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+/* [config]
+ * expect_result: pass
+ * glsl_version: 1.30
+ * require_extensions: GL_ARB_arrays_of_arrays
+ * [end config]
+ *
+ * Precision qualifiers apply to floating point, integer and sampler
+ * types. Test to see if and array of samplers correctly compiles.
+ */
+#version 130
+#extension GL_ARB_arrays_of_arrays: enable
+
+uniform lowp sampler2D sampler[1][1];
+in highp vec2 coord;
+
+void main()
+{
+ gl_FragColor = texture2D(sampler[0][0], coord);
+}
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+[require]
+GLSL >= 1.20
+GL_ARB_arrays_of_arrays
+
+[vertex shader]
+#extension GL_ARB_arrays_of_arrays: enable
+varying vec4 texcoords;
+
+void main()
+{
+ gl_Position = gl_Vertex;
+ texcoords = (gl_Vertex + 1.0) / 2.0;
+}
+
+[fragment shader]
+#extension GL_ARB_arrays_of_arrays: enable
+varying vec4 texcoords;
+uniform sampler2D tex[2][2][2];
+
+void main()
+{
+ gl_FragColor = texture2D(tex[1][0][1], texcoords.xy);
+}
+
+[test]
+uniform int tex[1][0][1] 1
+texture rgbw 1 (8, 8)
+draw rect -1 -1 2 2
+relative probe rgb (0.25, 0.25) (1.0, 0.0, 0.0)
+relative probe rgb (0.75, 0.25) (0.0, 1.0, 0.0)
+relative probe rgb (0.25, 0.75) (0.0, 0.0, 1.0)
+relative probe rgb (0.75, 0.75) (1.0, 1.0, 1.0)
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+[require]
+GLSL >= 1.20
+GL_ARB_arrays_of_arrays
+
+[vertex shader]
+#extension GL_ARB_arrays_of_arrays: enable
+varying vec4 texcoords;
+
+void main()
+{
+ gl_Position = gl_Vertex;
+ texcoords = (gl_Vertex + 1.0) / 2.0;
+}
+
+[fragment shader]
+#extension GL_ARB_arrays_of_arrays: enable
+varying vec4 texcoords;
+uniform sampler2D tex[2][2];
+
+void main()
+{
+ gl_FragColor = texture2D(tex[0][1], texcoords.xy);
+}
+
+[test]
+uniform int tex[0][1] 1
+texture rgbw 1 (8, 8)
+draw rect -1 -1 2 2
+relative probe rgb (0.25, 0.25) (1.0, 0.0, 0.0)
+relative probe rgb (0.75, 0.25) (0.0, 1.0, 0.0)
+relative probe rgb (0.25, 0.75) (0.0, 0.0, 1.0)
+relative probe rgb (0.75, 0.75) (1.0, 1.0, 1.0)
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+# Normally, uniform array variables are initialized by array literals.
+#
+# However, samplers are different. Consider a declaration such as:
+#
+# layout(binding = 5) uniform sampler2D[3];
+#
+# The initializer value is a single integer (5), while the storage has 3
+# array elements. The proper behavior is to increment one for each
+# element; they should be initialized to 5, 6, and 7.
+
+[require]
+GLSL >= 1.40
+GL_ARB_arrays_of_arrays
+GL_ARB_shading_language_420pack
+
+[vertex shader]
+#extension GL_ARB_arrays_of_arrays: enable
+in vec4 piglit_vertex;
+out vec4 texcoords;
+
+void main()
+{
+ gl_Position = piglit_vertex;
+ texcoords = (piglit_vertex + 1.0) / 2.0;
+}
+
+[fragment shader]
+#extension GL_ARB_arrays_of_arrays: enable
+#extension GL_ARB_shading_language_420pack: enable
+
+layout(binding = 0) uniform sampler2D tex[2][2][2];
+
+in vec4 texcoords;
+out vec4 color;
+
+void main()
+{
+ color = texture2D(tex[0][1][1], texcoords.xy);
+}
+
+[test]
+texture rgbw 3 (8, 8)
+draw rect -1 -1 2 2
+relative probe rgb (0.25, 0.25) (1.0, 0.0, 0.0)
+relative probe rgb (0.75, 0.25) (0.0, 1.0, 0.0)
+relative probe rgb (0.25, 0.75) (0.0, 0.0, 1.0)
+relative probe rgb (0.75, 0.75) (1.0, 1.0, 1.0)
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+# Normally, uniform array variables are initialized by array literals.
+#
+# However, samplers are different. Consider a declaration such as:
+#
+# layout(binding = 5) uniform sampler2D[3];
+#
+# The initializer value is a single integer (5), while the storage has 3
+# array elements. The proper behavior is to increment one for each
+# element; they should be initialized to 5, 6, and 7.
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+GL_ARB_arrays_of_arrays
+GL_ARB_shading_language_420pack
+
+[vertex shader passthrough]
+
+[fragment shader]
+#version 150
+#extension GL_ARB_shading_language_420pack : enable
+#extension GL_ARB_gpu_shader5: require
+#extension GL_ARB_arrays_of_arrays: enable
+
+layout(binding = 0) uniform sampler2D tex[2][2];
+
+uniform int n;
+uniform int m;
+
+out vec4 color;
+
+void main()
+{
+ color = texture(tex[n][m], vec2(0.5, 0.5));
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+texture checkerboard 0 0 (32, 32) (1.0, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.0, 1.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 0
+uniform int m 0
+draw rect -1 -1 1 1
+
+relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
+
+uniform int n 0
+uniform int m 1
+draw rect 0 -1 1 1
+
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int n 1
+uniform int m 0
+draw rect -1 0 1 1
+
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+uniform int n 1
+uniform int m 1
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
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+# This test verifies that dynamically uniform indexing of sampler arrays
+# in the fragment shader behaves correctly.
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+GL_ARB_arrays_of_arrays
+
+[vertex shader passthrough]
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+#extension GL_ARB_arrays_of_arrays: enable
+
+uniform sampler2D s[2][2];
+
+uniform int n;
+
+out vec4 color;
+
+void main()
+{
+ color = texture(s[n][1], vec2(0.5, 0.5));
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform int s[0][0] 0
+uniform int s[0][1] 1
+uniform int s[1][0] 2
+uniform int s[1][1] 3
+
+texture checkerboard 0 0 (32, 32) (1.0, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.0, 1.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 0
+draw rect 0 -1 1 1
+
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int n 1
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
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+# This test verifies that dynamically uniform indexing of sampler arrays
+# in the fragment shader behaves correctly.
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+GL_ARB_arrays_of_arrays
+
+[vertex shader passthrough]
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+#extension GL_ARB_arrays_of_arrays: enable
+
+uniform sampler2D s[2][2];
+
+uniform int n;
+
+out vec4 color;
+
+void main()
+{
+ color = texture(s[1][n], vec2(0.5, 0.5));
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform int s[0][0] 0
+uniform int s[0][1] 1
+uniform int s[1][0] 2
+uniform int s[1][1] 3
+
+texture checkerboard 0 0 (32, 32) (1.0, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.0, 1.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 0
+draw rect -1 0 1 1
+# real outcome?
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+#uniform int n 0
+#draw rect 0 -1 1 1
+#relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int n 1
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
+
+
+
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+# This test verifies that dynamically uniform indexing of sampler arrays
+# in the fragment shader behaves correctly.
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+GL_ARB_arrays_of_arrays
+
+[vertex shader passthrough]
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+#extension GL_ARB_arrays_of_arrays: enable
+
+uniform sampler2D s[2][2];
+
+uniform int n;
+uniform int m;
+
+out vec4 color;
+
+void main()
+{
+ color = texture(s[n][m], vec2(0.5, 0.5));
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform int s[0][0] 0
+uniform int s[0][1] 1
+uniform int s[1][0] 2
+uniform int s[1][1] 3
+
+texture checkerboard 0 0 (32, 32) (1.0, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.0, 1.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 0
+uniform int m 0
+draw rect -1 -1 1 1
+
+relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
+
+uniform int n 0
+uniform int m 1
+draw rect 0 -1 1 1
+
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int n 1
+uniform int m 0
+draw rect -1 0 1 1
+
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+uniform int n 1
+uniform int m 1
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
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+[require]
+GLSL >= 1.10
+
+[vertex shader]
+varying vec4 texcoords;
+
+void main()
+{
+ gl_Position = gl_Vertex;
+ texcoords = (gl_Vertex + 1.0) / 2.0;
+}
+
+[fragment shader]
+#extension GL_ARB_arrays_of_arrays: enable
+varying vec4 texcoords;
+struct S {
+ sampler2D tex;
+};
+
+uniform S i[2];
+
+void main()
+{
+ gl_FragColor = texture2D(i[1].tex, texcoords.xy);
+}
+
+[test]
+uniform int i[1].tex 1
+texture rgbw 1 (8, 8)
+draw rect -1 -1 2 2
+relative probe rgb (0.25, 0.25) (1.0, 0.0, 0.0)
+relative probe rgb (0.75, 0.25) (0.0, 1.0, 0.0)
+relative probe rgb (0.25, 0.75) (0.0, 0.0, 1.0)
+relative probe rgb (0.75, 0.75) (1.0, 1.0, 1.0)