This test replaces the original tglsl1.cpp test
---
 tests/all.py                        |    1 +
 tests/spec/gl-1.0/CMakeLists.gl.txt |    1 +
 tests/spec/gl-1.0/shading-lang.c    | 1939 +++++++++++++++++++++++++++++++++++
 3 files changed, 1941 insertions(+)
 create mode 100644 tests/spec/gl-1.0/shading-lang.c

diff --git a/tests/all.py b/tests/all.py
index fe088f5..6140320 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -999,6 +999,7 @@ with profile.group_manager(
     g(['gl-1.0-fpexceptions'])
     g(['gl-1.0-ortho-pos'])
     g(['gl-1.0-readpixsanity'])
+    g(['gl-1.0-shading-lang'])
     g(['gl-1.0-logicop'])
 
 with profile.group_manager(
diff --git a/tests/spec/gl-1.0/CMakeLists.gl.txt 
b/tests/spec/gl-1.0/CMakeLists.gl.txt
index d04b835..28a1d42 100644
--- a/tests/spec/gl-1.0/CMakeLists.gl.txt
+++ b/tests/spec/gl-1.0/CMakeLists.gl.txt
@@ -26,6 +26,7 @@ piglit_add_executable (gl-1.0-polygon-line-aa 
polygon-line-aa.c)
 piglit_add_executable (gl-1.0-push-no-attribs push-no-attribs.c)
 piglit_add_executable (gl-1.0-readpixsanity readpix.c)
 piglit_add_executable (gl-1.0-rendermode-feedback rendermode-feedback.c)
+piglit_add_executable (gl-1.0-shading-lang shading-lang.c)
 piglit_add_executable (gl-1.0-swapbuffers-behavior swapbuffers-behavior.c)
 
 # vim: ft=cmake:
diff --git a/tests/spec/gl-1.0/shading-lang.c b/tests/spec/gl-1.0/shading-lang.c
new file mode 100644
index 0000000..5b8ed9a
--- /dev/null
+++ b/tests/spec/gl-1.0/shading-lang.c
@@ -0,0 +1,1939 @@
+/*
+ * 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
+ */
+
+/** @file shading-lang.c
+ *
+ * Test OpenGL shading language
+ *
+ *     Authors:
+ *             Brian Paul <bri...@valinux.com>
+ *             Adapted to Piglit by Juliet Fru <juliet...@gmail.com>, October 
2015.
+ */
+
+#include "piglit-util-gl.h"
+
+#include <stdlib.h>
+#include <assert.h>
+#include <string.h>
+#include <math.h>
+
+
+PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 20;
+
+config.window_visual =
+       PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DEPTH |
+       PIGLIT_GL_VISUAL_STENCIL;
+
+PIGLIT_GL_TEST_CONFIG_END
+#define GL_GLEXT_PROTOTYPES
+#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_WINDING_CW       0x20     /* clockwise-winding polygon */
+#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
+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 };
+
+GLfloat tolerance[5];
+GLfloat looseTolerance[5];
+bool glsl_120;                 /* GLSL 1.20 or higher supported? */
+bool glsl_130;                 /* GLSL 1.30 or higher supported? */
+
+
+typedef struct
+{
+       const char *name;
+       const char *vertShaderString;
+       const char *fragShaderString;
+       GLfloat expectedColor[4];
+       GLfloat expectedZ;
+       int flags;
+} ShaderProgram;
+
+
+/* Shader program test cases */
+static const 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 ============================================================
+       {
+        "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
+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);
+}
+
+
+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);
+}
+
+
+void
+reportFailure(const char *programName,
+             const GLfloat expectedColor[4], const GLfloat actualColor[4])
+{
+       printf("FAILURE:\n");
+       printf("  Shader test: %s\n", programName);
+       printf("  Expected color: %f, %f, %f, %f\n", expectedColor[0],
+              expectedColor[1], expectedColor[2], expectedColor[3]);
+       printf("  Observed color: %f, %f, %f, %f\n", actualColor[0],
+              actualColor[1], actualColor[2], actualColor[3]);
+}
+
+
+void
+reportZFailure(const char *programName, GLfloat expectedZ, GLfloat actualZ)
+{
+       printf("FAILURE:\n");
+       printf("  Shader test: %s\n", programName);
+       printf("  Expected Z: %f\n", expectedZ);
+       printf("  Observed Z: %f\n", actualZ);
+}
+
+
+/* Compare actual and expected colors */
+bool
+equalColors(const GLfloat act[4], const GLfloat exp[4], int flags)
+{
+       const GLfloat *tol;
+       if (flags & FLAG_LOOSE)
+               tol = looseTolerance;
+       else
+               tol = tolerance;
+       if ((fabsf(act[0] - exp[0]) > tol[0]) ||
+           (fabsf(act[1] - exp[1]) > tol[1]) ||
+           (fabsf(act[2] - exp[2]) > tol[2]) ||
+           (fabsf(act[3] - exp[3]) > tol[3]))
+               return false;
+       else
+               return true;
+}
+
+
+bool
+equalDepth(GLfloat z0, GLfloat z1)
+{
+       if (fabsf(z0 - z1) > tolerance[4])
+               return false;
+       else
+               return true;
+}
+
+
+GLuint
+loadAndCompileShader(GLenum target, const char *str)
+{
+       GLuint shader;
+       shader = glCreateShader(target);
+       glShaderSource(shader, 1, (const GLchar **) &str, NULL);
+       glCompileShader(shader);
+       return shader;
+}
+
+
+/* Check the compile status of the just compiled shader.
+ * If the outcome is unexpected, report an error.
+ */
+bool
+checkCompileStatus(GLenum target, GLuint shader, const ShaderProgram p)
+{
+       GLint stat;
+       GLchar infoLog[1000];
+       GLsizei len;
+
+       glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
+       if (!stat) {
+               glGetShaderInfoLog(shader, 1000, &len, infoLog);
+               /* printf(" %s\n", 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: %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;
+}
+
+
+bool
+testProgram(const 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 */
+       };
+       const GLfloat r = 0.62; /* XXX draw 16x16 pixel quad */
+       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;
+
+       if (p.flags & FLAG_ARB_DRAW_BUFFERS &&
+           !piglit_dispatch_glGetString("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 error */
+               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 */
+       {
+               GLint stat;
+               glGetProgramiv(program, GL_LINK_STATUS, &stat);
+               if (!stat) {
+                       if (p.flags & FLAG_ILLEGAL_LINK) {
+                               /* this is the expected outcome */
+                               retVal = true;
+                               goto cleanup;
+                       } else {
+                               GLchar log[1000];
+                               GLsizei len;
+                               glGetProgramInfoLog(program, 1000, &len, log);
+                               printf("FAILURE:\n");
+                               printf("  Shader test: %s\n", p.name);
+                               printf("  Link error: %s", 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);
+
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+       if (p.flags & FLAG_WINDING_CW) {
+               /* Clockwise */
+               glBegin(GL_POLYGON);
+               glTexCoord2f(0, 0);
+               glVertex2f(-r, -r);
+               glTexCoord2f(0, 1);
+               glVertex2f(-r, r);
+               glTexCoord2f(1, 1);
+               glVertex2f(r, r);
+               glTexCoord2f(1, 0);
+               glVertex2f(r, -r);
+               glEnd();
+       } else {
+               /* Counter Clockwise */
+               glBegin(GL_POLYGON);
+               glTexCoord2f(0, 0);
+               glVertex2f(-r, -r);
+               glTexCoord2f(1, 0);
+               glVertex2f(r, -r);
+               glTexCoord2f(1, 1);
+               glVertex2f(r, r);
+               glTexCoord2f(0, 1);
+               glVertex2f(-r, r);
+               glEnd();
+       }
+
+       /* printf("  Shader test: %s\n", p.name); */
+
+       /* read a pixel from lower-left corder of rendered quad */
+       GLfloat pixel[4];
+       glReadPixels(piglit_width / 2 - 2, piglit_width / 2 - 2, 1, 1,
+                    GL_RGBA, GL_FLOAT, pixel);
+       if (0)                  // debug
+               printf("%s: Expect: %.3f %.3f %.3f %.3f  found: %.3f %.3f %.3f 
%.3f\n", p.name, p.expectedColor[0], p.expectedColor[1], p.expectedColor[2], 
p.expectedColor[3], pixel[0], pixel[1], pixel[2], pixel[3]);
+
+       if (!equalColors(pixel, p.expectedColor, p.flags)) {
+               reportFailure(p.name, p.expectedColor, pixel);
+               retVal = false;
+               goto cleanup;
+       }
+
+       if (p.expectedZ != DONT_CARE_Z) {
+               GLfloat z;
+               /* read z at center of quad */
+               glReadPixels(piglit_width / 2, piglit_width / 2, 1, 1,
+                            GL_DEPTH_COMPONENT, GL_FLOAT, &z);
+               if (!equalDepth(z, p.expectedZ)) {
+                       reportZFailure(p.name, p.expectedZ, z);
+                       retVal = false;
+                       goto cleanup;
+               }
+       }
+
+       /* passed! */
+       retVal = true;
+
+       if (0)                  // debug
+               printf("%s passed\n", p.name);
+
+      cleanup:
+       if (fragShader)
+               glDeleteShader(fragShader);
+       if (vertShader)
+               glDeleteShader(vertShader);
+       glDeleteProgram(program);
+
+       return retVal;
+}
+
+
+bool
+setup(void)
+{
+       /* 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);
+
+       GLenum err = glGetError();
+       assert(!err);           /* should be OK */
+
+       /* setup vertex transform (we'll draw a quad in middle of window) */
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       glOrtho(-4.0, 4.0, -4.0, 4.0, 0.0, 1.0);
+       glMatrixMode(GL_MODELVIEW);
+       glLoadIdentity();
+       glDrawBuffer(GL_FRONT);
+       glReadBuffer(GL_FRONT);
+
+       /* compute error tolerances (may need fine-tuning) */
+       int bufferBits[5];
+       glGetIntegerv(GL_RED_BITS, &bufferBits[0]);
+       glGetIntegerv(GL_GREEN_BITS, &bufferBits[1]);
+       glGetIntegerv(GL_BLUE_BITS, &bufferBits[2]);
+       glGetIntegerv(GL_ALPHA_BITS, &bufferBits[3]);
+       glGetIntegerv(GL_DEPTH_BITS, &bufferBits[4]);
+
+       tolerance[0] = 2.0 / (1 << bufferBits[0]);
+       tolerance[1] = 2.0 / (1 << bufferBits[1]);
+       tolerance[2] = 2.0 / (1 << bufferBits[2]);
+       if (bufferBits[3])
+               tolerance[3] = 2.0 / (1 << bufferBits[3]);
+       else
+               tolerance[3] = 1.0;
+       if (bufferBits[4])
+               tolerance[4] = 16.0 / (1 << bufferBits[4]);
+       else
+               tolerance[4] = 1.0;
+
+       /* Some tests request a looser tolerance:
+        * XXX a factor of 4 may be too much...
+        */
+       for (int i = 0; i < 5; i++)
+               looseTolerance[i] = 4.0 * tolerance[i];
+
+       return true;
+}
+
+
+void
+piglit_init(int argc, char **argv)
+{
+       /* no initialization */
+}
+
+
+enum piglit_result
+piglit_display(void)
+{
+       bool pass = true;
+
+       if (!setup()) {
+               pass = false;
+               return PIGLIT_FAIL;
+       }
+
+       /* If you just want to run a single sub-test, assign the name to 
singleTest. */
+       const char *singleTest = getenv("PIGLIT_TEST");
+       if (singleTest) {
+               printf("glsl1: Running single test: %s\n", singleTest);
+               for (int 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]) && pass;
+                               break;
+                       }
+               }
+       } else {
+               /* loop over all tests */
+               for (int 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 */
+                       else {
+                               pass = testProgram(Programs[i]) && pass;
+                       }
+               }
+       }
+
+       return pass ? PIGLIT_PASS : PIGLIT_FAIL;
+}
-- 
2.4.3

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