ui_one;\n' +
   1742 		'' +
   1743 		'struct S {\n' +
   1744 		'    mediump float    a;\n' +
   1745 		'    mediump vec3    b;\n' +
   1746 		'    sampler2D        c;\n' +
   1747 		'};\n' +
   1748 		'uniform S s;\n' +
   1749 		'' +
   1750 		'void main (void)\n' +
   1751 		'{\n' +
   1752 		'    ${DST} = vec4(texture(s.c, ${COORDS}.xy * s.b.xy + s.b.z).rgb, s.a);\n' +
   1753 		'    ${ASSIGN_POS}\n' +
   1754 		'}',
   1755 		function(programID, constCoords) {
   1756 			es3fShaderStructTests.setUniform1f(programID, "s.a", 1.0);
   1757 			es3fShaderStructTests.setUniform3fv(programID, "s.b", [0.25, 0.25, 0.5]);
   1758 			es3fShaderStructTests.setUniform1i(programID, "s.c", 0);
   1759 		},
   1760 		function(c) {
   1761 			var tex2d = c.texture2D(es3fShaderStructTests.TEXTURE_BRICK, deMath.addScalar(deMath.scale(deMath.swizzle(c.coords, [0,1]), 0.25), 0.5))
   1762 
   1763 			c.color[0] = tex2d[0];
   1764 			c.color[1] = tex2d[1];
   1765 			c.color[2] = tex2d[2];
   1766 		});
   1767 
   1768 	UniformStructCase('sampler_nested', "Sampler in nested struct", true,
   1769 		'${HEADER}\n' +
   1770 		'uniform int ui_zero;\n' +
   1771 		'uniform int ui_one;\n' +
   1772 		'' +
   1773 		'struct T {\n' +
   1774 		'    sampler2D        a;\n' +
   1775 		'    mediump vec2    b;\n' +
   1776 		'};\n' +
   1777 		'struct S {\n' +
   1778 		'    mediump float    a;\n' +
   1779 		'    T                b;\n' +
   1780 		'    int                c;\n' +
   1781 		'};\n' +
   1782 		'uniform S s;\n' +
   1783 		'' +
   1784 		'void main (void)\n' +
   1785 		'{\n' +
   1786 		'    ${DST} = vec4(texture(s.b.a, ${COORDS}.xy * s.b.b + s.a).rgb, s.c);\n' +
   1787 		'    ${ASSIGN_POS}\n' +
   1788 		'}',
   1789 		function(programID, constCoords) {
   1790 			es3fShaderStructTests.setUniform1f(programID, "s.a", 0.5);
   1791 			es3fShaderStructTests.setUniform1i(programID, "s.b.a", 0);
   1792 			es3fShaderStructTests.setUniform2fv(programID, "s.b.b", [0.25, 0.25]);
   1793 			es3fShaderStructTests.setUniform1i(programID, "s.c", 1);
   1794 		},
   1795 		function(c) {
   1796 			var tex2d = c.texture2D(es3fShaderStructTests.TEXTURE_BRICK, deMath.addScalar(deMath.scale(deMath.swizzle(c.coords, [0,1]), 0.25), 0.5));
   1797 			c.color[0] = tex2d[0];
   1798 			c.color[1] = tex2d[1];
   1799 			c.color[2] = tex2d[2];
   1800 		});
   1801 
   1802 	UniformStructCase('sampler_array', "Sampler in struct array", true,
   1803 		'${HEADER}\n' +
   1804 		'uniform int ui_one;\n' +
   1805 		'' +
   1806 		'struct S {\n' +
   1807 		'    mediump float    a;\n' +
   1808 		'    mediump vec3    b;\n' +
   1809 		'    sampler2D        c;\n' +
   1810 		'};\n' +
   1811 		'uniform S s[2];\n' +
   1812 		'' +
   1813 		'void main (void)\n' +
   1814 		'{\n' +
   1815 		'    ${DST} = vec4(texture(s[1].c, ${COORDS}.xy * s[0].b.xy + s[1].b.z).rgb, s[0].a);\n' +
   1816 		'    ${ASSIGN_POS}\n' +
   1817 		'}',
   1818 		function(programID, constCoords) {
   1819 			es3fShaderStructTests.setUniform1f(programID, "s[0].a", 1.0);
   1820 			es3fShaderStructTests.setUniform3fv(programID, "s[0].b", [0.25, 0.25, 0.25]);
   1821 			es3fShaderStructTests.setUniform1i(programID, "s[0].c", 1);
   1822 			es3fShaderStructTests.setUniform1f(programID, "s[1].a", 0.0);
   1823 			es3fShaderStructTests.setUniform3fv(programID, "s[1].b", [0.5, 0.5, 0.5]);
   1824 			es3fShaderStructTests.setUniform1i(programID, "s[1].c", 0);
   1825 		},
   1826 		function(c) {
   1827 			var tex2d = c.texture2D(es3fShaderStructTests.TEXTURE_BRICK, deMath.addScalar(deMath.scale(deMath.swizzle(c.coords, [0,1]), 0.25), 0.5));
   1828 			c.color[0] = tex2d[0];
   1829 			c.color[1] = tex2d[1];
   1830 			c.color[2] = tex2d[2];
   1831 		});
   1832 
   1833 	UniformStructCase('equal', "Struct equality", false,
   1834 		'${HEADER}\n' +
   1835 		'uniform mediump float uf_one;\n' +
   1836 		'uniform int ui_two;\n' +
   1837 		'' +
   1838 		'struct S {\n' +
   1839 		'    mediump float    a;\n' +
   1840 		'    mediump vec3    b;\n' +
   1841 		'    int                c;\n' +
   1842 		'};\n' +
   1843 		'uniform S a;\n' +
   1844 		'uniform S b;\n' +
   1845 		'uniform S c;\n' +
   1846 		'' +
   1847 		'void main (void)\n' +
   1848 		'{\n' +
   1849 		'    S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);\n' +
   1850 		'    ${DST} = vec4(0.0, 0.0, 0.0, 1.0);\n' +
   1851 		'    if (a == b) ${DST}.x = 1.0;\n' +
   1852 		'    if (a == c) ${DST}.y = 1.0;\n' +
   1853 		'    if (a == d) ${DST}.z = 1.0;\n' +
   1854 		'    ${ASSIGN_POS}\n' +
   1855 		'}',
   1856 		function(programID, constCoords) {
   1857 			es3fShaderStructTests.setUniform1f(programID, "a.a", 1.0);
   1858 			es3fShaderStructTests.setUniform3fv(programID, "a.b", [0.0, 1.0, 2.0]);
   1859 			es3fShaderStructTests.setUniform1i(programID, "a.c", 2);
   1860 			es3fShaderStructTests.setUniform1f(programID, "b.a", 1.0);
   1861 			es3fShaderStructTests.setUniform3fv(programID, "b.b", [0.0, 1.0, 2.0]);
   1862 			es3fShaderStructTests.setUniform1i(programID, "b.c", 2);
   1863 			es3fShaderStructTests.setUniform1f(programID, "c.a", 1.0);
   1864 			es3fShaderStructTests.setUniform3fv(programID, "c.b", [0.0, 1.1, 2.0]);
   1865 			es3fShaderStructTests.setUniform1i(programID, "c.c", 2);
   1866 		},
   1867 		function(c) {
   1868 			c.color[0] = 1.0;
   1869 			c.color[1] = 0.0;
   1870 			if (Math.floor(c.coords[1] + 1.0) == Math.floor(1.1))
   1871 				c.color[2] = 1.0;
   1872 		});
   1873 
   1874 	UniformStructCase('not_equal', "Struct equality", false,
   1875 		'${HEADER}\n' +
   1876 		'uniform mediump float uf_one;\n' +
   1877 		'uniform int ui_two;\n' +
   1878 		'' +
   1879 		'struct S {\n' +
   1880 		'    mediump float    a;\n' +
   1881 		'    mediump vec3    b;\n' +
   1882 		'    int                c;\n' +
   1883 		'};\n' +
   1884 		'uniform S a;\n' +
   1885 		'uniform S b;\n' +
   1886 		'uniform S c;\n' +
   1887 		'' +
   1888 		'void main (void)\n' +
   1889 		'{\n' +
   1890 		'    S d = S(uf_one, vec3(0.0, floor(${COORDS}.y+1.0), 2.0), ui_two);\n' +
   1891 		'    ${DST} = vec4(0.0, 0.0, 0.0, 1.0);\n' +
   1892 		'    if (a != b) ${DST}.x = 1.0;\n' +
   1893 		'    if (a != c) ${DST}.y = 1.0;\n' +
   1894 		'    if (a != d) ${DST}.z = 1.0;\n' +
   1895 		'    ${ASSIGN_POS}\n' +
   1896 		'}',
   1897 		function(programID, constCoords) {
   1898 			es3fShaderStructTests.setUniform1f(programID, "a.a", 1.0);
   1899 			es3fShaderStructTests.setUniform3fv(programID, "a.b", [0.0, 1.0, 2.0]);
   1900 			es3fShaderStructTests.setUniform1i(programID, "a.c", 2);
   1901 			es3fShaderStructTests.setUniform1f(programID, "b.a", 1.0);
   1902 			es3fShaderStructTests.setUniform3fv(programID, "b.b", [0.0, 1.0, 2.0]);
   1903 			es3fShaderStructTests.setUniform1i(programID, "b.c", 2);
   1904 			es3fShaderStructTests.setUniform1f(programID, "c.a", 1.0);
   1905 			es3fShaderStructTests.setUniform3fv(programID, "c.b", [0.0, 1.1, 2.0]);
   1906 			es3fShaderStructTests.setUniform1i(programID, "c.c", 2);
   1907 		},
   1908 		function(c) {
   1909 			c.color[0] = 0.0;
   1910 			c.color[1] = 1.0;
   1911 			if (Math.floor(c.coords[1] + 1.0) != Math.floor(1.1))
   1912 				c.color[2] = 1.0;
   1913 		});
   1914 
   1915 };
   1916 
   1917 /**
   1918  * @constructor
   1919  * @extends {tcuTestCase.DeqpTest}
   1920  */
   1921 es3fShaderStructTests.ShaderStructTests = function() {
   1922 	tcuTestCase.DeqpTest.call(this, 'struct', 'Struct Tests');
   1923 };
   1924 
   1925 es3fShaderStructTests.ShaderStructTests.prototype = Object.create(tcuTestCase.DeqpTest.prototype);
   1926 es3fShaderStructTests.ShaderStructTests.prototype.constructor = es3fShaderStructTests.ShaderStructTests;
   1927 
   1928 es3fShaderStructTests.ShaderStructTests.prototype.init = function() {
   1929 	this.addChild(new es3fShaderStructTests.LocalStructTests());
   1930 	this.addChild(new es3fShaderStructTests.UniformStructTests());
   1931 };
   1932 
   1933 /**
   1934     * Run test
   1935     * @param {WebGL2RenderingContext} context
   1936     */
   1937    es3fShaderStructTests.run = function(context) {
   1938        gl = context;
   1939        //Set up Test Root parameters
   1940        var state = tcuTestCase.runner;
   1941        state.setRoot(new es3fShaderStructTests.ShaderStructTests());
   1942 
   1943        //Set up name and description of this test series.
   1944        setCurrentTestName(state.testCases.fullName());
   1945        description(state.testCases.getDescription());
   1946        try {
   1947            //Run test cases
   1948            tcuTestCase.runTestCases();
   1949        }
   1950        catch (err) {
   1951            testFailedOptions('Failed to es3fShaderStructTests.run tests', false);
   1952            tcuTestCase.runner.terminate();
   1953        }
   1954    };
   1955 
   1956 
   1957 });