--- /dev/null
+/*
+ * Copyright © 2013 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+#include <gtest/gtest.h>
+#include "main/compiler.h"
+#include "main/mtypes.h"
+#include "main/macros.h"
+#include "ralloc.h"
+#include "ir.h"
+
+/**
+ * \file sampler_types_test.cpp
+ *
+ * Test that built-in sampler types have the right properties.
+ */
+
+#define ARRAY EXPECT_TRUE(type->sampler_array);
+#define NONARRAY EXPECT_FALSE(type->sampler_array);
+#define SHADOW EXPECT_TRUE(type->sampler_shadow);
+#define COLOR EXPECT_FALSE(type->sampler_shadow);
+
+#define T(TYPE, DIM, DATA_TYPE, ARR, SHAD, COMPS) \
+TEST(sampler_types, TYPE) \
+{ \
+ const glsl_type *type = glsl_type::TYPE##_type; \
+ EXPECT_EQ(GLSL_TYPE_SAMPLER, type->base_type); \
+ EXPECT_EQ(DIM, type->sampler_dimensionality); \
+ EXPECT_EQ(DATA_TYPE, type->sampler_type); \
+ ARR; \
+ SHAD; \
+ EXPECT_EQ(COMPS, type->sampler_coordinate_components()); \
+}
+
+T( sampler1D, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 1)
+T( sampler2D, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 2)
+T( sampler3D, GLSL_SAMPLER_DIM_3D, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 3)
+T( samplerCube, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 3)
+T( sampler1DArray, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_FLOAT, ARRAY, COLOR, 2)
+T( sampler2DArray, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_FLOAT, ARRAY, COLOR, 3)
+T( samplerCubeArray, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, ARRAY, COLOR, 4)
+T( sampler2DRect, GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 2)
+T( samplerBuffer, GLSL_SAMPLER_DIM_BUF, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 1)
+T( sampler2DMS, GLSL_SAMPLER_DIM_MS, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 2)
+T( sampler2DMSArray, GLSL_SAMPLER_DIM_MS, GLSL_TYPE_FLOAT, ARRAY, COLOR, 3)
+T(isampler1D, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_INT, NONARRAY, COLOR, 1)
+T(isampler2D, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_INT, NONARRAY, COLOR, 2)
+T(isampler3D, GLSL_SAMPLER_DIM_3D, GLSL_TYPE_INT, NONARRAY, COLOR, 3)
+T(isamplerCube, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_INT, NONARRAY, COLOR, 3)
+T(isampler1DArray, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_INT, ARRAY, COLOR, 2)
+T(isampler2DArray, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_INT, ARRAY, COLOR, 3)
+T(isamplerCubeArray, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_INT, ARRAY, COLOR, 4)
+T(isampler2DRect, GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_INT, NONARRAY, COLOR, 2)
+T(isamplerBuffer, GLSL_SAMPLER_DIM_BUF, GLSL_TYPE_INT, NONARRAY, COLOR, 1)
+T(isampler2DMS, GLSL_SAMPLER_DIM_MS, GLSL_TYPE_INT, NONARRAY, COLOR, 2)
+T(isampler2DMSArray, GLSL_SAMPLER_DIM_MS, GLSL_TYPE_INT, ARRAY, COLOR, 3)
+T(usampler1D, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_UINT, NONARRAY, COLOR, 1)
+T(usampler2D, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_UINT, NONARRAY, COLOR, 2)
+T(usampler3D, GLSL_SAMPLER_DIM_3D, GLSL_TYPE_UINT, NONARRAY, COLOR, 3)
+T(usamplerCube, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_UINT, NONARRAY, COLOR, 3)
+T(usampler1DArray, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_UINT, ARRAY, COLOR, 2)
+T(usampler2DArray, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_UINT, ARRAY, COLOR, 3)
+T(usamplerCubeArray, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_UINT, ARRAY, COLOR, 4)
+T(usampler2DRect, GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_UINT, NONARRAY, COLOR, 2)
+T(usamplerBuffer, GLSL_SAMPLER_DIM_BUF, GLSL_TYPE_UINT, NONARRAY, COLOR, 1)
+T(usampler2DMS, GLSL_SAMPLER_DIM_MS, GLSL_TYPE_UINT, NONARRAY, COLOR, 2)
+T(usampler2DMSArray, GLSL_SAMPLER_DIM_MS, GLSL_TYPE_UINT, ARRAY, COLOR, 3)
+
+T(sampler1DShadow, GLSL_SAMPLER_DIM_1D, GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 1)
+T(sampler2DShadow, GLSL_SAMPLER_DIM_2D, GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 2)
+T(samplerCubeShadow, GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 3)
+
+T(sampler1DArrayShadow,
+ GLSL_SAMPLER_DIM_1D, GLSL_TYPE_FLOAT, ARRAY, SHADOW, 2)
+T(sampler2DArrayShadow,
+ GLSL_SAMPLER_DIM_2D, GLSL_TYPE_FLOAT, ARRAY, SHADOW, 3)
+T(samplerCubeArrayShadow,
+ GLSL_SAMPLER_DIM_CUBE, GLSL_TYPE_FLOAT, ARRAY, SHADOW, 4)
+T(sampler2DRectShadow,
+ GLSL_SAMPLER_DIM_RECT, GLSL_TYPE_FLOAT, NONARRAY, SHADOW, 2)
+
+T(samplerExternalOES,
+ GLSL_SAMPLER_DIM_EXTERNAL, GLSL_TYPE_FLOAT, NONARRAY, COLOR, 2)