[Piglit] [PATCH 1/2] Ported the glsl1 test from Glean to Piglit.

Laura Ekstrand laura at jlekstrand.net
Mon Oct 13 18:12:33 PDT 2014


---
 tests/all.py                                     |    1 +
 tests/spec/glsl-1.10/execution/CMakeLists.gl.txt |    1 +
 tests/spec/glsl-1.10/execution/glean-glsl1.c     | 2104 ++++++++++++++++++++++
 3 files changed, 2106 insertions(+)
 create mode 100644 tests/spec/glsl-1.10/execution/glean-glsl1.c

diff --git a/tests/all.py b/tests/all.py
index 831af29..ca6639c 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -1038,6 +1038,7 @@ add_shader_test_dir(spec['glsl-1.10']['execution'],
                     recursive=True)
 add_concurrent_test(spec['glsl-1.10']['execution'], 'glsl-render-after-bad-attach')
 add_concurrent_test(spec['glsl-1.10']['execution'], 'glsl-1.10-fragdepth')
+add_concurrent_test(spec['glsl-1.10']['execution'], 'glsl-1.10-glean')
 spec['glsl-1.10']['execution']['clipping'] = {}
 for mode in ['fixed', 'pos_clipvert', 'clipvert_pos']:
     cmdline = 'clip-plane-transformation ' + mode
diff --git a/tests/spec/glsl-1.10/execution/CMakeLists.gl.txt b/tests/spec/glsl-1.10/execution/CMakeLists.gl.txt
index 0ddc221..328425e 100644
--- a/tests/spec/glsl-1.10/execution/CMakeLists.gl.txt
+++ b/tests/spec/glsl-1.10/execution/CMakeLists.gl.txt
@@ -13,3 +13,4 @@ link_libraries (
 
 piglit_add_executable (glsl-render-after-bad-attach glsl-render-after-bad-attach.c)
 piglit_add_executable (glsl-1.10-fragdepth fragdepth.c)
+piglit_add_executable (glsl-1.10-glean glean-glsl1.c)
diff --git a/tests/spec/glsl-1.10/execution/glean-glsl1.c b/tests/spec/glsl-1.10/execution/glean-glsl1.c
new file mode 100644
index 0000000..67b8f81
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/glean-glsl1.c
@@ -0,0 +1,2104 @@
+/*
+ * BEGIN_COPYRIGHT -*- glean -*-
+ * 
+ * Copyright (C) 1999  Allen Akin   All Rights Reserved.
+ * Copyright (C) 2008  VMware, Inc.  All Rights Reserved.
+ * 
+ * Permission is hereby granted, free of charge, to any person
+ * obtaining a copy of this software and associated documentation
+ * files (the "Software"), to deal in the Software without
+ * restriction, including without limitation the rights to use,
+ * copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following
+ * conditions:
+ * 
+ * The above copyright notice and this permission notice shall be
+ * included in all copies or substantial portions of the
+ * Software.
+ * 
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
+ * KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
+ * WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
+ * PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL ALLEN AKIN BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
+ * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ * 
+ * END_COPYRIGHT
+ */
+
+/*
+ * Copyright 2014 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+/**
+ * tglsl1.h:  Test OpenGL basic shading language functionality.
+ * Brian Paul  6 March 2007
+ * Ported to Piglit by Laura Ekstrand, 7 October 2014
+ */
+
+#define GL_GLEXT_PROTOTYPES
+
+#include "piglit-util-gl.h"
+
+#include <stdlib.h>
+#include <assert.h>
+#include <string.h>
+#include <math.h>
+
+#define ELEMENTS(ARRAY) (sizeof(ARRAY) / sizeof(ARRAY[0]))
+
+#define FLAG_NONE             0x0
+#define FLAG_LOOSE            0x1   /* to indicate a looser tolerance test is needed */
+#define FLAG_ILLEGAL_SHADER   0x2   /* the shader test should not compile */
+#define FLAG_ILLEGAL_LINK     0x4   /* the shaders should not link */
+#define FLAG_VERSION_1_20     0x8   /* GLSL 1.20 test */
+#define FLAG_VERSION_1_30     0x10  /* GLSL 1.30 test */
+#define FLAG_VERTEX_TEXTURE   0x40
+#define FLAG_ARB_DRAW_BUFFERS 0x80
+
+#define DONT_CARE_Z -1.0
+
+#define NO_VERTEX_SHADER NULL
+#define NO_FRAGMENT_SHADER NULL
+
+#define PRIMARY_R 0.25
+#define PRIMARY_G 0.75
+#define PRIMARY_B 0.5
+#define PRIMARY_A 0.25
+#define SECONDARY_R 0.0
+#define SECONDARY_G 0.25
+#define SECONDARY_B 0.25
+#define SECONDARY_A 1.0
+
+#define AMBIENT { 0.2, 0.4, 0.6, 0.8 }
+#define LIGHT_DIFFUSE { 0.1, 0.3, 0.5, 0.7 }
+#define MAT_DIFFUSE { 0.1, 0.3, 0.5, 0.7 }
+#define DIFFUSE_PRODUCT { 0.01, 0.09, 0.25, 0.7 } /* note alpha! */
+
+#define UNIFORM1 {1.0, 0.25, 0.75, 0.0 }  /* don't change! */
+
+#define PSIZE 3.0
+#define PSIZE_MIN 2.0
+#define PSIZE_MAX 8.0
+#define PSIZE_THRESH 1.5
+#define PSIZE_ATTEN0 4.0
+#define PSIZE_ATTEN1 5.0
+#define PSIZE_ATTEN2 6.0
+
+#define FOG_START 100.0
+#define FOG_END   200.0
+#define FOG_R 1.0
+#define FOG_G 0.5
+#define FOG_B 1.0
+#define FOG_A 0.0
+
+PIGLIT_GL_TEST_CONFIG_BEGIN
+
+	config.supports_gl_compat_version = 10;
+
+	config.window_width = 100;
+	config.window_height = 100;
+
+	config.window_visual = PIGLIT_GL_VISUAL_RGBA | 
+		PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH;
+
+PIGLIT_GL_TEST_CONFIG_END
+
+
+bool glsl_120;   /* GLSL 1.20 or higher supported? */
+bool glsl_130;   /* GLSL 1.30 or higher supported? */
+
+struct ShaderProgram {
+	const char *name;
+	const char *vertShaderString;
+	const char *fragShaderString;
+	GLfloat expectedColor[4];
+	GLfloat expectedZ;
+	int flags;
+};
+
+static const GLfloat PrimaryColor[4] = { PRIMARY_R, PRIMARY_G,
+					 PRIMARY_B, PRIMARY_A };
+static const GLfloat SecondaryColor[4] = { SECONDARY_R, SECONDARY_G,
+					   SECONDARY_B, SECONDARY_A };
+
+static const GLfloat Ambient[4] = AMBIENT;
+static const GLfloat MatDiffuse[4] = MAT_DIFFUSE;
+static const GLfloat LightDiffuse[4] = LIGHT_DIFFUSE;
+
+static const GLfloat Uniform1[4] = UNIFORM1;
+static const GLfloat UniformArray[4] = { 0.1, 0.25, 0.5, 0.75 };
+static const GLfloat UniformArray4[4][4] = {
+   { 0.1, 0.2, 0.3, 0.4 },
+   { 0.9, 0.8, 0.7, 0.6 },
+   { 0.5, 0.6, 0.7, 0.5 },
+   { 0.3, 0.4, 0.5, 0.6 }
+};
+
+static const GLfloat PointAtten[3] = { PSIZE_ATTEN0, PSIZE_ATTEN1, PSIZE_ATTEN2 };
+static const GLfloat FogColor[4] = { FOG_R, FOG_G, FOG_B, FOG_A };
+
+/* Shader program test cases */
+static const struct ShaderProgram Programs[] = {
+	/* Simple tests ======================================================= */
+	{
+		"Primary plus secondary color",
+		/* vert shader: */
+		"void main() { \n"
+		"   gl_Position = ftransform(); \n"
+		"   gl_FrontColor = gl_Color + gl_SecondaryColor; \n"
+		"} \n",
+		/* frag shader: */
+		"void main() { \n"
+		"   gl_FragColor = gl_Color; \n"
+		"} \n",
+		{ PRIMARY_R + SECONDARY_R,
+		  PRIMARY_G + SECONDARY_G,
+		  PRIMARY_B + SECONDARY_B,
+		  1.0 /*PRIMARY_A + SECONDARY_A*/ },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Global vars and initializers",
+		NO_VERTEX_SHADER,
+		"vec4 c = vec4(1.0, 0.5, 0.25, 0.0); \n"
+		"void main() { \n"
+		"   gl_FragColor = c; \n"
+		"} \n",
+		{ 1.0, 0.5, 0.25, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Global vars and initializers (2)",
+		NO_VERTEX_SHADER,
+		"vec4 c1 = vec4(0.4, 0.5, 0.25, 0.0); \n"
+		"vec4 c2 = vec4(0.3, 0.5, 0.5,  0.4); \n"
+		"vec4 c3 = c1 + c2; \n"
+		"void main() { \n"
+		"   gl_FragColor = c3; \n"
+		"} \n",
+		{ 0.7, 1.0, 0.75, 0.4 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	/* Swizzle, writemask ================================================= */
+	{
+		"Swizzle",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   vec4 a = vec4(0.5,  0.25, 0.0, 1.0); \n"
+		"   gl_FragColor = a.yxxz; \n"
+		"} \n",
+		{ 0.25, 0.5, 0.5, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Swizzle (rgba)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   vec4 a = vec4(0.5,  0.25, 0.0, 1.0); \n"
+		"   gl_FragColor = a.grrb; \n"
+		"} \n",
+		{ 0.25, 0.5, 0.5, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Swizzle (stpq)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   vec4 a = vec4(0.5,  0.25, 0.0, 1.0); \n"
+		"   gl_FragColor = a.tssp; \n"
+		"} \n",
+		{ 0.25, 0.5, 0.5, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Writemask",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   gl_FragColor = vec4(1.0); \n"
+		"   gl_FragColor.x = 0.5; \n"
+		"   gl_FragColor.z = 0.25; \n"
+		"} \n",
+		{ 0.5, 1.0, 0.25, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Swizzled writemask",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   gl_FragColor.zwxy = vec4(1.0, 0.5, 0.25, 0.75); \n"
+		"} \n",
+		{ 0.25, 0.75, 1.0, 0.5 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Swizzled writemask (2)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   gl_FragColor.zy = vec2(1.0, 0.5); \n"
+		"   gl_FragColor.wx = vec2(0.25, 0.75); \n"
+		"} \n",
+		{ 0.75, 0.5, 1.0, 0.25 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Swizzled writemask (rgba)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   gl_FragColor.bg = vec2(1.0, 0.5); \n"
+		"   gl_FragColor.ar = vec2(0.25, 0.75); \n"
+		"} \n",
+		{ 0.75, 0.5, 1.0, 0.25 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Swizzled writemask (stpq)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   gl_FragColor.pt = vec2(1.0, 0.5); \n"
+		"   gl_FragColor.qs = vec2(0.25, 0.75); \n"
+		"} \n",
+		{ 0.75, 0.5, 1.0, 0.25 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Swizzled expression",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   vec4 a = vec4(1, 1, 1, 1); \n"
+		"   vec4 b = vec4(0.5, 0.2, 0.1, 0.8); \n"
+		"   vec4 c = (a * b).wzyx; \n"
+		"   gl_FragColor = c; \n"
+		"} \n",
+		{ 0.8, 0.1, 0.2, 0.5 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		/*
+		 * This test targets SOA implementations where we have to
+		 * check for SOA dependencies.
+		 */
+		"Swizzle in-place",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   vec4 a = vec4(0.5, 0.2, 0.1, 0.8); \n"
+		"   a = a.yxwz; \n"
+		"   gl_FragColor = a; \n"
+		"} \n",
+		{ 0.2, 0.5, 0.8, 0.1 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Swizzled swizzle",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   vec4 a = vec4(0.1, 0.2, 0.3, 0.4); \n"
+		"   vec4 b = a.wzyx.yxwz; \n"
+		"   gl_FragColor = b; \n"
+		"} \n",
+		{ 0.3, 0.4, 0.1, 0.2 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Swizzled swizzled swizzle",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   vec4 a = vec4(0.1, 0.2, 0.3, 0.4); \n"
+		"   vec4 b = a.wzyx.yxwz.xxyz; \n"
+		"   gl_FragColor = b; \n"
+		"} \n",
+		{ 0.3, 0.3, 0.4, 0.1 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+
+	/* Z-write ============================================================ */
+	/* This is the ONLY test that tests depth. */
+	{
+		"gl_FragDepth writing",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   gl_FragColor = vec4(0.5); \n"
+		"   gl_FragDepth = 0.25; \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		0.25,  /* Z value */
+		FLAG_NONE
+	},
+
+	/* Basic arithmetic =================================================== */
+	{
+		"chained assignment",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   float x, y, z; \n"
+		"   x = y = z = 0.25; \n"
+		"   gl_FragColor = vec4(x + y + z); \n"
+		"} \n",
+		{ 0.75, 0.75, 0.75, 0.75 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	/* built-in functions ================================================ */
+	{
+		/* This is a Mesa regression test (bump.c) */
+		"cross() function, in-place",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   vec3 u,v ; \n"
+		"   u.x = 0.8; \n"
+		"   u.y = -0.5; \n"
+		"   u.z = 1.0; \n"
+		"   v.x = 0.1; \n"
+		"   v.y = 0.5; \n"
+		"   v.z = -2.0; \n"
+		"   u = cross(u, v); \n"
+		"   gl_FragColor.xyz = u; \n"
+		"   gl_FragColor.w = 1.0; \n"
+		"} \n",
+		{ 0.502, 1.0, 0.4509, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	/* Flow Control ====================================================== */
+	{
+		"sequence (comma) operator",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   float x, y, z; \n"
+		"   x = 1.0, y = 0.5, z = x * y; \n"
+		"   gl_FragColor = vec4(z); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	/* Logical operators ================================================= */
+	{
+		"&& operator, short-circuit",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   float x = 0.75; \n"
+		"   // this should always be false \n"
+		"   if (x <= 0.5 && ++x > 0.0) { \n"
+		"      x += 0.1; \n"
+		"   } \n"
+		"   gl_FragColor = vec4(x); \n"
+		"} \n",
+		{ 0.75, 0.75, 0.75, 0.75 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"|| operator, short-circuit",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   float x = 0.75; \n"
+		"   // this should always be true \n"
+		"   if (x >= 0.5 || ++x >= 0.0) { \n"
+		"      x += 0.1; \n"
+		"   } \n"
+		"   gl_FragColor = vec4(x); \n"
+		"} \n",
+		{ 0.85, 0.85, 0.85, 0.85 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	/* GL state refs ===================================================== */
+	{
+		"GL state variable reference (gl_FrontMaterial.ambient)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   gl_FragColor = gl_FrontMaterial.ambient; \n"
+		"} \n",
+		AMBIENT,
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+	{
+		"GL state variable reference (gl_LightSource[0].diffuse)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   gl_FragColor = gl_LightSource[0].diffuse; \n"
+		"} \n",
+		LIGHT_DIFFUSE,
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"GL state variable reference (diffuse product)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   gl_FragColor = gl_FrontLightProduct[0].diffuse; \n"
+		"} \n",
+		DIFFUSE_PRODUCT,
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"GL state variable reference (point size)",
+		"void main() { \n"
+		"   gl_Position = ftransform(); \n"
+		"   gl_FrontColor.x = gl_Point.size * 0.1; \n"
+		"   gl_FrontColor.y = gl_Point.sizeMin * 0.1; \n"
+		"   gl_FrontColor.z = gl_Point.sizeMax * 0.1; \n"
+		"   gl_FrontColor.w = 0.0; \n"
+		"} \n",
+		NO_FRAGMENT_SHADER,
+		{ PSIZE * 0.1, PSIZE_MIN * 0.1, PSIZE_MAX * 0.1, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"GL state variable reference (point attenuation)",
+		"void main() { \n"
+		"   gl_Position = ftransform(); \n"
+		"   gl_FrontColor.x = gl_Point.distanceConstantAttenuation * 0.1; \n"
+		"   gl_FrontColor.y = gl_Point.distanceLinearAttenuation * 0.1; \n"
+		"   gl_FrontColor.z = gl_Point.distanceQuadraticAttenuation * 0.1; \n"
+		"   gl_FrontColor.w = 0.0; \n"
+		"} \n",
+		NO_FRAGMENT_SHADER,
+		{ PSIZE_ATTEN0 * 0.1, PSIZE_ATTEN1 * 0.1,
+		  PSIZE_ATTEN2 * 0.1, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"linear fog",
+		/* vertex prog: */
+		"void main() { \n"
+		"   gl_Position = ftransform(); \n"
+		"   gl_FogFragCoord = 125.0; \n"
+		"   gl_FrontColor = gl_Color; \n"
+		"} \n",
+		/* fragment prog: */
+		"void main() { \n"
+		"   float bf = (gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale; \n"
+		"   gl_FragColor = mix(gl_Color, gl_Fog.color, bf); \n"
+		"} \n",
+#define BF (125.0 - FOG_START) / (FOG_END - FOG_START)  /* Blend Factor */
+		{ PRIMARY_R + BF * (FOG_R - PRIMARY_R),
+		  PRIMARY_G + BF * (FOG_G - PRIMARY_G),
+		  PRIMARY_B + BF * (FOG_B - PRIMARY_B),
+		  PRIMARY_A + BF * (FOG_A - PRIMARY_A) },
+#undef BF
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"built-in constants",
+		/* vertex shader: */
+		"void main() { \n"
+		"   gl_Position = ftransform(); \n"
+		"   // front color values should all be >= 1.0 \n"
+		"   gl_FrontColor = vec4(gl_MaxLights, gl_MaxClipPlanes,\n"
+		"        		gl_MaxTextureUnits, \n"
+		"        		gl_MaxTextureCoords); \n"
+		"} \n",
+		NO_FRAGMENT_SHADER,
+		{ 1.0, 1.0, 1.0, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	/* Texture functions ================================================== */
+	{
+		"texture2D()",
+		NO_VERTEX_SHADER,
+		"uniform sampler2D tex2d; \n"
+		"void main() { \n"
+		"   gl_FragColor = texture2D(tex2d, gl_TexCoord[0].xy);\n"
+		"} \n",
+		{ 1.0, 0.0, 0.0, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"texture2D(), computed coordinate",
+		NO_VERTEX_SHADER,
+		"uniform sampler2D tex2d; \n"
+		"void main() { \n"
+		"   vec2 coord = gl_TexCoord[0].xy + vec2(0.5); \n"
+		"   gl_FragColor = texture2D(tex2d, coord, 0.0); \n"
+		"} \n",
+		{ 1.0, 1.0, 1.0, 1.0 },  /* upper-right tex color */
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"texture2D(), with bias",
+		NO_VERTEX_SHADER,
+		"uniform sampler2D tex2d; \n"
+		"void main() { \n"
+		"   gl_FragColor = texture2D(tex2d, gl_TexCoord[0].xy, 1.0);\n"
+		"} \n",
+		{ 0.5, 0.0, 0.0, 0.5 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"2D Texture lookup with explicit lod (Vertex shader)",
+		"uniform sampler2D tex2d; \n"
+		"void main() { \n"
+		"   gl_FrontColor = texture2DLod(tex2d, gl_MultiTexCoord0.xy, 2.0);\n"
+		"   gl_Position = ftransform(); \n"
+		"} \n",
+		NO_FRAGMENT_SHADER,
+		{ 0.25, 0.0, 0.0, 0.25 },
+		DONT_CARE_Z,
+		FLAG_VERTEX_TEXTURE
+	},
+
+	{
+		"texture2DProj()",
+		NO_VERTEX_SHADER,
+		"uniform sampler2D tex2d; \n"
+		"void main() { \n"
+		"   vec4 coord = gl_TexCoord[0] * vec4(2.25); \n"
+		"   // 'proj' will divide components by w (=2.25) \n"
+		"   gl_FragColor = texture2DProj(tex2d, coord);\n"
+		"} \n",
+		{ 1.0, 0.0, 0.0, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"texture1D()",
+		NO_VERTEX_SHADER,
+		"uniform sampler1D tex1d; \n"
+		"void main() { \n"
+		"   gl_FragColor = texture1D(tex1d, gl_TexCoord[0].x);\n"
+		"} \n",
+		{ 1.0, 0.0, 0.0, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"texture3D()",
+		NO_VERTEX_SHADER,
+		"uniform sampler3D tex3d; \n"
+		"void main() { \n"
+		"   gl_FragColor = texture3D(tex3d, gl_TexCoord[0].xyz);\n"
+		"} \n",
+		{ 1.0, 0.0, 0.0, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"texture3D(), computed coord",
+		NO_VERTEX_SHADER,
+		"uniform sampler3D tex3d; \n"
+		"void main() { \n"
+		"   vec3 coord = gl_TexCoord[0].xyz; \n"
+		"   coord.y = 0.75; \n"
+		"   coord.z = 0.75; \n"
+		"   gl_FragColor = texture3D(tex3d, coord); \n"
+		"} \n",
+		{ 0.0, 0.0, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"shadow2D(): 1",
+		NO_VERTEX_SHADER,
+		"uniform sampler2DShadow texZ; \n"
+		"void main() { \n"
+		"   vec3 coord = vec3(0.1, 0.1, 0.5); \n"
+		"   // shadow map value should be 0.25 \n"
+		"   gl_FragColor = shadow2D(texZ, coord) + vec4(0.25); \n"
+		"   // color = (0.5 <= 0.25) ? 1.25 : 0.25\n"
+		"} \n",
+		{ 0.25, 0.25, 0.25, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"shadow2D(): 2",
+		NO_VERTEX_SHADER,
+		"uniform sampler2DShadow texZ; \n"
+		"void main() { \n"
+		"   vec3 coord = vec3(0.1, 0.1, 0.2); \n"
+		"   // shadow map value should be 0.25 \n"
+		"   gl_FragColor = shadow2D(texZ, coord); \n"
+		"   // color = (0.2 <= 0.25) ? 1 : 0\n"
+		"} \n",
+		{ 1.0, 1.0, 1.0, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"shadow2D(): 3",
+		NO_VERTEX_SHADER,
+		"uniform sampler2DShadow texZ; \n"
+		"void main() { \n"
+		"   vec3 coord = vec3(0.9, 0.9, 0.95); \n"
+		"   // shadow map value should be 0.75 \n"
+		"   gl_FragColor = shadow2D(texZ, coord) + vec4(0.25); \n"
+		"   // color = (0.95 <= 0.75) ? 1.25 : 0.25\n"
+		"} \n",
+		{ 0.25, 0.25, 0.25, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"shadow2D(): 4",
+		NO_VERTEX_SHADER,
+		"uniform sampler2DShadow texZ; \n"
+		"void main() { \n"
+		"   vec3 coord = vec3(0.9, 0.9, 0.65); \n"
+		"   // shadow map value should be 0.75 \n"
+		"   gl_FragColor = shadow2D(texZ, coord); \n"
+		"   // color = (0.65 <= 0.75) ? 1 : 0\n"
+		"} \n",
+		{ 1.0, 1.0, 1.0, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	/* Function calls ==================================================== */
+	{
+		"nested function calls (1)",
+		NO_VERTEX_SHADER,
+		"float Half(const in float x) { \n"
+		"   return 0.5 * x; \n"
+		"} \n"
+		"\n"
+		"float square(const in float x) { \n"
+		"   return x * x; \n"
+		"} \n"
+		"\n"
+		"void main() { \n"
+		"   float a = 0.5; \n"
+		"   float b = square(Half(1.0)); \n"
+		"   gl_FragColor = vec4(b); \n"
+		"} \n",
+		{ 0.25, 0.25, 0.25, 0.25 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"nested function calls (2)",
+		NO_VERTEX_SHADER,
+		"float Half(const in float x) { \n"
+		"   return 0.5 * x; \n"
+		"} \n"
+		"\n"
+		"float square_half(const in float x) { \n"
+		"   float y = Half(x); \n"
+		"   return y * y; \n"
+		"} \n"
+		"\n"
+		"void main() { \n"
+		"   float a = 1.0; \n"
+		"   float b = square_half(a); \n"
+		"   gl_FragColor = vec4(b); \n"
+		"} \n",
+		{ 0.25, 0.25, 0.25, 0.25 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"nested function calls (3)",
+		NO_VERTEX_SHADER,
+		"float Half(const in float x) { \n"
+		"   return 0.5 * x; \n"
+		"} \n"
+		"\n"
+		"void main() { \n"
+		"   float a = 0.5; \n"
+		"   float b = Half(Half(a)); \n"
+		"   gl_FragColor = vec4(b); \n"
+		"} \n",
+		{ 0.125, 0.125, 0.125, 0.125 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"TPPStreamCompiler::assignOperands",
+		NO_VERTEX_SHADER,
+		"struct S { \n"
+		"   float f; \n"
+		"}; \n"
+		"\n"
+		"void F(S s) {} \n"
+		"\n"
+		"const S s = S(0.0); \n"
+		"\n"
+		"void F() { \n"
+		"   F(s); \n"
+		"} \n"
+		"\n"
+		"void main() { \n"
+		"   gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
+		"} \n",
+		{ 0.0, 0.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	/* Matrix tests ====================================================== */
+	{
+		"matrix column check (1)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   mat4 m = gl_TextureMatrix[1]; \n"
+		"   gl_FragColor = m[0]; \n"
+		"} \n",
+		{ 1.0, 0.5, 0.6, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"matrix column check (2)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   mat4 m = gl_TextureMatrix[1]; \n"
+		"   gl_FragColor = m[3]; \n"
+		"} \n",
+		{ 0.1, 0.2, 0.3, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"matrix, vector multiply (1)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   mat4 m = mat4(0.5); // scale by 0.5 \n"
+		"   vec4 color = gl_Color * m; \n"
+		"   gl_FragColor = color; \n"
+		"} \n",
+		{ 0.5 * PRIMARY_R, 0.5 * PRIMARY_G,
+		  0.5 * PRIMARY_B, 0.5 * PRIMARY_A },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"matrix, vector multiply (2)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   vec4 color = gl_TextureMatrix[1] * gl_Color; \n"
+		"   gl_FragColor = color; \n"
+		"} \n",
+		{ 0.2745, 0.9255, 0.7294, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"matrix, vector multiply (3)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   vec4 color = gl_Color * gl_TextureMatrix[1]; \n"
+		"   gl_FragColor = color; \n"
+		"} \n",
+		{ 0.925, 0.925, 0.6999, .5750 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"uniform matrix",
+		NO_VERTEX_SHADER,
+		"uniform mat4 uniformMat4; \n"
+		"void main() { \n"
+		"   gl_FragColor = uniformMat4[3]; \n"
+		"} \n",
+		{ 0.6, 0.7, 0.8, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"uniform matrix, transposed",
+		NO_VERTEX_SHADER,
+		"uniform mat4 uniformMat4t; \n"
+		"void main() { \n"
+		"   gl_FragColor = uniformMat4t[2]; \n"
+		"} \n",
+		{ 0.2, 0.0, 1.0, 0.8 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	/* Struct tests ====================================================== */
+	{
+		"struct (1)",
+		NO_VERTEX_SHADER,
+		"struct s1 { \n"
+		"  float f1; \n"
+		"  vec4 v4; \n"
+		"}; \n"
+		"\n"
+		"void main() { \n"
+		"   s1 a, b; \n"
+		"   a.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n"
+		"   a.f1 = 0.0; \n"
+		"   b = a; \n"
+		"   gl_FragColor = b.v4; \n"
+		"} \n",
+		{ 0.25, 0.5, 0.75, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"struct (2)",
+		NO_VERTEX_SHADER,
+		"struct s1 { \n"
+		"  float f1; \n"
+		"  vec4 v4; \n"
+		"}; \n"
+		"\n"
+		"void main() { \n"
+		"   s1 a[2]; \n"
+		"   a[0].v4 = vec4(0.25, 0.5, 0.75, 1.0); \n"
+		"   a[0].f1 = 0.0; \n"
+		"   a[1] = a[0]; \n"
+		"   gl_FragColor = a[1].v4; \n"
+		"} \n",
+		{ 0.25, 0.5, 0.75, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"struct (3)",
+		NO_VERTEX_SHADER,
+		"struct s1 { \n"
+		"  float f1; \n"
+		"  vec4 v4; \n"
+		"}; \n"
+		"\n"
+		"void main() { \n"
+		"   vec4 scale = vec4(0.5); \n"
+		"   vec4 bias = vec4(0.1); \n"
+		"   s1 a; \n"
+		"   a.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n"
+		"   a.f1 = 0.0; \n"
+		"   gl_FragColor = a.v4 * scale + bias; \n"
+		"} \n",
+		{ 0.225, 0.35, 0.475, 0.6 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"struct (4)",
+		NO_VERTEX_SHADER,
+		"struct s1 { \n"
+		"  float foo; \n"
+		"  vec4 v4; \n"
+		"}; \n"
+		"struct s2 { \n"
+		"  float bar; \n"
+		"  s1 s; \n"
+		"  float baz; \n"
+		"}; \n"
+		"\n"
+		"void main() { \n"
+		"   s2 a; \n"
+		"   a.s.v4 = vec4(0.25, 0.5, 0.75, 1.0); \n"
+		"   a.bar = 0.0; \n"
+		"   a.baz = 0.0; \n"
+		"   a.s.foo = 0.0; \n"
+		"   gl_FragColor = a.s.v4; \n"
+		"} \n",
+		{ 0.25, 0.5, 0.75, 1.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	/* Preprocessor tests ================================================ */
+	{
+		"Preprocessor test 1 (#if 0)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"#if 0 \n"
+		"   gl_FragColor = vec4(0.5); \n"
+		"#else \n"
+		"   gl_FragColor = vec4(0.3); \n"
+		"#endif \n"
+		"} \n",
+		{ 0.3, 0.3, 0.3, 0.3 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 2 (#if 1)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"#if 1 \n"
+		"   gl_FragColor = vec4(0.5); \n"
+		"#else \n"
+		"   gl_FragColor = vec4(0.3); \n"
+		"#endif \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 3 (#if ==)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"#define SYMBOL 3 \n"
+		"#if SYMBOL == 3 \n"
+		"   gl_FragColor = vec4(0.5); \n"
+		"#else \n"
+		"   gl_FragColor = vec4(0.3); \n"
+		"#endif \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 4 (#if 1, #define macro)",
+		NO_VERTEX_SHADER,
+		"#if 1 \n"
+		"#define FOO(x) x \n"
+		"#else \n"
+		"#define FOO(x) (0.5 * (x)) \n"
+		"#endif \n"
+		"void main() { \n"
+		"   gl_FragColor = vec4(FOO(0.25)); \n"
+		"} \n",
+		{ 0.25, 0.25, 0.25, 0.25 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 5 (#if 1, #define macro)",
+		NO_VERTEX_SHADER,
+		"#define BAR(x) x \n"
+		"#if 1 \n"
+		"#define FOO(x) BAR(x) \n"
+		"#else \n"
+		"#define FOO(x) (BAR(x) + BAR(x)) \n"
+		"#endif \n"
+		"void main() { \n"
+		"   gl_FragColor = vec4(FOO(0.25)); \n"
+		"} \n",
+		{ 0.25, 0.25, 0.25, 0.25 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 6 (#if 0, #define macro)",
+		NO_VERTEX_SHADER,
+		"#define BAR(x) x \n"
+		"#if 0 \n"
+		"#define FOO(x) BAR(x) \n"
+		"#else \n"
+		"#define FOO(x) (BAR(x) + BAR(x)) \n"
+		"#endif \n"
+		"void main() { \n"
+		"   gl_FragColor = vec4(FOO(0.25)); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 7 (multi-line #define)",
+		NO_VERTEX_SHADER,
+		"#define FOO(x) \\\n"
+		" ((x) + (x)) \n"
+		"void main() { \n"
+		"   gl_FragColor = vec4(FOO(0.25)); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 8 (#ifdef)",
+		NO_VERTEX_SHADER,
+		"#define FOO \n"
+		"void main() { \n"
+		"#ifdef FOO \n"
+		"   gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
+		"#else \n"
+		"   gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"#endif \n"
+		"} \n",
+		{ 0.0, 1.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 9 (#ifndef)",
+		NO_VERTEX_SHADER,
+		"#define FOO \n"
+		"void main() { \n"
+		"#ifndef FOO \n"
+		"   gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
+		"#else \n"
+		"   gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"#endif \n"
+		"} \n",
+		{ 1.0, 0.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 10 (#if defined())",
+		NO_VERTEX_SHADER,
+		"#define FOO \n"
+		"void main() { \n"
+		"#if defined(FOO) \n"
+		"   gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
+		"#else \n"
+		"   gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"#endif \n"
+		"} \n",
+		{ 0.0, 1.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 11 (#elif)",
+		NO_VERTEX_SHADER,
+		"#define FOO 1\n"
+		"void main() { \n"
+		"#if FOO == 1 \n"
+		"   vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
+		"#elif FOO == 2\n"
+		"   vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"#else \n"
+		"   vec4 r = vec4(1.0, 1.0, 0.0, 0.0); \n"
+		"#endif \n"
+		"   gl_FragColor = r; \n"
+		"} \n",
+		{ 0.0, 1.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 12 (#elif)",
+		NO_VERTEX_SHADER,
+		"#define FOO 2\n"
+		"void main() { \n"
+		"#if FOO == 1 \n"
+		"   vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
+		"#elif FOO == 2\n"
+		"   vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"#else \n"
+		"   vec4 r = vec4(1.0, 1.0, 0.0, 0.0); \n"
+		"#endif \n"
+		"   gl_FragColor = r; \n"
+		"} \n",
+		{ 1.0, 0.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 13 (nested #if)",
+		NO_VERTEX_SHADER,
+		"#define FOO 1\n"
+		"#define BAR 0\n"
+		"void main() { \n"
+		"#if FOO == 1 \n"
+		"#if BAR == 1 \n"
+		"   vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"#else \n"
+		"   vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
+		"#endif \n"
+		"#else \n"
+		"   vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n"
+		"#endif \n"
+		"   gl_FragColor = r; \n"
+		"} \n",
+		{ 0.0, 1.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 14 (nested #if)",
+		NO_VERTEX_SHADER,
+		"#define FOO 0\n"
+		"#define BAR 0\n"
+		"void main() { \n"
+		"#if FOO == 1 \n"
+		"   vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n"
+		"#else \n"
+		"#if BAR == 1 \n"
+		"   vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"#else \n"
+		"   vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
+		"#endif \n"
+		"#endif \n"
+		"   gl_FragColor = r; \n"
+		"} \n",
+		{ 0.0, 1.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		"Preprocessor test 15 (nested #if, #elif)",
+		NO_VERTEX_SHADER,
+		"#define FOO 0\n"
+		"#define BAR 2\n"
+		"void main() { \n"
+		"#if FOO == 1 \n"
+		"   vec4 r = vec4(0.0, 0.0, 1.0, 0.0); \n"
+		"#else \n"
+		"#if BAR == 1 \n"
+		"   vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"#elif BAR == 2 \n"
+		"   vec4 r = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"#else \n"
+		"   vec4 r = vec4(0.0, 1.0, 0.0, 0.0); \n"
+		"#endif \n"
+		"#endif \n"
+		"   gl_FragColor = r; \n"
+		"} \n",
+		{ 1.0, 0.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{
+		/*
+		 * This test will only be run if we have the GL_ARB_draw_buffers
+		 * extension.  Note the FLAG_ARB_DRAW_BUFFERS flag.
+		 */
+		"Preprocessor test (extension test 1)",
+		NO_VERTEX_SHADER,
+		"#extension GL_ARB_draw_buffers: enable\n"
+		"void main() { \n"
+		"#if defined(GL_ARB_draw_buffers) \n"
+		"   gl_FragData[0] = vec4(0.0, 1.0, 0.0, 0.0); \n"
+		"#else \n"
+		"   gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"#endif \n"
+		"} \n",
+		{ 0.0, 1.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_ARB_DRAW_BUFFERS
+	},
+
+	{
+		/* As above, but use #if == 1 test. */
+		"Preprocessor test (extension test 2)",
+		NO_VERTEX_SHADER,
+		"#extension GL_ARB_draw_buffers: enable\n"
+		"void main() { \n"
+		"#if GL_ARB_draw_buffers == 1\n"
+		"   gl_FragData[0] = vec4(0.0, 1.0, 0.0, 0.0); \n"
+		"#else \n"
+		"   gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"#endif \n"
+		"} \n",
+		{ 0.0, 1.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_ARB_DRAW_BUFFERS
+	},
+
+	{
+		/* Test using a non-existant function.  Should not compile. */
+		"Preprocessor test (extension test 3)",
+		NO_VERTEX_SHADER,
+		"#extension GL_FOO_bar: require\n"
+		"void main() { \n"
+		"   gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"} \n",
+		{ 0.0, 1.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_SHADER
+	},
+
+	{
+		"Preprocessor test (11)",
+		NO_VERTEX_SHADER,
+		"#define FOO \n"
+		"void main() { \n"
+		"#if !defined(FOO) \n"
+		"   gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
+		"#else \n"
+		"   gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
+		"#endif \n"
+		"} \n",
+		{ 1.0, 0.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	/* Illegal shaders ================================================== */
+	{
+		"undefined variable",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   vec3 v = u; \n"
+		"   gl_FragColor = vec4(0.5); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_SHADER
+	},
+
+	{
+		"if (boolean-scalar) check",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   vec3 v; \n"
+		"   if (v) { \n"
+		"   } \n"
+		"   gl_FragColor = vec4(0.5); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_SHADER
+	},
+
+	{
+		"break with no loop",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   break; \n"
+		"   gl_FragColor = vec4(0.5); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_SHADER
+	},
+
+	{
+		"continue with no loop",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   continue; \n"
+		"   gl_FragColor = vec4(0.5); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_SHADER
+	},
+
+	{
+		"illegal assignment",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   float x = main; \n"
+		"   gl_FragColor = vec4(0.5); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_SHADER
+	},
+
+	{
+		"syntax error check (1)",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   float x = ; \n"
+		"   gl_FragColor = vec4(0.5); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_SHADER
+	},
+
+	{
+		"syntax error check (2)",
+		NO_VERTEX_SHADER,
+		"main() { \n"
+		"   gl_FragColor = vec4(0.5); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_SHADER
+	},
+
+	{
+		"syntax error check (3)",
+		NO_VERTEX_SHADER,
+		"main() { \n"
+		"   float x = 1.0 2.0; \n"
+		"   gl_FragColor = vec4(0.5); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_SHADER
+	},
+
+	{
+		"TIntermediate::addUnaryMath",
+		NO_VERTEX_SHADER,
+		"void main() { \n"
+		"   -vec4(x ? 1.0 : -1.0); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_SHADER
+	},
+
+	/* Other new GLSL 1.20, 1.30 features (just parse/compile tests) ====== */
+	{
+		"GLSL 1.30 precision qualifiers",
+		NO_VERTEX_SHADER,
+		"#version 130 \n"
+		"highp float f1; \n"
+		"mediump float f2; \n"
+		"lowp float f3; \n"
+		"precision mediump float; \n"
+		"precision lowp int; \n"
+		"precision highp float; \n"
+		"void main() { \n"
+		"   gl_FragColor = vec4(1); \n"
+		"} \n",
+		{ 1.0, 1.0, 1.0, 1.0 },
+		DONT_CARE_Z,
+		FLAG_VERSION_1_30
+	},
+	{
+		"GLSL 1.20 invariant, centroid qualifiers",
+		NO_VERTEX_SHADER,
+		"#version 120 \n"
+		"invariant varying vec4 v1; \n"
+		"centroid varying vec4 v2; \n"
+		"invariant centroid varying vec4 v3; \n"
+		"varying vec4 v4; \n"
+		"invariant v4; \n"
+		"void main() { \n"
+		"   gl_FragColor = vec4(1); \n"
+		"} \n",
+		{ 1.0, 1.0, 1.0, 1.0 },
+		DONT_CARE_Z,
+		FLAG_VERSION_1_20
+	},
+
+#if 0
+	/* Check behaviour of inf/nan ========================================= */
+	{
+		"Divide by zero",
+		NO_VERTEX_SHADER,
+		"uniform vec4 uniform1; \n"
+		"void main() { \n"
+		"   float div = uniform1.y / uniform1.w; // div by zero\n"
+		"   div = div * uniform1.w; // mul by zero \n"
+		"   gl_FragColor = vec4(0.5 + div); \n"
+		"} \n",
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+#endif
+
+	/* Illegal link test ================================================== */
+	{
+		"gl_Position not written check",
+		"void main() { \n"
+		"   gl_FrontColor = vec4(0.3); \n"
+		"} \n",
+		NO_FRAGMENT_SHADER,
+		{ 0.5, 0.5, 0.5, 0.5 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_LINK
+	},
+
+	{
+		"varying var mismatch",
+		/* vert shader: */
+		"varying vec4 foo; \n"
+		"void main() { \n"
+		"   foo = gl_Color; \n"
+		"   gl_Position = ftransform(); \n"
+		"} \n",
+		/* frag shader: */
+		"varying vec4 bar; \n"
+		"void main() { \n"
+		"   gl_FragColor = bar; \n"
+		"} \n",
+		{ 0.0, 0.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_LINK
+	},
+
+	{
+		"varying read but not written",
+		/* vert shader: */
+		"varying vec4 foo; \n"
+		"void main() { \n"
+		"   gl_Position = ftransform(); \n"
+		"} \n",
+		/* frag shader: */
+		"varying vec4 foo; \n"
+		"void main() { \n"
+		"   gl_FragColor = foo; \n"
+		"} \n",
+		{ 0.0, 0.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_ILLEGAL_LINK
+	},
+
+	{
+		"texcoord varying",
+		/*
+		 * Does the linker correctly recognize that texcoord[1] is
+		 * written by the vertex shader and read by the fragment shader?
+		 * vert shader:
+		 */
+		"varying vec4 gl_TexCoord[4]; \n"
+		"void main() { \n"
+		"   int i = 1; \n"
+		"   gl_TexCoord[i] = vec4(0.5, 0, 0, 0); \n"
+		"   gl_Position = ftransform(); \n"
+		"} \n",
+		/* frag shader: */
+		"varying vec4 gl_TexCoord[4]; \n"
+		"void main() { \n"
+		"   gl_FragColor = gl_TexCoord[1]; \n"
+		"} \n",
+		{ 0.5, 0.0, 0.0, 0.0 },
+		DONT_CARE_Z,
+		FLAG_NONE
+	},
+
+	{ NULL, NULL, NULL, {0,0,0,0}, 0, FLAG_NONE } /* end of list sentinal */
+};
+
+void
+piglit_init(int argc, char **argv) {
+	/* No init */
+} /* piglit_init */
+
+void
+setupTextures(void)
+{
+	GLubyte teximage0[16][16][4];
+	GLubyte teximage1[8][8][4];
+	GLubyte teximage2[4][4][4];
+	GLubyte teximage3D[16][16][16][4];
+	GLfloat teximageZ[16][16];
+	GLint i, j, k;
+	GLuint obj1D, obj2D, obj3D, objZ;
+
+	glGenTextures(1, &obj1D);
+	glGenTextures(1, &obj2D);
+	glGenTextures(1, &obj3D);
+	glGenTextures(1, &objZ);
+
+	glActiveTexture(GL_TEXTURE0);
+
+	/*
+	 *
+	 * 2D texture, w/ mipmap
+	 *
+	 */
+	glBindTexture(GL_TEXTURE_2D, obj2D);
+	/*
+	 *  +-------+-------+
+	 *  | blue  | white |
+	 *  +-------+-------+
+	 *  | red   | green |
+	 *  +-------+-------+
+	 */
+	for (i = 0; i < 16; i++) {
+		for (j = 0; j < 16; j++) {
+			if (i < 8) { /* bottom half */
+				if (j < 8) {
+					/* red */
+					teximage0[i][j][0] = 255;
+					teximage0[i][j][1] = 0;
+					teximage0[i][j][2] = 0;
+					teximage0[i][j][3] = 255;
+				}
+				else {
+					/* green */
+					teximage0[i][j][0] = 0;
+					teximage0[i][j][1] = 255;
+					teximage0[i][j][2] = 0;
+					teximage0[i][j][3] = 255;
+				}
+			}
+			else { /* top half */
+				if (j < 8) {
+					/* blue */
+					teximage0[i][j][0] = 0;
+					teximage0[i][j][1] = 0;
+					teximage0[i][j][2] = 255;
+					teximage0[i][j][3] = 255;
+				}
+				else {
+					/* white */
+					teximage0[i][j][0] = 255;
+					teximage0[i][j][1] = 255;
+					teximage0[i][j][2] = 255;
+					teximage0[i][j][3] = 255;
+				}
+			}
+		}
+	}
+	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0,
+		     GL_RGBA, GL_UNSIGNED_BYTE, teximage0);
+
+	/* level 1: same colors, half intensity */
+	for (i = 0; i < 8; i++) {
+		for (j = 0; j < 8; j++) {
+			teximage1[i][j][0] = teximage0[i*2][j*2][0] / 2;
+			teximage1[i][j][1] = teximage0[i*2][j*2][1] / 2;
+			teximage1[i][j][2] = teximage0[i*2][j*2][2] / 2;
+			teximage1[i][j][3] = teximage0[i*2][j*2][3] / 2;
+		}
+	}
+	glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0,
+		     GL_RGBA, GL_UNSIGNED_BYTE, teximage1);
+
+	/* level 2: 1/4 intensity */
+	for (i = 0; i < 4; i++) {
+		for (j = 0; j < 4; j++) {
+			teximage2[i][j][0] = teximage0[i*4][j*4][0] / 4;
+			teximage2[i][j][1] = teximage0[i*4][j*4][1] / 4;
+			teximage2[i][j][2] = teximage0[i*4][j*4][2] / 4;
+			teximage2[i][j][3] = teximage0[i*4][j*4][3] / 4;
+		}
+	}
+	glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 4, 4, 0,
+		     GL_RGBA, GL_UNSIGNED_BYTE, teximage2);
+
+	/* level 3, 4: don't care */
+	glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, 2, 2, 0,
+		     GL_RGBA, GL_UNSIGNED_BYTE, teximage0);
+	glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA, 1, 1, 0,
+		     GL_RGBA, GL_UNSIGNED_BYTE, teximage0);
+
+
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+	/*
+	 *
+	 * 1D texture: just bottom row of the 2D texture
+	 *
+	 */
+	glBindTexture(GL_TEXTURE_1D, obj1D);
+	glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 16, 0,
+		     GL_RGBA, GL_UNSIGNED_BYTE, teximage0);
+
+	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+	/*
+	 *
+	 * 3D texture: 2D texture, depth = 1
+	 *
+	 */
+	for (i = 0; i < 16; i++) {
+		for (j = 0; j < 16; j++) {
+			for (k = 0; k < 16; k++) {
+				if (i < 8) {
+					teximage3D[i][j][k][0] = teximage0[j][k][0];
+					teximage3D[i][j][k][1] = teximage0[j][k][1];
+					teximage3D[i][j][k][2] = teximage0[j][k][2];
+					teximage3D[i][j][k][3] = teximage0[j][k][3];
+				}
+				else {
+					/* back half: half intensity */
+					teximage3D[i][j][k][0] = teximage0[j][k][0] / 2;
+					teximage3D[i][j][k][1] = teximage0[j][k][1] / 2;
+					teximage3D[i][j][k][2] = teximage0[j][k][2] / 2;
+					teximage3D[i][j][k][3] = teximage0[j][k][3] / 2;
+				}
+			}
+		}
+	}
+	glBindTexture(GL_TEXTURE_3D, obj3D);
+	glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 16, 0,
+		     GL_RGBA, GL_UNSIGNED_BYTE, teximage3D);
+
+	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+	/*
+	 *
+	 * 2D GL_DEPTH_COMPONENT texture (for shadow sampler tests)
+	 * Left half = 0.25, right half = 0.75
+	 *
+	 */
+	for (i = 0; i < 16; i++) {
+		for (j = 0; j < 16; j++) {
+			if (j < 8)
+				teximageZ[i][j] = 0.25;
+			else
+				teximageZ[i][j] = 0.75;
+		}
+	}
+	glActiveTexture(GL_TEXTURE1); /* NOTE: Unit 1 */
+	glBindTexture(GL_TEXTURE_2D, objZ);
+	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 16, 16, 0,
+		     GL_DEPTH_COMPONENT, GL_FLOAT, teximageZ);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
+					GL_COMPARE_R_TO_TEXTURE_ARB);
+	
+	glActiveTexture(GL_TEXTURE0);
+} /* setupTextures */
+
+
+void
+setupTextureMatrix1(void)
+{
+	/* This matrix is used by some of the general matrix tests */
+	static const GLfloat m[16] = {
+		1.0, 0.5, 0.6, 0.0,  /* col 0 */
+		0.0, 1.0, 0.0, 0.7,  /* col 1 */
+		0.0, 0.0, 1.0, 0.8,  /* col 2 */
+		0.1, 0.2, 0.3, 1.0   /* col 3 */
+	};
+	glMatrixMode(GL_TEXTURE);
+	glActiveTexture(GL_TEXTURE1);
+	glLoadMatrixf(m);
+	glActiveTexture(GL_TEXTURE0);
+	glMatrixMode(GL_MODELVIEW);
+} /* setupTextureMatrix1 */
+
+
+bool
+setup(void)
+{
+	GLenum err;
+
+	/* check GLSL version */
+#ifdef GL_SHADING_LANGUAGE_VERSION
+	const char *glslVersion = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
+#else
+	const char *glslVersion = NULL;
+#endif
+	const float version = atof(glslVersion);
+	if (version < 1.00) {
+		printf("GLSL 1.x not supported\n");
+		return false;
+	}
+	glsl_120 = version >= 1.20;
+	glsl_130 = version >= 1.30;
+
+	setupTextures();
+	setupTextureMatrix1();
+
+	/* load program inputs */
+	glColor4fv(PrimaryColor);
+	glSecondaryColor3fv(SecondaryColor);
+
+	/* other GL state */
+	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Ambient);
+	glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
+	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MatDiffuse);
+	glPointSize(PSIZE);
+	glPointParameterf(GL_POINT_SIZE_MIN, PSIZE_MIN);
+	glPointParameterf(GL_POINT_SIZE_MAX, PSIZE_MAX);
+	glPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, PSIZE_THRESH);
+	glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, PointAtten);
+	glFogf(GL_FOG_START, FOG_START);
+	glFogf(GL_FOG_END, FOG_END);
+	glFogfv(GL_FOG_COLOR, FogColor);
+
+	err = glGetError();
+	assert(!err);  /* should be OK */
+
+	/* setup vertex transform (we'll draw a quad in middle of window) */
+	glOrtho(-4.0, 4.0, -4.0, 4.0, 0.0, 1.0);
+
+	return true;
+} /* setup */
+
+
+GLuint
+loadAndCompileShader(GLenum target, const char *str)
+{
+	GLuint shader;
+	shader = glCreateShader(target);
+	glShaderSource(shader, 1, (const GLchar **) &str, NULL);
+	glCompileShader(shader);
+	return shader;
+} /* loadAndCompileShader */
+
+
+/*
+ * Check the compile status of the just compiled shader.
+ * If the outcome is unexpected, report an error.
+ */
+bool
+checkCompileStatus(GLenum target, GLuint shader,
+			     const struct ShaderProgram* p)
+{
+	GLint stat;
+	GLchar infoLog[1000];
+	GLsizei len;
+
+	glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
+	if (!stat) {
+		glGetShaderInfoLog(shader, 1000, &len, infoLog);
+	}
+
+	if (!stat && (p->flags & FLAG_ILLEGAL_SHADER) == 0) {
+		/* this _should_ have compiled */
+		printf("FAILURE:\n");
+		printf("  Shader test: %s\n", p->name);
+		if (target == GL_FRAGMENT_SHADER)
+			printf("Fragment shader did not compile:\n");
+		else
+			printf("Vertex shader did not compile:\n");
+		printf("%s\n", infoLog);
+		return false;
+	}
+	else if (stat && (p->flags & FLAG_ILLEGAL_SHADER)) {
+		/* this should _not_ have compiled! */
+		printf("FAILURE:\n");
+		printf("  Shader test: %s\n", p->name);
+		printf("  Shader should not have compiled, but it did.\n");
+		return false;
+	}
+	return true;
+} /* checkCompileStatus */
+
+
+bool
+testProgram(const struct ShaderProgram* p)
+{
+	static const GLfloat uniformMatrix[16] = {
+		1.0, 0.1, 0.2, 0.3,  /* col 0 */
+		0.0, 1.0, 0.0, 0.4,  /* col 1 */
+		0.0, 1.0, 1.0, 0.5,  /* col 2 */
+		0.6, 0.7, 0.8, 1.0   /* col 3 */
+	};
+	static const GLfloat uniformMatrix2x4[8] = {
+		0.0, 0.1, 0.2, 0.3,  /* col 0 */
+		0.4, 0.5, 0.6, 0.7   /* col 1 */
+	};
+	static const GLfloat uniformMatrix4x3[12] = {
+		0.0, 0.1, 0.2,  /* col 0 */
+		0.3, 0.4, 0.5,  /* col 1 */
+		0.6, 0.7, 0.8,  /* col 2 */
+		0.9, 1.0, 0.0   /* col 3 */
+	};
+	GLuint fragShader = 0, vertShader = 0, program = 0;
+	GLint u1, uArray, uArray4, utex1d, utex2d, utex3d, utexZ, umat4, umat4t;
+	GLint umat2x4, umat2x4t, umat4x3, umat4x3t;
+	bool retVal = false;
+	GLint stat;
+	GLchar log[1000];
+	GLsizei len;
+	const GLfloat r = 0.62; // XXX draw 16x16 pixel quad
+
+	if (p->flags & FLAG_ARB_DRAW_BUFFERS &&
+	    !piglit_is_extension_supported("GL_ARB_draw_buffers")) {
+		/* skip */
+		retVal = true;
+		goto cleanup;
+	}
+
+
+	if (p->fragShaderString) {
+		fragShader = loadAndCompileShader(GL_FRAGMENT_SHADER,
+						  p->fragShaderString);
+		if (!checkCompileStatus(GL_FRAGMENT_SHADER, fragShader, p)) {
+			retVal = false;
+			goto cleanup;
+		}
+	}
+	if (p->vertShaderString) {
+		vertShader = loadAndCompileShader(GL_VERTEX_SHADER,
+						  p->vertShaderString);
+		if (!checkCompileStatus(GL_VERTEX_SHADER, vertShader, p)) {
+			retVal = false;
+			goto cleanup;
+		}
+	}
+	if (!fragShader && !vertShader) {
+		/* must have had a compilation errror */
+		retVal = false;
+		goto cleanup;
+	}
+
+	if (p->flags & FLAG_ILLEGAL_SHADER) {
+		/* don't render/test */
+		retVal = true;
+		goto cleanup;
+	}
+
+	program = glCreateProgram();
+	if (fragShader)
+		glAttachShader(program, fragShader);
+	if (vertShader)
+		glAttachShader(program, vertShader);
+	glLinkProgram(program);
+
+	/* check link */
+	{
+		glGetProgramiv(program, GL_LINK_STATUS, &stat);
+		if (!stat) {
+			if (p->flags & FLAG_ILLEGAL_LINK) {
+				/* this is the expected outcome */
+				retVal = true;
+				goto cleanup;
+			}
+			else {
+				glGetProgramInfoLog(program, 1000, &len, log);
+				printf("FAILURE:\n");
+				printf("  Shader test: %s\n", p->name);
+				printf("  Link error: %s\n", log);
+				retVal = false;
+				goto cleanup;
+			}
+		}
+		else {
+			/* link successful */
+			if (p->flags & FLAG_ILLEGAL_LINK) {
+				/* the shaders should _not_ have linked */
+				printf("FAILURE:\n");
+				printf("  Shader test: %s\n", p->name);
+				printf("  Program linked, but shouldn't have.\n");
+				retVal = false;
+				goto cleanup;
+			}
+		}
+	}
+
+	glUseProgram(program);
+
+	if (p->flags & FLAG_VERTEX_TEXTURE) {
+		/* check if vertex texture units are available */
+		GLint n;
+		glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &n);
+		if (n == 0) {
+			/* can't run the test */
+			retVal = true;
+			goto cleanup;
+		}
+	}
+
+	/* load uniform vars */
+	u1 = glGetUniformLocation(program, "uniform1");
+	if (u1 >= 0)
+		glUniform4fv(u1, 1, Uniform1);
+
+	uArray = glGetUniformLocation(program, "uniformArray");
+	if (uArray >= 0)
+		glUniform1fv(uArray, 4, UniformArray);
+
+	uArray4 = glGetUniformLocation(program, "uniformArray4");
+	if (uArray4 >= 0)
+		glUniform4fv(uArray4, 4, (float *) UniformArray4);
+
+	utex1d = glGetUniformLocation(program, "tex1d");
+	if (utex1d >= 0)
+		glUniform1i(utex1d, 0);  /* bind to tex unit 0 */
+
+	utex2d = glGetUniformLocation(program, "tex2d");
+	if (utex2d >= 0)
+		glUniform1i(utex2d, 0);  /* bind to tex unit 0 */
+
+	utex3d = glGetUniformLocation(program, "tex3d");
+	if (utex3d >= 0)
+		glUniform1i(utex3d, 0);  /* bind to tex unit 0 */
+
+	utexZ = glGetUniformLocation(program, "texZ");
+	if (utexZ >= 0)
+		glUniform1i(utexZ, 1);  /* bind to tex unit 1 */
+
+	umat4 = glGetUniformLocation(program, "uniformMat4");
+	if (umat4 >= 0)
+		glUniformMatrix4fv(umat4, 1, GL_FALSE, uniformMatrix);
+
+	umat4t = glGetUniformLocation(program, "uniformMat4t");
+	if (umat4t >= 0)
+		glUniformMatrix4fv(umat4t, 1, GL_TRUE, uniformMatrix);
+
+	umat2x4 = glGetUniformLocation(program, "uniformMat2x4");
+	if (umat2x4 >= 0)
+		glUniformMatrix2x4fv(umat2x4, 1, GL_FALSE, uniformMatrix2x4);
+
+	umat2x4t = glGetUniformLocation(program, "uniformMat2x4t");
+	if (umat2x4t >= 0)
+		glUniformMatrix2x4fv(umat2x4t, 1, GL_TRUE, uniformMatrix2x4);
+
+	umat4x3 = glGetUniformLocation(program, "uniformMat4x3");
+	if (umat4x3 >= 0)
+		glUniformMatrix4x3fv(umat4x3, 1, GL_FALSE, uniformMatrix4x3);
+
+	umat4x3t = glGetUniformLocation(program, "uniformMat4x3t");
+	if (umat4x3t >= 0)
+		glUniformMatrix4x3fv(umat4x3t, 1, GL_TRUE, uniformMatrix4x3);
+
+
+	/* to avoid potential issue with undefined result.depth.z */
+	if (p->expectedZ == DONT_CARE_Z)
+		glDisable(GL_DEPTH_TEST);
+	else
+	{
+		glEnable(GL_DEPTH_TEST);
+		printf("================ Depth buffer enabled.\n");
+	}
+
+	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+	piglit_draw_rect_tex(-r, -r, 2 * r, 2 * r, 0, 0, 1, 1);
+	piglit_check_gl_error(GL_NO_ERROR);
+
+	printf("Shader test: %s\n", p->name);
+
+	/* Check the lower-left hand square in the textured quad to make sure it is the
+	 * right color. */
+	if (!piglit_probe_pixel_rgba(piglit_width / 2 - 2, piglit_height / 2 - 2, p->expectedColor)) {
+		retVal = false;
+		goto cleanup;
+	}
+
+	/* Check the depth at the center of the textured quad. */
+	if (p->expectedZ != DONT_CARE_Z) {
+		if (!piglit_probe_pixel_depth(piglit_width / 2, piglit_height / 2, p->expectedZ)) {
+			retVal = false;
+			goto cleanup;
+		}
+	}
+
+	/* passed! */
+	retVal = true;
+
+ cleanup:
+	if (fragShader)
+		glDeleteShader(fragShader);
+	if (vertShader)
+		glDeleteShader(vertShader);
+	glDeleteProgram(program);
+
+	if (!piglit_automatic) {
+		piglit_present_results();
+	}
+	return retVal;
+}
+
+enum piglit_result
+piglit_display(void)
+{
+	bool pass = true;
+	int i;
+	const char *singleTest;
+	
+	if (!setup())
+		return PIGLIT_FAIL;
+	
+	/* If you just want to run a single sub-test, assign the name to singleTest. */
+	/* for loops run until Programs[i].name because the last name in the array is NULL */
+	singleTest = getenv("PIGLIT_TEST");
+	if (singleTest) {
+		printf("glsl1: Running single test: %s\n", singleTest);
+		for (i = 0; Programs[i].name; i++) {
+			if (strcmp(Programs[i].name, singleTest) == 0) {
+
+				if ((Programs[i].flags & FLAG_VERSION_1_20) && !glsl_120)
+					break; /* skip non-applicable tests */
+				if ((Programs[i].flags & FLAG_VERSION_1_30) && !glsl_130)
+					break; /* skip non-applicable tests */
+
+				pass &= testProgram(&Programs[i]);
+				break;
+			}
+		}
+	}
+	else {
+		/* loop over all tests */
+		for (i = 0; Programs[i].name; i++) {
+			if ((Programs[i].flags & FLAG_VERSION_1_20) && !glsl_120)
+				continue; /* skip non-applicable tests */
+			if ((Programs[i].flags & FLAG_VERSION_1_30) && !glsl_130)
+				continue; /* skip non-applicable tests */
+			pass &= testProgram(&Programs[i]);
+		}
+	}
+
+	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+} /* piglit_display */
-- 
2.1.0



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