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kc3-lang/angle/src/tests/deqp_support/es3fShaderMatrixTests.cpp

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  • Author : Jamie Madill
    Date : 2017-09-15 23:03:14
    Hash : 63490943
    Message : Work around VS 2017 compiler bug in dEQP. We should upstream this fix to dEQP once we have the chance. BUG=chromium:759402 Change-Id: I64e5df9bc6552e6fabe2b4b60c877fa30fd4c1f2 Reviewed-on: https://chromium-review.googlesource.com/670101 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/deqp_support/es3fShaderMatrixTests.cpp
  • /*-------------------------------------------------------------------------
     * drawElements Quality Program OpenGL ES 3.0 Module
     * -------------------------------------------------
     *
     * Copyright 2014 The Android Open Source Project
     *
     * Licensed under the Apache License, Version 2.0 (the "License");
     * you may not use this file except in compliance with the License.
     * You may obtain a copy of the License at
     *
     *      http://www.apache.org/licenses/LICENSE-2.0
     *
     * Unless required by applicable law or agreed to in writing, software
     * distributed under the License is distributed on an "AS IS" BASIS,
     * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     * See the License for the specific language governing permissions and
     * limitations under the License.
     *
     *//*!
     * \file
     * \brief Shader matrix arithmetic tests.
     *
     * Variables:
     *  + operation
     *    - mat OP mat
     *    - mat OP vec
     *    - vec OP mat
     *    - mat OP scalar
     *    - OP ( mat )
     *    - vec OP vec
     *    - OP mat
     *  + matrix source
     *    - constant (ctor)
     *    - uniform
     *    - vertex input
     *    - fragment input
     *  + other operand: always dynamic data?
     *  + how to reduce to vec3?
     *//*--------------------------------------------------------------------*/
    
    #include "es3fShaderMatrixTests.hpp"
    #include "glsShaderRenderCase.hpp"
    #include "gluShaderUtil.hpp"
    #include "tcuVector.hpp"
    #include "tcuMatrix.hpp"
    #include "tcuMatrixUtil.hpp"
    #include "deStringUtil.hpp"
    
    #include "glwEnums.hpp"
    #include "glwFunctions.hpp"
    
    namespace deqp
    {
    namespace gles3
    {
    namespace Functional
    {
    
    using std::string;
    using std::vector;
    using namespace glu;
    using namespace deqp::gls;
    
    using tcu::Vec2;
    using tcu::Vec3;
    using tcu::Vec4;
    using tcu::Mat2;
    using tcu::Mat2x3;
    using tcu::Mat2x4;
    using tcu::Mat3x2;
    using tcu::Mat3;
    using tcu::Mat3x4;
    using tcu::Mat4x2;
    using tcu::Mat4x3;
    using tcu::Mat4;
    
    // Uniform / constant values for tests.
    // \note Input1 should not contain 0 components as it is used as divisor in div cases.
    // \todo [2012-02-14 pyry] Make these dynamic.
    static const float	s_constInFloat[2]	= { 0.5f, -0.2f };
    static const Vec2	s_constInVec2[2]	= { Vec2(1.2f, 0.5f), Vec2(0.5f, 1.0f) };
    static const Vec3	s_constInVec3[2]	= { Vec3(1.1f, 0.1f, 0.5f), Vec3(-0.2f, 0.5f, 0.8f) };
    static const Vec4	s_constInVec4[2]	= { Vec4(1.4f, 0.2f, -0.5f, 0.7f), Vec4(0.2f, -1.0f, 0.5f, 0.8f) };
    
    static const float s_constInMat2x2[2][4] =
    {
    	{
    		-0.1f,  1.0f,
    		-0.2f,  0.0f,
    	},
    	{
    		 0.8f,  0.1f,
    		 0.5f, -0.9f,
    	},
    };
    static const float s_constInMat3x2[2][6] =
    {
    	{
    		 0.8f, -0.3f,  0.3f,
    		 1.0f,  1.2f, -1.2f,
    	},
    	{
    		 1.2f, -1.0f,  0.5f,
    		-0.8f,  1.1f,  0.3f,
    	},
    };
    static const float s_constInMat4x2[2][8] =
    {
    	{
    		-0.2f,  0.5f, 0.0f, -1.0f,
    		 1.2f, -0.5f, 0.3f, -0.9f,
    	},
    	{
    		1.0f,  0.1f, -1.1f,  0.6f,
    		0.8f, -1.2f, -1.1f,  0.7f,
    	},
    };
    static const float s_constInMat2x3[2][6] =
    {
    	{
    		-0.6f, -0.1f,
    		-0.7f, -1.2f,
    		-0.2f,  0.0f,
    	},
    	{
    		 1.1f,  0.6f,
    		 0.8f,  1.0f,
    		 0.7f,  0.1f,
    	},
    };
    static const float s_constInMat3x3[2][9] =
    {
    	{
    		-0.2f,  1.1f, 1.2f,
    		-1.0f,  1.2f, 0.5f,
    		 0.7f, -0.2f, 1.0f,
    	},
    	{
    		-0.1f, -0.1f,  0.1f,
    		-0.1f, -0.2f,  1.0f,
    		-0.5f,  0.1f, -0.4f,
    	},
    };
    static const float s_constInMat4x3[2][12] =
    {
    	{
    		-0.9f,  0.0f,  0.6f,  0.2f,
    		 0.9f, -0.1f, -0.3f, -0.7f,
    		-0.1f,  0.1f,  1.0f,  0.0f,
    	},
    	{
    		 0.5f,  0.7f,  0.7f,  1.2f,
    		 1.1f,  0.1f,  1.0f, -1.0f,
    		-0.2f, -0.2f, -0.3f, -0.5f,
    	},
    };
    static const float s_constInMat2x4[2][8] =
    {
    	{
    		-0.6f, -1.1f,
    		-0.6f, -0.6f,
    		-0.2f, -0.6f,
    		-0.1f, -0.1f,
    	},
    	{
    		-1.2f, -1.0f,
    		 0.7f, -1.0f,
    		 0.7f,  0.7f,
    		-0.4f, -0.3f,
    	},
    };
    static const float s_constInMat3x4[2][12] =
    {
    	{
    		 0.6f, -0.4f,  1.2f,
    		 0.9f,  0.8f,  0.4f,
    		 1.1f,  0.3f,  0.5f,
    		-0.2f,  0.0f,  1.1f,
    	},
    	{
    		-0.8f,  1.2f, -0.2f,
    		-1.1f, -0.9f, -0.5f,
    		-1.2f,  1.0f,  1.2f,
    		 0.1f, -0.7f, -0.5f,
    	},
    };
    static const float s_constInMat4x4[2][16] =
    {
    	{
    		 0.3f,  0.9f, -0.2f,  1.0f,
    		-0.4f, -0.6f,  0.6f, -1.0f,
    		-0.9f, -0.1f,  0.3f, -0.2f,
    		-0.3f, -0.9f,  1.0f,  0.1f,
    	},
    	{
    		 0.4f, -0.7f, -0.8f,  0.7f,
    		-0.4f, -0.8f,  0.6f, -0.3f,
    		 0.7f, -1.0f,  0.1f, -0.3f,
    		 0.2f,  0.6f,  0.4f, -1.0f,
    	},
    };
    
    namespace MatrixCaseUtils
    {
    
    enum InputType
    {
    	INPUTTYPE_CONST = 0,
    	INPUTTYPE_UNIFORM,
    	INPUTTYPE_DYNAMIC,
    
    	INPUTTYPE_LAST
    };
    
    struct ShaderInput
    {
    	ShaderInput (InputType inputType_, DataType dataType_, Precision precision_)
    		: inputType	(inputType_)
    		, dataType	(dataType_)
    		, precision	(precision_)
    	{
    	}
    
    	InputType		inputType;
    	DataType		dataType;
    	Precision		precision;
    };
    
    enum MatrixOp
    {
    	OP_ADD = 0,
    	OP_SUB,
    	OP_MUL,
    	OP_DIV,
    	OP_COMP_MUL,
    	OP_OUTER_PRODUCT,
    	OP_TRANSPOSE,
    	OP_INVERSE,
    	OP_DETERMINANT,
    	OP_UNARY_PLUS,
    	OP_NEGATION,
    	OP_PRE_INCREMENT,
    	OP_PRE_DECREMENT,
    	OP_POST_INCREMENT,
    	OP_POST_DECREMENT,
    	OP_ADD_INTO,
    	OP_SUBTRACT_FROM,
    	OP_MULTIPLY_INTO,
    	OP_DIVIDE_INTO,
    	OP_LAST
    };
    
    // Type traits.
    
    template <int DataT>
    struct TypeTraits;
    
    #define DECLARE_TYPE_TRAIT(DATATYPE, TYPE)	\
    template<>									\
    struct TypeTraits<DATATYPE> {				\
    	typedef TYPE Type;						\
    }
    
    DECLARE_TYPE_TRAIT(TYPE_FLOAT,			float);
    DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC2,		tcu::Vec2);
    DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC3,		tcu::Vec3);
    DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC4,		tcu::Vec4);
    DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT2,		tcu::Mat2);
    DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT2X3,	tcu::Mat2x3);
    DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT2X4,	tcu::Mat2x4);
    DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT3X2,	tcu::Mat3x2);
    DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT3,		tcu::Mat3);
    DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT3X4,	tcu::Mat3x4);
    DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4X2,	tcu::Mat4x2);
    DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4X3,	tcu::Mat4x3);
    DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4,		tcu::Mat4);
    
    // Operation info
    
    enum OperationType
    {
    	OPERATIONTYPE_BINARY_OPERATOR = 0,
    	OPERATIONTYPE_BINARY_FUNCTION,
    	OPERATIONTYPE_UNARY_PREFIX_OPERATOR,
    	OPERATIONTYPE_UNARY_POSTFIX_OPERATOR,
    	OPERATIONTYPE_UNARY_FUNCTION,
    	OPERATIONTYPE_ASSIGNMENT,
    
    	OPERATIONTYPE_LAST
    };
    
    static const char* getOperationName (MatrixOp op)
    {
    	switch (op)
    	{
    		case OP_ADD:			return "+";
    		case OP_SUB:			return "-";
    		case OP_MUL:			return "*";
    		case OP_DIV:			return "/";
    		case OP_COMP_MUL:		return "matrixCompMult";
    		case OP_OUTER_PRODUCT:	return "outerProduct";
    		case OP_TRANSPOSE:		return "transpose";
    		case OP_INVERSE:		return "inverse";
    		case OP_DETERMINANT:	return "determinant";
    		case OP_UNARY_PLUS:		return "+";
    		case OP_NEGATION:		return "-";
    		case OP_PRE_INCREMENT:	return "++";
    		case OP_PRE_DECREMENT:	return "--";
    		case OP_POST_INCREMENT:	return "++";
    		case OP_POST_DECREMENT:	return "--";
    		case OP_ADD_INTO:		return "+=";
    		case OP_SUBTRACT_FROM:	return "-=";
    		case OP_MULTIPLY_INTO:	return "*=";
    		case OP_DIVIDE_INTO:	return "/=";
    
    		default:
    			DE_ASSERT(DE_FALSE);
    			return "";
    	}
    }
    
    static OperationType getOperationType (MatrixOp op)
    {
    	switch (op)
    	{
    		case OP_ADD:			return OPERATIONTYPE_BINARY_OPERATOR;
    		case OP_SUB:			return OPERATIONTYPE_BINARY_OPERATOR;
    		case OP_MUL:			return OPERATIONTYPE_BINARY_OPERATOR;
    		case OP_DIV:			return OPERATIONTYPE_BINARY_OPERATOR;
    		case OP_COMP_MUL:		return OPERATIONTYPE_BINARY_FUNCTION;
    		case OP_OUTER_PRODUCT:	return OPERATIONTYPE_BINARY_FUNCTION;
    		case OP_TRANSPOSE:		return OPERATIONTYPE_UNARY_FUNCTION;
    		case OP_INVERSE:		return OPERATIONTYPE_UNARY_FUNCTION;
    		case OP_DETERMINANT:	return OPERATIONTYPE_UNARY_FUNCTION;
    		case OP_UNARY_PLUS:		return OPERATIONTYPE_UNARY_PREFIX_OPERATOR;
    		case OP_NEGATION:		return OPERATIONTYPE_UNARY_PREFIX_OPERATOR;
    		case OP_PRE_INCREMENT:	return OPERATIONTYPE_UNARY_PREFIX_OPERATOR;
    		case OP_PRE_DECREMENT:	return OPERATIONTYPE_UNARY_PREFIX_OPERATOR;
    		case OP_POST_INCREMENT:	return OPERATIONTYPE_UNARY_POSTFIX_OPERATOR;
    		case OP_POST_DECREMENT:	return OPERATIONTYPE_UNARY_POSTFIX_OPERATOR;
    		case OP_ADD_INTO:		return OPERATIONTYPE_ASSIGNMENT;
    		case OP_SUBTRACT_FROM:	return OPERATIONTYPE_ASSIGNMENT;
    		case OP_MULTIPLY_INTO:	return OPERATIONTYPE_ASSIGNMENT;
    		case OP_DIVIDE_INTO:	return OPERATIONTYPE_ASSIGNMENT;
    		default:
    			DE_ASSERT(DE_FALSE);
    			return OPERATIONTYPE_LAST;
    	}
    }
    
    enum TestMatrixType
    {
    	TESTMATRIXTYPE_DEFAULT = 0,
    	TESTMATRIXTYPE_NEGATED,
    	TESTMATRIXTYPE_INCREMENTED,
    	TESTMATRIXTYPE_DECREMENTED,
    	TESTMATRIXTYPE_NEGATED_INCREMENTED,
    	TESTMATRIXTYPE_INCREMENTED_LESS,
    
    	TESTMATRIXTYPE_LAST
    };
    
    static TestMatrixType getOperationTestMatrixType (MatrixOp op)
    {
    	switch(op)
    	{
    		case OP_ADD:			return TESTMATRIXTYPE_DEFAULT;
    		case OP_SUB:			return TESTMATRIXTYPE_DEFAULT;
    		case OP_MUL:			return TESTMATRIXTYPE_DEFAULT;
    		case OP_DIV:			return TESTMATRIXTYPE_DEFAULT;
    		case OP_COMP_MUL:		return TESTMATRIXTYPE_DEFAULT;
    		case OP_OUTER_PRODUCT:	return TESTMATRIXTYPE_DEFAULT;
    		case OP_TRANSPOSE:		return TESTMATRIXTYPE_DEFAULT;
    		case OP_INVERSE:		return TESTMATRIXTYPE_DEFAULT;
    		case OP_DETERMINANT:	return TESTMATRIXTYPE_DEFAULT;
    		case OP_UNARY_PLUS:		return TESTMATRIXTYPE_DECREMENTED;
    		case OP_NEGATION:		return TESTMATRIXTYPE_NEGATED_INCREMENTED;
    		case OP_PRE_INCREMENT:	return TESTMATRIXTYPE_NEGATED;
    		case OP_PRE_DECREMENT:	return TESTMATRIXTYPE_INCREMENTED;
    		case OP_POST_INCREMENT:	return TESTMATRIXTYPE_NEGATED;
    		case OP_POST_DECREMENT:	return TESTMATRIXTYPE_DEFAULT;
    		case OP_ADD_INTO:		return TESTMATRIXTYPE_DEFAULT;
    		case OP_SUBTRACT_FROM:	return TESTMATRIXTYPE_INCREMENTED_LESS;
    		case OP_MULTIPLY_INTO:	return TESTMATRIXTYPE_NEGATED;
    		case OP_DIVIDE_INTO:	return TESTMATRIXTYPE_DECREMENTED;
    
    		default:
    			DE_ASSERT(DE_FALSE);
    			return TESTMATRIXTYPE_LAST;
    	}
    }
    
    static bool isOperationBinary (MatrixOp op)
    {
    	return getOperationType(op) == OPERATIONTYPE_BINARY_OPERATOR ||
    	       getOperationType(op) == OPERATIONTYPE_BINARY_FUNCTION ||
    	       getOperationType(op) == OPERATIONTYPE_ASSIGNMENT;
    }
    
    static bool isOperationMatrixScalar (MatrixOp op)
    {
    	return op == OP_ADD || op == OP_SUB || op == OP_MUL || op == OP_DIV;
    }
    
    static bool isOperationMatrixVector (MatrixOp op)
    {
    	return op == OP_MUL;
    }
    
    static bool isOperationArithmeticMatrixMatrix (MatrixOp op)
    {
    	return op == OP_MUL;
    }
    
    static bool isOperationComponentwiseMatrixMatrix (MatrixOp op)
    {
    	return op == OP_ADD || op == OP_SUB || op == OP_MUL || op == OP_DIV || op == OP_COMP_MUL;
    }
    
    static bool isOperationVectorVector (MatrixOp op)
    {
    	return op == OP_OUTER_PRODUCT;
    }
    
    static bool isOperationUnaryAnyMatrix (MatrixOp op)
    {
    	return  op == OP_TRANSPOSE			 ||
    			op == OP_UNARY_PLUS			 ||
    			op == OP_NEGATION			 ||
    			op == OP_PRE_INCREMENT		 ||
    			op == OP_PRE_DECREMENT		 ||
    			op == OP_POST_INCREMENT		 ||
    			op == OP_POST_DECREMENT;
    }
    
    static bool isOperationUnarySymmetricMatrix (MatrixOp op)
    {
    	return op == OP_INVERSE || op == OP_DETERMINANT;
    }
    
    static bool isOperationValueModifying (MatrixOp op)
    {
    	return  op == OP_PRE_INCREMENT		 ||
    			op == OP_PRE_DECREMENT		 ||
    			op == OP_POST_INCREMENT		 ||
    			op == OP_POST_DECREMENT;
    }
    
    static bool isOperationAssignment (MatrixOp op)
    {
    	return  op == OP_ADD_INTO		 ||
    			op == OP_SUBTRACT_FROM	 ||
    			op == OP_MULTIPLY_INTO	 ||
    			op == OP_DIVIDE_INTO;
    }
    
    static bool isOperationAssignmentAnyMatrix (MatrixOp op)
    {
    	return  op == OP_ADD_INTO		 ||
    			op == OP_SUBTRACT_FROM	 ||
    			op == OP_DIVIDE_INTO;
    }
    
    static bool isOperationAssignmentSymmetricMatrix (MatrixOp op)
    {
    	return op == OP_MULTIPLY_INTO;
    }
    
    // Operation nature
    
    enum OperationNature
    {
    	OPERATIONNATURE_PURE = 0,
    	OPERATIONNATURE_MUTATING,
    	OPERATIONNATURE_ASSIGNMENT,
    
    	OPERATIONNATURE_LAST
    };
    
    static OperationNature getOperationNature (MatrixOp op)
    {
    	if (isOperationAssignment(op))
    		return OPERATIONNATURE_ASSIGNMENT;
    
    	if (isOperationValueModifying(op))
    		return OPERATIONNATURE_MUTATING;
    
    	return OPERATIONNATURE_PURE;
    }
    
    // Input value loader.
    
    template <int InputT, int DataT>
    typename TypeTraits<DataT>::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx);
    
    template <> inline float		getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT>			(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInFloat[inputNdx];	}
    template <> inline tcu::Vec2	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_VEC2>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec2[inputNdx];	}
    template <> inline tcu::Vec3	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_VEC3>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec3[inputNdx];	}
    template <> inline tcu::Vec4	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_VEC4>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec4[inputNdx];	}
    
    template <> inline tcu::Mat2	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT2>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2(s_constInMat2x2[inputNdx]);		}
    template <> inline tcu::Mat2x3	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT2X3>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2x3(s_constInMat2x3[inputNdx]);	}
    template <> inline tcu::Mat2x4	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT2X4>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2x4(s_constInMat2x4[inputNdx]);	}
    template <> inline tcu::Mat3x2	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT3X2>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat3x2(s_constInMat3x2[inputNdx]);	}
    template <> inline tcu::Mat3	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT3>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat3(s_constInMat3x3[inputNdx]);		}
    template <> inline tcu::Mat3x4	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT3X4>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat3x4(s_constInMat3x4[inputNdx]);	}
    template <> inline tcu::Mat4x2	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT4X2>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat4x2(s_constInMat4x2[inputNdx]);	}
    template <> inline tcu::Mat4x3	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT4X3>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat4x3(s_constInMat4x3[inputNdx]);	}
    template <> inline tcu::Mat4	getInputValue<INPUTTYPE_CONST,		TYPE_FLOAT_MAT4>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat4(s_constInMat4x4[inputNdx]);		}
    
    template <> inline float		getInputValue<INPUTTYPE_DYNAMIC,	TYPE_FLOAT>			(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.x();					}
    template <> inline tcu::Vec2	getInputValue<INPUTTYPE_DYNAMIC,	TYPE_FLOAT_VEC2>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1);			}
    template <> inline tcu::Vec3	getInputValue<INPUTTYPE_DYNAMIC,	TYPE_FLOAT_VEC3>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2);		}
    template <> inline tcu::Vec4	getInputValue<INPUTTYPE_DYNAMIC,	TYPE_FLOAT_VEC4>	(const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2, 3);	}
    
    template <> inline tcu::Mat2 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx)
    {
    	DE_UNREF(inputNdx); // Not used.
    	tcu::Mat2 m;
    	m.setColumn(0, evalCtx.in[0].swizzle(0,1));
    	m.setColumn(1, evalCtx.in[1].swizzle(0,1));
    	return m;
    }
    
    template <> inline tcu::Mat2x3 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2X3> (const ShaderEvalContext& evalCtx, int inputNdx)
    {
    	DE_UNREF(inputNdx); // Not used.
    	tcu::Mat2x3 m;
    	m.setColumn(0, evalCtx.in[0].swizzle(0,1,2));
    	m.setColumn(1, evalCtx.in[1].swizzle(0,1,2));
    	return m;
    }
    
    template <> inline tcu::Mat2x4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2X4> (const ShaderEvalContext& evalCtx, int inputNdx)
    {
    	DE_UNREF(inputNdx); // Not used.
    	tcu::Mat2x4 m;
    	m.setColumn(0, evalCtx.in[0]);
    	m.setColumn(1, evalCtx.in[1]);
    	return m;
    }
    
    template <> inline tcu::Mat3x2 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3X2> (const ShaderEvalContext& evalCtx, int inputNdx)
    {
    	DE_UNREF(inputNdx); // Not used.
    	tcu::Mat3x2 m;
    	m.setColumn(0, evalCtx.in[0].swizzle(0,1));
    	m.setColumn(1, evalCtx.in[1].swizzle(0,1));
    	m.setColumn(2, evalCtx.in[2].swizzle(0,1));
    	return m;
    }
    
    template <> inline tcu::Mat3 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, int inputNdx)
    {
    	DE_UNREF(inputNdx); // Not used.
    	tcu::Mat3 m;
    	m.setColumn(0, evalCtx.in[0].swizzle(0,1,2));
    	m.setColumn(1, evalCtx.in[1].swizzle(0,1,2));
    	m.setColumn(2, evalCtx.in[2].swizzle(0,1,2));
    	return m;
    }
    
    template <> inline tcu::Mat3x4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3X4> (const ShaderEvalContext& evalCtx, int inputNdx)
    {
    	DE_UNREF(inputNdx); // Not used.
    	tcu::Mat3x4 m;
    	m.setColumn(0, evalCtx.in[0]);
    	m.setColumn(1, evalCtx.in[1]);
    	m.setColumn(2, evalCtx.in[2]);
    	return m;
    }
    
    template <> inline tcu::Mat4x2 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4X2> (const ShaderEvalContext& evalCtx, int inputNdx)
    {
    	DE_UNREF(inputNdx); // Not used.
    	tcu::Mat4x2 m;
    	m.setColumn(0, evalCtx.in[0].swizzle(0,1));
    	m.setColumn(1, evalCtx.in[1].swizzle(0,1));
    	m.setColumn(2, evalCtx.in[2].swizzle(0,1));
    	m.setColumn(3, evalCtx.in[3].swizzle(0,1));
    	return m;
    }
    
    template <> inline tcu::Mat4x3 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4X3> (const ShaderEvalContext& evalCtx, int inputNdx)
    {
    	DE_UNREF(inputNdx); // Not used.
    	tcu::Mat4x3 m;
    	m.setColumn(0, evalCtx.in[0].swizzle(0,1,2));
    	m.setColumn(1, evalCtx.in[1].swizzle(0,1,2));
    	m.setColumn(2, evalCtx.in[2].swizzle(0,1,2));
    	m.setColumn(3, evalCtx.in[3].swizzle(0,1,2));
    	return m;
    }
    
    template <> inline tcu::Mat4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int inputNdx)
    {
    	DE_UNREF(inputNdx); // Not used.
    	tcu::Mat4 m;
    	m.setColumn(0, evalCtx.in[0]);
    	m.setColumn(1, evalCtx.in[1]);
    	m.setColumn(2, evalCtx.in[2]);
    	m.setColumn(3, evalCtx.in[3]);
    	return m;
    }
    
    // Reduction from expression result to vec3.
    
    inline tcu::Vec3 reduceToVec3 (const tcu::Vec2& value)		{ return value.swizzle(0,1,0); }
    inline tcu::Vec3 reduceToVec3 (const tcu::Vec3& value)		{ return value; }
    inline tcu::Vec3 reduceToVec3 (const tcu::Vec4& value)		{ return tcu::Vec3(value.x(), value.y(), value.z()+value.w()); }
    inline tcu::Vec3 reduceToVec3 (const tcu::Mat2& value)		{ return tcu::Vec3(value(0, 0), value(0, 1), value(1, 0)+value(1, 1)); }
    inline tcu::Vec3 reduceToVec3 (const tcu::Mat2x3& value)	{ return value.getColumn(0) + value.getColumn(1); }
    inline tcu::Vec3 reduceToVec3 (const tcu::Mat2x4& value)	{ return value.getColumn(0).swizzle(0,1,2) + value.getColumn(1).swizzle(1,2,3); }
    inline tcu::Vec3 reduceToVec3 (const tcu::Mat3x2& value)	{ return tcu::Vec3(value(0,0)+value(1,0), value(0,1)+value(1,1), value(0,2)+value(1,2)); }
    inline tcu::Vec3 reduceToVec3 (const tcu::Mat3& value)		{ return value.getColumn(0) + value.getColumn(1) + value.getColumn(2); }
    inline tcu::Vec3 reduceToVec3 (const tcu::Mat3x4& value)	{ return value.getColumn(0).swizzle(0,1,2) + value.getColumn(1).swizzle(1,2,3) + value.getColumn(2).swizzle(2,3,0); }
    inline tcu::Vec3 reduceToVec3 (const tcu::Mat4x2& value)	{ return tcu::Vec3(value(0,0)+value(1,0)+value(0,3), value(0,1)+value(1,1)+value(1,3), value(0,2)+value(1,2)); }
    inline tcu::Vec3 reduceToVec3 (const tcu::Mat4x3& value)	{ return value.getColumn(0) + value.getColumn(1) + value.getColumn(2) + value.getColumn(3); }
    inline tcu::Vec3 reduceToVec3 (const tcu::Mat4& value)		{ return value.getColumn(0).swizzle(0,1,2) + value.getColumn(1).swizzle(1,2,3) + value.getColumn(2).swizzle(2,3,0) + value.getColumn(3).swizzle(3,0,1); }
    
    // matrixCompMult
    
    template <typename T, int Rows, int Cols>
    tcu::Matrix<T, Rows, Cols> matrixCompMult (const tcu::Matrix<T, Rows, Cols>& a, const tcu::Matrix<T, Rows, Cols>& b)
    {
    	tcu::Matrix<T, Rows, Cols> retVal;
    
    	for (int r = 0; r < Rows; ++r)
    		for (int c = 0; c < Cols; ++c)
    			retVal(r,c) = a(r,c) * b(r, c);
    
    	return retVal;
    }
    
    // transpose
    
    template <typename T, int Rows, int Cols>
    tcu::Matrix<T, Cols, Rows> transpose (const tcu::Matrix<T, Rows, Cols>& mat)
    {
    	tcu::Matrix<T, Cols, Rows> retVal;
    
    	for (int r = 0; r < Rows; ++r)
    		for (int c = 0; c < Cols; ++c)
    			retVal(c, r) = mat(r, c);
    
    	return retVal;
    }
    
    // outerProduct
    
    template <typename T, int Rows, int Cols>
    tcu::Matrix<T, Cols, Rows> outerProduct (const tcu::Vector<T, Cols>& a, const tcu::Vector<T, Rows>& b)
    {
    	tcu::Matrix<T, Rows, Cols> retVal;
    
    	for (int r = 0; r < Rows; ++r)
    		for (int c = 0; c < Cols; ++c)
    			retVal(r,c) = a[c] * b[r];
    
    	return transpose(retVal); // to gl-form (column-major)
    }
    
    // Determinant
    
    template <int Size>
    float determinant (const tcu::Matrix<float, Size, Size>& mat);
    
    template <>
    float determinant<2> (const tcu::Matrix<float, 2, 2>& mat)
    {
    	return mat(0,0) * mat(1,1) - mat(1,0) * mat(0,1);
    }
    
    template <>
    float determinant<3> (const tcu::Matrix<float, 3, 3>& mat)
    {
    	return	+ mat(0,0) * mat(1,1) * mat(2,2)
    			+ mat(0,1) * mat(1,2) * mat(2,0)
    			+ mat(0,2) * mat(1,0) * mat(2,1)
    			- mat(0,0) * mat(1,2) * mat(2,1)
    			- mat(0,1) * mat(1,0) * mat(2,2)
    			- mat(0,2) * mat(1,1) * mat(2,0);
    }
    
    template <>
    float determinant<4> (const tcu::Matrix<float, 4, 4>& mat)
    {
    	const float minorMatrices[4][3*3] =
    	{
    		{
    			mat(1,1),	mat(2,1),	mat(3,1),
    			mat(1,2),	mat(2,2),	mat(3,2),
    			mat(1,3),	mat(2,3),	mat(3,3),
    		},
    		{
    			mat(1,0),	mat(2,0),	mat(3,0),
    			mat(1,2),	mat(2,2),	mat(3,2),
    			mat(1,3),	mat(2,3),	mat(3,3),
    		},
    		{
    			mat(1,0),	mat(2,0),	mat(3,0),
    			mat(1,1),	mat(2,1),	mat(3,1),
    			mat(1,3),	mat(2,3),	mat(3,3),
    		},
    		{
    			mat(1,0),	mat(2,0),	mat(3,0),
    			mat(1,1),	mat(2,1),	mat(3,1),
    			mat(1,2),	mat(2,2),	mat(3,2),
    		}
    	};
    
    	return	+ mat(0,0) * determinant(tcu::Mat3(minorMatrices[0]))
    			- mat(0,1) * determinant(tcu::Mat3(minorMatrices[1]))
    			+ mat(0,2) * determinant(tcu::Mat3(minorMatrices[2]))
    			- mat(0,3) * determinant(tcu::Mat3(minorMatrices[3]));
    }
    
    // Inverse
    
    template <int Size>
    tcu::Matrix<float, Size, Size> inverse (const tcu::Matrix<float, Size, Size>& mat);
    
    template <>
    tcu::Matrix<float, 2, 2> inverse<2> (const tcu::Matrix<float, 2, 2>& mat)
    {
    	const float					det		= determinant(mat);
    	tcu::Matrix<float, 2, 2>	retVal;
    
    	DE_ASSERT(det != 0.0f);
    
    	retVal(0, 0) =  mat(1, 1) / det;
    	retVal(0, 1) = -mat(0, 1) / det;
    	retVal(1, 0) = -mat(1, 0) / det;
    	retVal(1, 1) =  mat(0, 0) / det;
    
    	return retVal;
    }
    
    template <>
    tcu::Matrix<float, 3, 3> inverse<3> (const tcu::Matrix<float, 3, 3>& mat)
    {
    	// Blockwise inversion
    
    	DE_ASSERT(determinant(mat) != 0.0f);
    
    	const float areaA[2*2] =
    	{
    		mat(0,0),	mat(0,1),
    		mat(1,0),	mat(1,1)
    	};
    	const float areaB[2] =
    	{
    		mat(0,2),
    		mat(1,2),
    	};
    	const float areaC[2] =
    	{
    		mat(2,0),	mat(2,1),
    	};
    	const float areaD[1] =
    	{
    		mat(2,2)
    	};
    	const float nullField[4] = { 0.0f };
    
    	const tcu::Matrix<float, 2, 2>	invA = inverse(tcu::Matrix<float, 2, 2>(areaA));
    	const tcu::Matrix<float, 2, 1>	matB =         tcu::Matrix<float, 2, 1>(areaB);
    	const tcu::Matrix<float, 1, 2>	matC =         tcu::Matrix<float, 1, 2>(areaC);
    	const tcu::Matrix<float, 1, 1>	matD =         tcu::Matrix<float, 1, 1>(areaD);
    
    	const float						schurComplement = 1.0f / (matD - matC*invA*matB)(0,0);
    	const tcu::Matrix<float, 2, 2>	zeroMat         = Mat2(nullField);
    
    	const tcu::Matrix<float, 2, 2>	blockA = invA + invA*matB*schurComplement*matC*invA;
    	const tcu::Matrix<float, 2, 1>	blockB = (zeroMat-invA)*matB*schurComplement;
    	const tcu::Matrix<float, 1, 2>	blockC = matC*invA*(-schurComplement);
    	const float						blockD = schurComplement;
    
    	const float result[3*3] =
    	{
    		blockA(0,0),	blockA(0,1),	blockB(0,0),
    		blockA(1,0),	blockA(1,1),	blockB(1,0),
    		blockC(0,0),	blockC(0,1),	blockD,
    	};
    
    	return Mat3(result);
    }
    
    template <>
    tcu::Matrix<float, 4, 4> inverse<4> (const tcu::Matrix<float, 4, 4>& mat)
    {
    	// Blockwise inversion
    
    	DE_ASSERT(determinant(mat) != 0.0f);
    
    	const float areaA[2*2] =
    	{
    		mat(0,0),	mat(0,1),
    		mat(1,0),	mat(1,1)
    	};
    	const float areaB[2*2] =
    	{
    		mat(0,2),	mat(0,3),
    		mat(1,2),	mat(1,3)
    	};
    	const float areaC[2*2] =
    	{
    		mat(2,0),	mat(2,1),
    		mat(3,0),	mat(3,1)
    	};
    	const float areaD[2*2] =
    	{
    		mat(2,2),	mat(2,3),
    		mat(3,2),	mat(3,3)
    	};
    	const float nullField[4] = { 0.0f };
    
    	const tcu::Matrix<float, 2, 2> invA = inverse(Mat2(areaA));
    	const tcu::Matrix<float, 2, 2> matB =         Mat2(areaB);
    	const tcu::Matrix<float, 2, 2> matC =         Mat2(areaC);
    	const tcu::Matrix<float, 2, 2> matD =         Mat2(areaD);
    
    	const tcu::Matrix<float, 2, 2> schurComplement = inverse(matD - matC*invA*matB);
    	const tcu::Matrix<float, 2, 2> zeroMat         = Mat2(nullField);
    
    	const tcu::Matrix<float, 2, 2> blockA = invA + invA*matB*schurComplement*matC*invA;
    	const tcu::Matrix<float, 2, 2> blockB = (zeroMat-invA)*matB*schurComplement;
    	const tcu::Matrix<float, 2, 2> blockC = (zeroMat-schurComplement)*matC*invA;
    	const tcu::Matrix<float, 2, 2> blockD = schurComplement;
    
    	const float result[4*4] =
    	{
    		blockA(0,0),	blockA(0,1),	blockB(0,0),	blockB(0,1),
    		blockA(1,0),	blockA(1,1),	blockB(1,0),	blockB(1,1),
    		blockC(0,0),	blockC(0,1),	blockD(0,0),	blockD(0,1),
    		blockC(1,0),	blockC(1,1),	blockD(1,0),	blockD(1,1),
    	};
    
    	return Mat4(result);
    }
    
    // negate
    
    template <typename T, int Rows, int Cols>
    tcu::Matrix<T, Rows, Cols> negate (const tcu::Matrix<T, Rows, Cols>& mat)
    {
    	tcu::Matrix<T, Rows, Cols> retVal;
    
    	for (int r = 0; r < Rows; ++r)
    		for (int c = 0; c < Cols; ++c)
    			retVal(r,c) = -mat(r, c);
    
    	return retVal;
    }
    
    // increment/decrement
    
    template <typename T, int Rows, int Cols>
    tcu::Matrix<T, Rows, Cols> increment (const tcu::Matrix<T, Rows, Cols>& mat)
    {
    	tcu::Matrix<T, Rows, Cols> retVal;
    
    	for (int r = 0; r < Rows; ++r)
    		for (int c = 0; c < Cols; ++c)
    			retVal(r,c) = mat(r, c) + 1.0f;
    
    	return retVal;
    }
    
    template <typename T, int Rows, int Cols>
    tcu::Matrix<T, Rows, Cols> decrement (const tcu::Matrix<T, Rows, Cols>& mat)
    {
    	tcu::Matrix<T, Rows, Cols> retVal;
    
    	for (int r = 0; r < Rows; ++r)
    		for (int c = 0; c < Cols; ++c)
    			retVal(r,c) = mat(r, c) - 1.0f;
    
    	return retVal;
    }
    
    // Evaluator template.
    
    typedef void (*MatrixShaderEvalFunc) (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type);
    
    template <int Op, int In0DataType, int In1DataType>
    struct Evaluator;
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_ADD, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
    																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
    		evalCtx.color.xyz() = reduceToVec3(in0 + in1);
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_SUB, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
    																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
    		evalCtx.color.xyz() = reduceToVec3(in0 - in1);
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_MUL, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
    																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
    		evalCtx.color.xyz() = reduceToVec3(in0 * in1);
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_DIV, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
    																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
    		evalCtx.color.xyz() = reduceToVec3(in0 / in1);
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_COMP_MUL, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
    																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
    		evalCtx.color.xyz() = reduceToVec3(matrixCompMult(in0, in1));
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_OUTER_PRODUCT, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
    																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
    		evalCtx.color.xyz() = reduceToVec3(outerProduct(in0, in1));
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_TRANSPOSE, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		DE_UNREF(in1Type);
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		evalCtx.color.xyz() = reduceToVec3(transpose(in0));
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_INVERSE, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		DE_UNREF(in1Type);
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		evalCtx.color.xyz() = reduceToVec3(inverse(in0));
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_DETERMINANT, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		DE_UNREF(in1Type);
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		evalCtx.color.xyz() = Vec3(determinant(in0));
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_UNARY_PLUS, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		DE_UNREF(in1Type);
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		evalCtx.color.xyz() = reduceToVec3(in0);
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_NEGATION, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		DE_UNREF(in1Type);
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		evalCtx.color.xyz() = reduceToVec3(negate(in0));
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_PRE_INCREMENT, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		DE_UNREF(in1Type);
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    
    		// modifying reduction: sum modified value too
    		evalCtx.color.xyz() = reduceToVec3(increment(in0)) + reduceToVec3(increment(in0));
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_PRE_DECREMENT, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		DE_UNREF(in1Type);
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    
    		// modifying reduction: sum modified value too
    		evalCtx.color.xyz() = reduceToVec3(decrement(in0)) + reduceToVec3(decrement(in0));
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_POST_INCREMENT, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		DE_UNREF(in1Type);
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    
    		// modifying reduction: sum modified value too
    		evalCtx.color.xyz() = reduceToVec3(in0) + reduceToVec3(increment(in0));
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_POST_DECREMENT, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		DE_UNREF(in1Type);
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    
    		// modifying reduction: sum modified value too
    		evalCtx.color.xyz() = reduceToVec3(in0) + reduceToVec3(decrement(in0));
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_ADD_INTO, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
    																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
    		evalCtx.color.xyz() = reduceToVec3(in0 + in1);
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_SUBTRACT_FROM, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
    																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
    		evalCtx.color.xyz() = reduceToVec3(in0 - in1);
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_MULTIPLY_INTO, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
    																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
    		evalCtx.color.xyz() = reduceToVec3(in0 * in1);
    	}
    };
    
    template <int In0DataType, int In1DataType>
    struct Evaluator<OP_DIVIDE_INTO, In0DataType, In1DataType>
    {
    	static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type)
    	{
    		typename TypeTraits<In0DataType>::Type	in0	= (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0)
    																				     : getInputValue<INPUTTYPE_CONST,	In0DataType>(evalCtx, 0);
    		typename TypeTraits<In1DataType>::Type	in1	= (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1)
    																				     : getInputValue<INPUTTYPE_CONST,	In1DataType>(evalCtx, 1);
    		evalCtx.color.xyz() = reduceToVec3(in0 / in1);
    	}
    };
    
    MatrixShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op)
    {
    	// Evaluator is selected based on op and input data types.
    	// For efficient lookup the types and op enums are packed together to form a 19-bit key:
    	// [18..14 OP] [13..7 TYPE0] [6..0 TYPE1]
    
    	DE_STATIC_ASSERT(TYPE_LAST	<= (1<<7));
    	DE_STATIC_ASSERT(OP_LAST	<= (1<<5));
    
    #define PACK_EVAL_CASE(OP, IN0DATATYPE, IN1DATATYPE)	(((OP) << 14) | ((IN0DATATYPE) << 7) | (IN1DATATYPE))
    
    #define MAKE_EVAL_CASE(OP, IN0DATATYPE, IN1DATATYPE)	\
    	case PACK_EVAL_CASE(OP, IN0DATATYPE, IN1DATATYPE):	\
    		return Evaluator<OP, IN0DATATYPE, IN1DATATYPE>::evaluate
    
    #define MAKE_SCALAR_OPS(IN0DATATYPE, IN1DATATYPE)		\
    	MAKE_EVAL_CASE(OP_ADD, IN0DATATYPE, IN1DATATYPE);	\
    	MAKE_EVAL_CASE(OP_SUB, IN0DATATYPE, IN1DATATYPE);	\
    	MAKE_EVAL_CASE(OP_MUL, IN0DATATYPE, IN1DATATYPE);	\
    	MAKE_EVAL_CASE(OP_DIV, IN0DATATYPE, IN1DATATYPE)
    
    #define MAKE_CWISE_OPS(IN0DATATYPE, IN1DATATYPE)			\
    	MAKE_EVAL_CASE(OP_ADD,		IN0DATATYPE, IN1DATATYPE);	\
    	MAKE_EVAL_CASE(OP_SUB,		IN0DATATYPE, IN1DATATYPE);	\
    	MAKE_EVAL_CASE(OP_DIV,		IN0DATATYPE, IN1DATATYPE);	\
    	MAKE_EVAL_CASE(OP_COMP_MUL,	IN0DATATYPE, IN1DATATYPE)
    
    #define MAKE_MUL_OP(IN0DATATYPE, IN1DATATYPE)			\
    	MAKE_EVAL_CASE(OP_MUL, IN0DATATYPE, IN1DATATYPE)
    
    #define MAKE_VECVEC_OP(IN0DATATYPE, IN1DATATYPE)			\
    	MAKE_EVAL_CASE(OP_OUTER_PRODUCT, IN0DATATYPE, IN1DATATYPE)
    
    #define MAKE_UNARY_OP(IN0DATATYPE)								\
    	MAKE_EVAL_CASE(OP_TRANSPOSE,		IN0DATATYPE, TYPE_LAST);	\
    	MAKE_EVAL_CASE(OP_UNARY_PLUS,		IN0DATATYPE, TYPE_LAST);	\
    	MAKE_EVAL_CASE(OP_NEGATION,			IN0DATATYPE, TYPE_LAST);	\
    	MAKE_EVAL_CASE(OP_PRE_INCREMENT,	IN0DATATYPE, TYPE_LAST);	\
    	MAKE_EVAL_CASE(OP_PRE_DECREMENT,	IN0DATATYPE, TYPE_LAST);	\
    	MAKE_EVAL_CASE(OP_POST_INCREMENT,	IN0DATATYPE, TYPE_LAST);	\
    	MAKE_EVAL_CASE(OP_POST_DECREMENT,	IN0DATATYPE, TYPE_LAST)
    
    #define MAKE_UNARY_SYMMETRIC_OP(IN0DATATYPE)					\
    	MAKE_UNARY_OP(IN0DATATYPE);									\
    	MAKE_EVAL_CASE(OP_DETERMINANT,	IN0DATATYPE, TYPE_LAST);	\
    	MAKE_EVAL_CASE(OP_INVERSE,		IN0DATATYPE, TYPE_LAST)
    
    #define MAKE_ASSIGNMENT_OP(IN0DATATYPE)								\
    	MAKE_EVAL_CASE(OP_ADD_INTO,			IN0DATATYPE, IN0DATATYPE);	\
    	MAKE_EVAL_CASE(OP_SUBTRACT_FROM,	IN0DATATYPE, IN0DATATYPE);	\
    	MAKE_EVAL_CASE(OP_DIVIDE_INTO,		IN0DATATYPE, IN0DATATYPE)
    
    #define MAKE_ASSIGNMENT_SYMMETRIC_OP(IN0DATATYPE)					\
    	MAKE_ASSIGNMENT_OP(IN0DATATYPE);								\
    	MAKE_EVAL_CASE(OP_MULTIPLY_INTO,	IN0DATATYPE, IN0DATATYPE)
    
    	switch (PACK_EVAL_CASE(op, in0.dataType, in1.dataType))
    	{
    		// Matrix-scalar.
    		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT2,	TYPE_FLOAT);
    		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT2X3,	TYPE_FLOAT);
    		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT2X4,	TYPE_FLOAT);
    		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT3X2,	TYPE_FLOAT);
    		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT3,	TYPE_FLOAT);
    		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT3X4,	TYPE_FLOAT);
    		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT4X2,	TYPE_FLOAT);
    		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT4X3,	TYPE_FLOAT);
    		MAKE_SCALAR_OPS(TYPE_FLOAT_MAT4,	TYPE_FLOAT);
    
    		// Matrix-vector.
    		MAKE_MUL_OP(TYPE_FLOAT_MAT2,	TYPE_FLOAT_VEC2);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT2X3,	TYPE_FLOAT_VEC2);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT2X4,	TYPE_FLOAT_VEC2);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT3X2,	TYPE_FLOAT_VEC3);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT3,	TYPE_FLOAT_VEC3);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT3X4,	TYPE_FLOAT_VEC3);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT4X2,	TYPE_FLOAT_VEC4);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT4X3,	TYPE_FLOAT_VEC4);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT4,	TYPE_FLOAT_VEC4);
    
    		// Vector-matrix.
    		MAKE_MUL_OP(TYPE_FLOAT_VEC2, TYPE_FLOAT_MAT2);
    		MAKE_MUL_OP(TYPE_FLOAT_VEC3, TYPE_FLOAT_MAT2X3);
    		MAKE_MUL_OP(TYPE_FLOAT_VEC4, TYPE_FLOAT_MAT2X4);
    		MAKE_MUL_OP(TYPE_FLOAT_VEC2, TYPE_FLOAT_MAT3X2);
    		MAKE_MUL_OP(TYPE_FLOAT_VEC3, TYPE_FLOAT_MAT3);
    		MAKE_MUL_OP(TYPE_FLOAT_VEC4, TYPE_FLOAT_MAT3X4);
    		MAKE_MUL_OP(TYPE_FLOAT_VEC2, TYPE_FLOAT_MAT4X2);
    		MAKE_MUL_OP(TYPE_FLOAT_VEC3, TYPE_FLOAT_MAT4X3);
    		MAKE_MUL_OP(TYPE_FLOAT_VEC4, TYPE_FLOAT_MAT4);
    
    		// Matrix-matrix.
    		MAKE_CWISE_OPS(TYPE_FLOAT_MAT2,		TYPE_FLOAT_MAT2);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT2,		TYPE_FLOAT_MAT2);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT2,		TYPE_FLOAT_MAT3X2);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT2,		TYPE_FLOAT_MAT4X2);
    
    		MAKE_CWISE_OPS(TYPE_FLOAT_MAT2X3,	TYPE_FLOAT_MAT2X3);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT2X3,		TYPE_FLOAT_MAT2);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT2X3,		TYPE_FLOAT_MAT3X2);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT2X3,		TYPE_FLOAT_MAT4X2);
    
    		MAKE_CWISE_OPS(TYPE_FLOAT_MAT2X4,	TYPE_FLOAT_MAT2X4);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT2X4,		TYPE_FLOAT_MAT2);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT2X4,		TYPE_FLOAT_MAT3X2);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT2X4,		TYPE_FLOAT_MAT4X2);
    
    		MAKE_CWISE_OPS(TYPE_FLOAT_MAT3X2,	TYPE_FLOAT_MAT3X2);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT3X2,		TYPE_FLOAT_MAT2X3);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT3X2,		TYPE_FLOAT_MAT3);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT3X2,		TYPE_FLOAT_MAT4X3);
    
    		MAKE_CWISE_OPS(TYPE_FLOAT_MAT3,		TYPE_FLOAT_MAT3);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT3,		TYPE_FLOAT_MAT2X3);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT3,		TYPE_FLOAT_MAT3);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT3,		TYPE_FLOAT_MAT4X3);
    
    		MAKE_CWISE_OPS(TYPE_FLOAT_MAT3X4,	TYPE_FLOAT_MAT3X4);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT3X4,		TYPE_FLOAT_MAT2X3);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT3X4,		TYPE_FLOAT_MAT3);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT3X4,		TYPE_FLOAT_MAT4X3);
    
    		MAKE_CWISE_OPS(TYPE_FLOAT_MAT4X2,	TYPE_FLOAT_MAT4X2);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT4X2,		TYPE_FLOAT_MAT2X4);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT4X2,		TYPE_FLOAT_MAT3X4);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT4X2,		TYPE_FLOAT_MAT4);
    
    		MAKE_CWISE_OPS(TYPE_FLOAT_MAT4X3,	TYPE_FLOAT_MAT4X3);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT4X3,		TYPE_FLOAT_MAT2X4);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT4X3,		TYPE_FLOAT_MAT3X4);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT4X3,		TYPE_FLOAT_MAT4);
    
    		MAKE_CWISE_OPS(TYPE_FLOAT_MAT4,		TYPE_FLOAT_MAT4);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT4,		TYPE_FLOAT_MAT2X4);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT4,		TYPE_FLOAT_MAT3X4);
    		MAKE_MUL_OP(TYPE_FLOAT_MAT4,		TYPE_FLOAT_MAT4);
    
    		// Vector-vector.
    		MAKE_VECVEC_OP(TYPE_FLOAT_VEC2,		TYPE_FLOAT_VEC2);
    		MAKE_VECVEC_OP(TYPE_FLOAT_VEC2,		TYPE_FLOAT_VEC3);
    		MAKE_VECVEC_OP(TYPE_FLOAT_VEC2,		TYPE_FLOAT_VEC4);
    		MAKE_VECVEC_OP(TYPE_FLOAT_VEC3,		TYPE_FLOAT_VEC2);
    		MAKE_VECVEC_OP(TYPE_FLOAT_VEC3,		TYPE_FLOAT_VEC3);
    		MAKE_VECVEC_OP(TYPE_FLOAT_VEC3,		TYPE_FLOAT_VEC4);
    		MAKE_VECVEC_OP(TYPE_FLOAT_VEC4,		TYPE_FLOAT_VEC2);
    		MAKE_VECVEC_OP(TYPE_FLOAT_VEC4,		TYPE_FLOAT_VEC3);
    		MAKE_VECVEC_OP(TYPE_FLOAT_VEC4,		TYPE_FLOAT_VEC4);
    
    		// Unary Matrix.
    		MAKE_UNARY_SYMMETRIC_OP(TYPE_FLOAT_MAT2);
    		MAKE_UNARY_OP(TYPE_FLOAT_MAT2X3);
    		MAKE_UNARY_OP(TYPE_FLOAT_MAT2X4);
    		MAKE_UNARY_OP(TYPE_FLOAT_MAT3X2);
    		MAKE_UNARY_SYMMETRIC_OP(TYPE_FLOAT_MAT3);
    		MAKE_UNARY_OP(TYPE_FLOAT_MAT3X4);
    		MAKE_UNARY_OP(TYPE_FLOAT_MAT4X2);
    		MAKE_UNARY_OP(TYPE_FLOAT_MAT4X3);
    		MAKE_UNARY_SYMMETRIC_OP(TYPE_FLOAT_MAT4);
    
    		// Assignments
    		MAKE_ASSIGNMENT_SYMMETRIC_OP(TYPE_FLOAT_MAT2);
    		MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT2X3);
    		MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT2X4);
    		MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT3X2);
    		MAKE_ASSIGNMENT_SYMMETRIC_OP(TYPE_FLOAT_MAT3);
    		MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT3X4);
    		MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT4X2);
    		MAKE_ASSIGNMENT_OP(TYPE_FLOAT_MAT4X3);
    		MAKE_ASSIGNMENT_SYMMETRIC_OP(TYPE_FLOAT_MAT4);
    
    		default:
    			DE_ASSERT(DE_FALSE);
    			return DE_NULL;
    	}
    
    #undef PACK_EVAL_CASE
    #undef MAKE_EVAL_CASE
    #undef MUL_OP
    #undef ALL_OPS
    #undef MAKE_MAT_SCALAR_VEC_CASES
    #undef MAKE_MAT_MAT_CASES
    }
    
    // Shader source format utilities.
    
    template <int Size>
    void writeVectorConstructor (std::ostream& str, const tcu::Vector<float, Size>& v)
    {
    	str << "vec" << Size << "(";
    	for (int ndx = 0; ndx < Size; ndx++)
    	{
    		if (ndx != 0)
    			str << ", ";
    		str << de::floatToString(v[ndx], 1);
    	}
    	str << ")";
    }
    
    template <int Cols, int Rows>
    void writeMatrixConstructor (std::ostream& str, const tcu::Matrix<float, Rows, Cols>& m)
    {
    	if (Rows == Cols)
    		str << "mat" << Cols;
    	else
    		str << "mat" << Cols << "x" << Rows;
    
    	str << "(";
    	for (int colNdx = 0; colNdx < Cols; colNdx++)
    	{
    		for (int rowNdx = 0; rowNdx < Rows; rowNdx++)
    		{
    			if (rowNdx > 0 || colNdx > 0)
    				str << ", ";
    			str << de::floatToString(m(rowNdx, colNdx), 1);
    		}
    	}
    	str << ")";
    }
    
    } // MatrixCaseUtils
    
    using namespace MatrixCaseUtils;
    
    class MatrixShaderEvaluator : public ShaderEvaluator
    {
    public:
    							MatrixShaderEvaluator	(MatrixShaderEvalFunc evalFunc, InputType inType0, InputType inType1);
    
    	virtual void			evaluate				(ShaderEvalContext& evalCtx);
    
    private:
    	MatrixShaderEvalFunc	m_matEvalFunc;
    	InputType				m_inType0;
    	InputType				m_inType1;
    };
    
    MatrixShaderEvaluator::MatrixShaderEvaluator (MatrixShaderEvalFunc evalFunc, InputType inType0, InputType inType1)
    	: m_matEvalFunc	(evalFunc)
    	, m_inType0		(inType0)
    	, m_inType1		(inType1)
    {
    }
    
    void MatrixShaderEvaluator::evaluate (ShaderEvalContext& evalCtx)
    {
    	m_matEvalFunc(evalCtx, m_inType0, m_inType1);
    }
    
    class ShaderMatrixCase : public ShaderRenderCase
    {
    public:
    							ShaderMatrixCase			(Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase);
    							~ShaderMatrixCase			(void);
    
    	void					init						(void);
    
    protected:
    	std::string				genGLSLMatToVec3Reduction	(const glu::DataType& matType, const char* varName);
    	void					setupUniforms				(int programID, const tcu::Vec4& constCoords);
    
    private:
    	ShaderInput				m_in0;
    	ShaderInput				m_in1;
    	MatrixOp				m_op;
    	MatrixShaderEvaluator	m_matEvaluator;
    };
    
    ShaderMatrixCase::ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase)
    	: ShaderRenderCase	(context.getTestContext(), context.getRenderContext(), context.getContextInfo(), name, desc, isVertexCase, m_matEvaluator)
    	, m_in0				(in0)
    	, m_in1				(in1)
    	, m_op				(op)
    	, m_matEvaluator	(getEvalFunc(in0, in1, op), in0.inputType, in1.inputType)
    {
    }
    
    ShaderMatrixCase::~ShaderMatrixCase (void)
    {
    }
    
    void ShaderMatrixCase::init (void)
    {
    	std::ostringstream	vtx;
    	std::ostringstream	frag;
    	std::ostringstream&	op				= m_isVertexCase ? vtx : frag;
    
    	bool				isInDynMat0		= isDataTypeMatrix(m_in0.dataType) && m_in0.inputType == INPUTTYPE_DYNAMIC;
    	bool				isInDynMat1		= isDataTypeMatrix(m_in1.dataType) && m_in1.inputType == INPUTTYPE_DYNAMIC;
    	string				inValue0;
    	string				inValue1;
    	DataType			resultType		= TYPE_LAST;
    	Precision			resultPrec		= m_in0.precision;
    	vector<string>		passVars;
    	int					numInputs		= (isOperationBinary(m_op)) ? (2) : (1);
    
    	std::string			operationValue0;
    	std::string			operationValue1;
    
    	DE_ASSERT(!isInDynMat0 || !isInDynMat1); // Only single dynamic matrix input is allowed.
    	DE_UNREF(isInDynMat0 && isInDynMat1);
    
    	// Compute result type.
    	if (m_op == OP_MUL && isDataTypeMatrix(m_in0.dataType) && isDataTypeMatrix(m_in1.dataType))
    	{
    		resultType = getDataTypeMatrix(getDataTypeMatrixNumColumns(m_in1.dataType), getDataTypeMatrixNumRows(m_in0.dataType));
    	}
    	else if (m_op == OP_OUTER_PRODUCT)
    	{
    		resultType = getDataTypeMatrix(getDataTypeScalarSize(m_in1.dataType), getDataTypeScalarSize(m_in0.dataType));
    	}
    	else if (m_op == OP_TRANSPOSE)
    	{
    		resultType = getDataTypeMatrix(getDataTypeMatrixNumRows(m_in0.dataType), getDataTypeMatrixNumColumns(m_in0.dataType));
    	}
    	else if (m_op == OP_INVERSE)
    	{
    		resultType = m_in0.dataType;
    	}
    	else if (m_op == OP_DETERMINANT)
    	{
    		resultType = TYPE_FLOAT;
    	}
    	else if (getOperationType(m_op) == OPERATIONTYPE_UNARY_PREFIX_OPERATOR ||
    			 getOperationType(m_op) == OPERATIONTYPE_UNARY_POSTFIX_OPERATOR)
    	{
    		resultType = m_in0.dataType;
    	}
    	else if (isDataTypeMatrix(m_in0.dataType) && isDataTypeMatrix(m_in1.dataType))
    	{
    		DE_ASSERT(m_in0.dataType == m_in1.dataType);
    		resultType = m_in0.dataType;
    	}
    	else if (isDataTypeMatrix(m_in0.dataType) || isDataTypeMatrix(m_in1.dataType))
    	{
    		int			matNdx		= isDataTypeMatrix(m_in0.dataType) ? 0 : 1;
    		DataType	matrixType	= matNdx == 0 ? m_in0.dataType : m_in1.dataType;
    		DataType	otherType	= matNdx == 0 ? m_in1.dataType : m_in0.dataType;
    
    		if (otherType == TYPE_FLOAT)
    			resultType = matrixType;
    		else
    		{
    			DE_ASSERT(isDataTypeVector(otherType));
    			resultType = getDataTypeFloatVec(matNdx == 0 ? getDataTypeMatrixNumRows(matrixType) : getDataTypeMatrixNumColumns(matrixType));
    		}
    	}
    	else
    	{
    		DE_ASSERT(DE_FALSE);
    	}
    
    	vtx << "#version 300 es\n";
    	frag << "#version 300 es\n";
    
    	vtx << "in highp vec4 a_position;\n";
    	frag << "layout(location = 0) out mediump vec4 dEQP_FragColor;\n";
    	if (m_isVertexCase)
    	{
    		vtx << "out mediump vec4 v_color;\n";
    		frag << "in mediump vec4 v_color;\n";
    	}
    
    	// Input declarations.
    	for (int inNdx = 0; inNdx < numInputs; inNdx++)
    	{
    		const ShaderInput&	in			= inNdx > 0 ? m_in1 : m_in0;
    		const char*			precName	= getPrecisionName(in.precision);
    		const char*			typeName	= getDataTypeName(in.dataType);
    		string&				inValue		= inNdx > 0 ? inValue1 : inValue0;
    
    		if (in.inputType == INPUTTYPE_DYNAMIC)
    		{
    			vtx << "in " << precName << " " << typeName << " a_";
    
    			if (isDataTypeMatrix(in.dataType))
    			{
    				// a_matN, v_matN
    				vtx << typeName << ";\n";
    				if (!m_isVertexCase)
    				{
    					vtx << "out " << precName << " " << typeName << " v_" << typeName << ";\n";
    					frag << "in " << precName << " " << typeName << " v_" << typeName << ";\n";
    					passVars.push_back(typeName);
    				}
    
    				inValue = string(m_isVertexCase ? "a_" : "v_") + getDataTypeName(in.dataType);
    			}
    			else
    			{
    				// a_coords, v_coords
    				vtx << "coords;\n";
    				if (!m_isVertexCase)
    				{
    					vtx << "out " << precName << " " << typeName << " v_coords;\n";
    					frag << "in " << precName << " " << typeName << " v_coords;\n";
    					passVars.push_back("coords");
    				}
    
    				inValue = m_isVertexCase ? "a_coords" : "v_coords";
    			}
    		}
    		else if (in.inputType == INPUTTYPE_UNIFORM)
    		{
    			op << "uniform " << precName << " " << typeName << " u_in" << inNdx << ";\n";
    			inValue = string("u_in") + de::toString(inNdx);
    		}
    		else if (in.inputType == INPUTTYPE_CONST)
    		{
    			op << "const " << precName << " " << typeName << " in" << inNdx << " = ";
    
    			// Generate declaration.
    			switch (in.dataType)
    			{
    				case TYPE_FLOAT:		op << de::floatToString(s_constInFloat[inNdx], 1);					break;
    				case TYPE_FLOAT_VEC2:	writeVectorConstructor<2>(op, s_constInVec2[inNdx]);				break;
    				case TYPE_FLOAT_VEC3:	writeVectorConstructor<3>(op, s_constInVec3[inNdx]);				break;
    				case TYPE_FLOAT_VEC4:	writeVectorConstructor<4>(op, s_constInVec4[inNdx]);				break;
    				case TYPE_FLOAT_MAT2:	writeMatrixConstructor<2, 2>(op, Mat2(s_constInMat2x2[inNdx]));		break;
    				case TYPE_FLOAT_MAT2X3:	writeMatrixConstructor<2, 3>(op, Mat2x3(s_constInMat2x3[inNdx]));	break;
    				case TYPE_FLOAT_MAT2X4:	writeMatrixConstructor<2, 4>(op, Mat2x4(s_constInMat2x4[inNdx]));	break;
    				case TYPE_FLOAT_MAT3X2:	writeMatrixConstructor<3, 2>(op, Mat3x2(s_constInMat3x2[inNdx]));	break;
    				case TYPE_FLOAT_MAT3:	writeMatrixConstructor<3, 3>(op, Mat3(s_constInMat3x3[inNdx]));		break;
    				case TYPE_FLOAT_MAT3X4:	writeMatrixConstructor<3, 4>(op, Mat3x4(s_constInMat3x4[inNdx]));	break;
    				case TYPE_FLOAT_MAT4X2:	writeMatrixConstructor<4, 2>(op, Mat4x2(s_constInMat4x2[inNdx]));	break;
    				case TYPE_FLOAT_MAT4X3:	writeMatrixConstructor<4, 3>(op, Mat4x3(s_constInMat4x3[inNdx]));	break;
    				case TYPE_FLOAT_MAT4:	writeMatrixConstructor<4, 4>(op, Mat4(s_constInMat4x4[inNdx]));		break;
    
    				default:
    					DE_ASSERT(DE_FALSE);
    			}
    
    			op << ";\n";
    
    			inValue = string("in") + de::toString(inNdx);
    		}
    	}
    
    	vtx << "\n"
    		<< "void main (void)\n"
    		<< "{\n"
    		<< "	gl_Position = a_position;\n";
    	frag << "\n"
    		 << "void main (void)\n"
    		 << "{\n";
    
    	if (m_isVertexCase)
    		frag << "	dEQP_FragColor = v_color;\n";
    	else
    	{
    		for (vector<string>::const_iterator copyIter = passVars.begin(); copyIter != passVars.end(); copyIter++)
    			vtx << "	v_" << *copyIter << " = " << "a_" << *copyIter << ";\n";
    	}
    
    	// Operation.
    
    	switch (getOperationNature(m_op))
    	{
    		case OPERATIONNATURE_PURE:
    			DE_ASSERT(getOperationType(m_op) != OPERATIONTYPE_ASSIGNMENT);
    
    			operationValue0 = inValue0;
    			operationValue1 = inValue1;
    			break;
    
    		case OPERATIONNATURE_MUTATING:
    			DE_ASSERT(getOperationType(m_op) != OPERATIONTYPE_ASSIGNMENT);
    
    			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " tmpValue = " << inValue0 << ";\n";
    
    			operationValue0 = "tmpValue";
    			operationValue1 = inValue1;
    			break;
    
    		case OPERATIONNATURE_ASSIGNMENT:
    			DE_ASSERT(getOperationType(m_op) == OPERATIONTYPE_ASSIGNMENT);
    
    			operationValue0 = inValue0;
    			operationValue1 = inValue1;
    			break;
    
    		default:
    			DE_ASSERT(DE_FALSE);
    	}
    
    	switch (getOperationType(m_op))
    	{
    		case OPERATIONTYPE_BINARY_OPERATOR:
    			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << operationValue0 << " " << getOperationName(m_op) << " " << operationValue1 << ";\n";
    			break;
    
    		case OPERATIONTYPE_UNARY_PREFIX_OPERATOR:
    			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << getOperationName(m_op) << operationValue0 << ";\n";
    			break;
    
    		case OPERATIONTYPE_UNARY_POSTFIX_OPERATOR:
    			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << operationValue0 << getOperationName(m_op) << ";\n";
    			break;
    
    		case OPERATIONTYPE_BINARY_FUNCTION:
    			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << getOperationName(m_op) << "(" << operationValue0 << ", " << operationValue1 << ");\n";
    			break;
    
    		case OPERATIONTYPE_UNARY_FUNCTION:
    			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << getOperationName(m_op) << "(" << operationValue0 << ");\n";
    			break;
    
    		case OPERATIONTYPE_ASSIGNMENT:
    			op << "	" << getPrecisionName(resultPrec) << " " << getDataTypeName(resultType) << " res = " << operationValue0 << ";\n";
    			op << "	res " << getOperationName(m_op) << " " << operationValue1 << ";\n";
    			break;
    
    		default:
    			DE_ASSERT(DE_FALSE);
    	}
    
    	// Reduction to vec3 (rgb). Check the used value too if it was modified
    	op << "	" << (m_isVertexCase ? "v_color" : "dEQP_FragColor") << " = ";
    
    	if (isOperationValueModifying(m_op))
    		op << "vec4(" << genGLSLMatToVec3Reduction(resultType, "res") << ", 1.0) + vec4(" << genGLSLMatToVec3Reduction(resultType, "tmpValue") << ", 0.0);\n";
    	else
    		op << "vec4(" << genGLSLMatToVec3Reduction(resultType, "res") << ", 1.0);\n";
    
    	vtx << "}\n";
    	frag << "}\n";
    
    	m_vertShaderSource	= vtx.str();
    	m_fragShaderSource	= frag.str();
    
    	// \todo [2012-02-14 pyry] Compute better values for matrix tests.
    	m_userAttribTransforms.resize(4);
    	for (int attribNdx = 0; attribNdx < 4; attribNdx++)
    	{
    		m_userAttribTransforms[attribNdx] = Mat4(0.0f);
    		m_userAttribTransforms[attribNdx](                  0, 3) = 0.2f;								// !< prevent matrix*vec from going into zero (assuming vec.w != 0)
    		m_userAttribTransforms[attribNdx](                  1, 3) = 0.1f;								// !<
    		m_userAttribTransforms[attribNdx](                  2, 3) = 0.4f + 0.15f * float(attribNdx);	// !<
    		m_userAttribTransforms[attribNdx](                  3, 3) = 0.7f;								// !<
    		m_userAttribTransforms[attribNdx]((0 + attribNdx) % 4, 0) = 1.0f;
    		m_userAttribTransforms[attribNdx]((1 + attribNdx) % 4, 1) = 1.0f;
    		m_userAttribTransforms[attribNdx]((2 + attribNdx) % 4, 2) = 1.0f;
    		m_userAttribTransforms[attribNdx]((3 + attribNdx) % 4, 3) = 1.0f;
    	}
    
    	// prevent bad reference cases such as black result images by fine-tuning used matrices
    	if (getOperationTestMatrixType(m_op) != TESTMATRIXTYPE_DEFAULT)
    	{
    		for (int attribNdx = 0; attribNdx < 4; attribNdx++)
    		{
    			for (int row = 0; row < 4; row++)
    			for (int col = 0; col < 4; col++)
    			{
    				switch (getOperationTestMatrixType(m_op))
    				{
    					case TESTMATRIXTYPE_NEGATED:
    						m_userAttribTransforms[attribNdx](row, col) = -m_userAttribTransforms[attribNdx](row, col);
    						break;
    					case TESTMATRIXTYPE_INCREMENTED:
    						m_userAttribTransforms[attribNdx](row, col) += 0.3f;
    						break;
    					case TESTMATRIXTYPE_DECREMENTED:
    						m_userAttribTransforms[attribNdx](row, col) -= 0.3f;
    						break;
    					case TESTMATRIXTYPE_NEGATED_INCREMENTED:
    						m_userAttribTransforms[attribNdx](row, col) = -m_userAttribTransforms[attribNdx](row, col) + 0.3f;
    						break;
    					case TESTMATRIXTYPE_INCREMENTED_LESS:
    						m_userAttribTransforms[attribNdx](row, col) -= 0.1f;
    						break;
    
    					default:
    						DE_ASSERT(DE_FALSE);
    						break;
    				}
    			}
    		}
    	}
    
    	ShaderRenderCase::init();
    }
    
    std::string ShaderMatrixCase::genGLSLMatToVec3Reduction (const glu::DataType& matType, const char* varName)
    {
    	std::ostringstream op;
    
    	switch (matType)
    	{
    		case TYPE_FLOAT:		op << varName << ", "			<< varName << ", "			<< varName << "";																																			break;
    		case TYPE_FLOAT_VEC2:	op << varName << ".x, "			<< varName << ".y, "		<< varName << ".x";																																			break;
    		case TYPE_FLOAT_VEC3:	op << varName << "";																																																	break;
    		case TYPE_FLOAT_VEC4:	op << varName << ".x, "			<< varName << ".y, "		<< varName << ".z+"			<< varName << ".w";																												break;
    		case TYPE_FLOAT_MAT2:	op << varName << "[0][0], "		<< varName << "[1][0], "	<< varName << "[0][1]+"		<< varName << "[1][1]";																											break;
    		case TYPE_FLOAT_MAT2X3:	op << varName << "[0] + "		<< varName << "[1]";																																									break;
    		case TYPE_FLOAT_MAT2X4:	op << varName << "[0].xyz + "	<< varName << "[1].yzw";																																								break;
    		case TYPE_FLOAT_MAT3X2:	op << varName << "[0][0]+"		<< varName << "[0][1], "	<< varName << "[1][0]+"		<< varName << "[1][1], "	<< varName << "[2][0]+" << varName << "[2][1]";														break;
    		case TYPE_FLOAT_MAT3:	op << varName << "[0] + "		<< varName << "[1] + "		<< varName << "[2]";																																		break;
    		case TYPE_FLOAT_MAT3X4:	op << varName << "[0].xyz + "	<< varName << "[1].yzw + "	<< varName << "[2].zwx";																																	break;
    		case TYPE_FLOAT_MAT4X2:	op << varName << "[0][0]+"		<< varName << "[0][1]+"		<< varName << "[3][0], "	<< varName << "[1][0]+"		<< varName << "[1][1]+" << varName << "[3][1], " << varName << "[2][0]+" << varName << "[2][1]";	break;
    		case TYPE_FLOAT_MAT4X3:	op << varName << "[0] + "		<< varName << "[1] + "		<< varName << "[2] + "		<< varName << "[3]";																											break;
    		case TYPE_FLOAT_MAT4:	op << varName << "[0].xyz+"		<< varName << "[1].yzw+"	<< varName << "[2].zwx+"	<< varName << "[3].wxy";																										break;
    
    		default:
    			DE_ASSERT(DE_FALSE);
    	}
    
    	return op.str();
    }
    
    void ShaderMatrixCase::setupUniforms (int programID, const tcu::Vec4& constCoords)
    {
    	const glw::Functions& gl = m_renderCtx.getFunctions();
    
    	DE_UNREF(constCoords);
    
    	for (int inNdx = 0; inNdx < 2; inNdx++)
    	{
    		const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0;
    
    		if (in.inputType == INPUTTYPE_UNIFORM)
    		{
    			int loc = gl.getUniformLocation(programID, (string("u_in") + de::toString(inNdx)).c_str());
    
    			if (loc < 0)
    				continue;
    
    			switch (in.dataType)
    			{
    				case TYPE_FLOAT:		gl.uniform1f(loc, s_constInFloat[inNdx]);						break;
    				case TYPE_FLOAT_VEC2:	gl.uniform2fv(loc, 1, s_constInVec2[inNdx].getPtr());			break;
    				case TYPE_FLOAT_VEC3:	gl.uniform3fv(loc, 1, s_constInVec3[inNdx].getPtr());			break;
    				case TYPE_FLOAT_VEC4:	gl.uniform4fv(loc, 1, s_constInVec4[inNdx].getPtr());			break;
    				// \note GLES3 supports transpose in matrix upload.
    				case TYPE_FLOAT_MAT2:	gl.uniformMatrix2fv	(loc, 1, GL_TRUE, s_constInMat2x2[inNdx]);	break;
    				case TYPE_FLOAT_MAT2X3:	gl.uniformMatrix2x3fv(loc, 1, GL_TRUE, s_constInMat2x3[inNdx]);	break;
    				case TYPE_FLOAT_MAT2X4:	gl.uniformMatrix2x4fv(loc, 1, GL_TRUE, s_constInMat2x4[inNdx]);	break;
    				case TYPE_FLOAT_MAT3X2:	gl.uniformMatrix3x2fv(loc, 1, GL_TRUE, s_constInMat3x2[inNdx]);	break;
    				case TYPE_FLOAT_MAT3:	gl.uniformMatrix3fv	(loc, 1, GL_TRUE, s_constInMat3x3[inNdx]);	break;
    				case TYPE_FLOAT_MAT3X4:	gl.uniformMatrix3x4fv(loc, 1, GL_TRUE, s_constInMat3x4[inNdx]);	break;
    				case TYPE_FLOAT_MAT4X2:	gl.uniformMatrix4x2fv(loc, 1, GL_TRUE, s_constInMat4x2[inNdx]);	break;
    				case TYPE_FLOAT_MAT4X3:	gl.uniformMatrix4x3fv(loc, 1, GL_TRUE, s_constInMat4x3[inNdx]);	break;
    				case TYPE_FLOAT_MAT4:	gl.uniformMatrix4fv	(loc, 1, GL_TRUE, s_constInMat4x4[inNdx]);	break;
    				default:
    					DE_ASSERT(false);
    			}
    		}
    	}
    }
    
    ShaderMatrixTests::ShaderMatrixTests (Context& context)
    	: TestCaseGroup(context, "matrix", "Matrix Tests")
    {
    }
    
    ShaderMatrixTests::~ShaderMatrixTests (void)
    {
    }
    
    void ShaderMatrixTests::init (void)
    {
    	static const struct
    	{
    		const char*		name;
    		const char*		desc;
    		MatrixOp		op;
    		bool			extendedInputTypeCases; // !< test with const and uniform types too
    		bool			createInputTypeGroup;	// !< create group for input types
    	} ops[] =
    	{
    		{ "add",			"Matrix addition tests",						OP_ADD,				true,	true	},
    		{ "sub",			"Matrix subtraction tests",						OP_SUB,				true,	true	},
    		{ "mul",			"Matrix multiplication tests",					OP_MUL,				true,	true	},
    		{ "div",			"Matrix division tests",						OP_DIV,				true,	true	},
    		{ "matrixcompmult",	"Matrix component-wise multiplication tests",	OP_COMP_MUL,		false,	true	},
    		{ "outerproduct",	"Matrix outerProduct() tests",					OP_OUTER_PRODUCT,	false,	true	},
    		{ "transpose",		"Matrix transpose() tests",						OP_TRANSPOSE,		false,	true	},
    		{ "determinant",	"Matrix determinant() tests",					OP_DETERMINANT,		false,	true	},
    		{ "inverse",		"Matrix inverse() tests",						OP_INVERSE,			false,	true	},
    		{ "unary_addition",	"Matrix unary addition tests",					OP_UNARY_PLUS,		false,	false	},
    		{ "negation",		"Matrix negation tests",						OP_NEGATION,		false,	false	},
    		{ "pre_increment",	"Matrix prefix increment tests",				OP_PRE_INCREMENT,	false,	false	},
    		{ "pre_decrement",	"Matrix prefix decrement tests",				OP_PRE_DECREMENT,	false,	false	},
    		{ "post_increment",	"Matrix postfix increment tests",				OP_POST_INCREMENT,	false,	false	},
    		{ "post_decrement",	"Matrix postfix decrement tests",				OP_POST_DECREMENT,	false,	false	},
    		{ "add_assign",		"Matrix add into tests",						OP_ADD_INTO,		false,	false	},
    		{ "sub_assign",		"Matrix subtract from tests",					OP_SUBTRACT_FROM,	false,	false	},
    		{ "mul_assign",		"Matrix multiply into tests",					OP_MULTIPLY_INTO,	false,	false	},
    		{ "div_assign",		"Matrix divide into tests",						OP_DIVIDE_INTO,		false,	false	},
    	};
    
    	struct InputTypeSpec
    	{
    		const char*		name;
    		const char*		desc;
    		InputType		type;
    	};
    	static const InputTypeSpec extendedInputTypes[] =
    	{
    		{ "const",		"Constant matrix input",	INPUTTYPE_CONST		},
    		{ "uniform",	"Uniform matrix input",		INPUTTYPE_UNIFORM	},
    		{ "dynamic",	"Dynamic matrix input",		INPUTTYPE_DYNAMIC	}
    	};
    	static const InputTypeSpec reducedInputTypes[] =
    	{
    		{ "dynamic",	"Dynamic matrix input",		INPUTTYPE_DYNAMIC	}
    	};
    
    	static const DataType matrixTypes[] =
    	{
    		TYPE_FLOAT_MAT2,
    		TYPE_FLOAT_MAT2X3,
    		TYPE_FLOAT_MAT2X4,
    		TYPE_FLOAT_MAT3X2,
    		TYPE_FLOAT_MAT3,
    		TYPE_FLOAT_MAT3X4,
    		TYPE_FLOAT_MAT4X2,
    		TYPE_FLOAT_MAT4X3,
    		TYPE_FLOAT_MAT4
    	};
    
    	static const Precision precisions[] =
    	{
    		PRECISION_LOWP,
    		PRECISION_MEDIUMP,
    		PRECISION_HIGHP
    	};
    
    	for (int opNdx = 0; opNdx < DE_LENGTH_OF_ARRAY(ops); opNdx++)
    	{
    		const InputTypeSpec*	inTypeList		= (ops[opNdx].extendedInputTypeCases) ? (extendedInputTypes) : (reducedInputTypes);
    		const int				inTypeListSize	= (ops[opNdx].extendedInputTypeCases) ? (DE_LENGTH_OF_ARRAY(extendedInputTypes)) : (DE_LENGTH_OF_ARRAY(reducedInputTypes));
    		const MatrixOp			op				= ops[opNdx].op;
    		tcu::TestCaseGroup*		opGroup			= new tcu::TestCaseGroup(m_testCtx, ops[opNdx].name, ops[opNdx].desc);
    
    		addChild(opGroup);
    
    		for (int inTypeNdx = 0; inTypeNdx < inTypeListSize; inTypeNdx++)
    		{
    			const InputType		inputType	= inTypeList[inTypeNdx].type;
    			tcu::TestCaseGroup* inGroup;
    
    			if (ops[opNdx].createInputTypeGroup)
    			{
    				inGroup = new tcu::TestCaseGroup(m_testCtx, inTypeList[inTypeNdx].name, inTypeList[inTypeNdx].desc);
    				opGroup->addChild(inGroup);
    			}
    			else
    				inGroup = opGroup;
    
    			for (int matTypeNdx = 0; matTypeNdx < DE_LENGTH_OF_ARRAY(matrixTypes); matTypeNdx++)
    			{
    				DataType	matType		= matrixTypes[matTypeNdx];
    				int			numCols		= getDataTypeMatrixNumColumns(matType);
    				int			numRows		= getDataTypeMatrixNumRows(matType);
    				const char*	matTypeName	= getDataTypeName(matType);
    
    				for (int precNdx = 0; precNdx < DE_LENGTH_OF_ARRAY(precisions); precNdx++)
    				{
    					Precision	precision	= precisions[precNdx];
    					const char*	precName	= getPrecisionName(precision);
    					string		baseName	= string(precName) + "_" + matTypeName + "_";
    					ShaderInput	matIn		(inputType, matType, precision);
    
    					if (isOperationMatrixScalar(op))
    					{
    						// Matrix-scalar \note For div cases we use uniform input.
    						ShaderInput scalarIn(op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, TYPE_FLOAT, precision);
    						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(),		"Matrix-scalar case", matIn, scalarIn, op, true));
    						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(),	"Matrix-scalar case", matIn, scalarIn, op, false));
    					}
    
    					if (isOperationMatrixVector(op))
    					{
    						// Matrix-vector.
    						DataType	colVecType	= getDataTypeFloatVec(numCols);
    						ShaderInput colVecIn	(op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, colVecType, precision);
    
    						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(colVecType) + "_vertex").c_str(),		"Matrix-vector case", matIn, colVecIn, op, true));
    						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(colVecType) + "_fragment").c_str(),	"Matrix-vector case", matIn, colVecIn, op, false));
    
    						// Vector-matrix.
    						DataType	rowVecType	= getDataTypeFloatVec(numRows);
    						ShaderInput	rowVecIn	(op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, rowVecType, precision);
    						string		vecMatName	= string(precName) + "_" + getDataTypeName(rowVecType) + "_" + matTypeName;
    
    						inGroup->addChild(new ShaderMatrixCase(m_context, (vecMatName + "_vertex").c_str(),		"Vector-matrix case", rowVecIn, matIn, op, true));
    						inGroup->addChild(new ShaderMatrixCase(m_context, (vecMatName + "_fragment").c_str(),	"Vector-matrix case", rowVecIn, matIn, op, false));
    					}
    
    					if (isOperationArithmeticMatrixMatrix(op))
    					{
    						// Arithmetic matrix-matrix multiplication.
    						for (int otherCols = 2; otherCols <= 4; otherCols++)
    						{
    							ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, getDataTypeMatrix(otherCols, numCols /* rows */), precision);
    							inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(otherMatIn.dataType) + "_vertex").c_str(),	"Matrix-matrix case", matIn, otherMatIn, op, true));
    							inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(otherMatIn.dataType) + "_fragment").c_str(),	"Matrix-matrix case", matIn, otherMatIn, op, false));
    						}
    					}
    					else if (isOperationComponentwiseMatrixMatrix(op))
    					{
    						// Component-wise.
    						ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, matType, precision);
    						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + matTypeName + "_vertex").c_str(),		"Matrix-matrix case", matIn, otherMatIn, op, true));
    						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + matTypeName + "_fragment").c_str(),	"Matrix-matrix case", matIn, otherMatIn, op, false));
    					}
    
    					if (isOperationVectorVector(op))
    					{
    						ShaderInput vec1In(inputType,																getDataTypeFloatVec(numRows), precision);
    						ShaderInput vec2In((inputType == INPUTTYPE_DYNAMIC) ? (INPUTTYPE_UNIFORM) : (inputType),	getDataTypeFloatVec(numCols), precision);
    
    						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(),		"Vector-vector case", vec1In, vec2In, op, true));
    						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(),	"Vector-vector case", vec1In, vec2In, op, false));
    					}
    
    					if ((isOperationUnaryAnyMatrix(op)) ||
    						(isOperationUnarySymmetricMatrix(op) && numCols == numRows))
    					{
    						ShaderInput voidInput(INPUTTYPE_LAST, TYPE_LAST, PRECISION_LAST);
    						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(),		"Matrix case", matIn, voidInput, op, true));
    						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(),	"Matrix case", matIn, voidInput, op, false));
    					}
    
    					if ((isOperationAssignmentAnyMatrix(op)) ||
    						(isOperationAssignmentSymmetricMatrix(op) && numCols == numRows))
    					{
    						ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, matType, precision);
    						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(),		"Matrix assignment case", matIn, otherMatIn, op, true));
    						inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(),	"Matrix assignment case", matIn, otherMatIn, op, false));
    					}
    				}
    			}
    		}
    	}
    }
    
    } // Functional
    } // gles3
    } // deqp
    
    #if defined(_MSC_VER) && _MSC_FULL_VER == 191125507
    // Work around crbug.com/759402 which is a code-gen bug in VC++ 2017, version
    // 15.3.2.
    #pragma optimize("", off)
    #endif