shader_runner: brw_vec4_visitor.cpp:1642: virtual void
brw::vec4_visitor::visit(ir_assignment*): Assertion `src.swizzle ==
(ir->rhs->type->is_matrix() ?
swizzle_for_size(ir->rhs->type->vector_elements) : (((0)<<0) |
((1)<<2) | ((2)<<4) | ((3)<<6)))' failed.
---
 .../execution/vs-mat2-array-assignment.shader_test |   34 ++++++++++++++++++
 .../vs-mat2-struct-assignment.shader_test          |   36 ++++++++++++++++++++
 2 files changed, 70 insertions(+)
 create mode 100644 
tests/spec/glsl-1.10/execution/vs-mat2-array-assignment.shader_test
 create mode 100644 
tests/spec/glsl-1.10/execution/vs-mat2-struct-assignment.shader_test

diff --git 
a/tests/spec/glsl-1.10/execution/vs-mat2-array-assignment.shader_test 
b/tests/spec/glsl-1.10/execution/vs-mat2-array-assignment.shader_test
new file mode 100644
index 0000000..9155676
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/vs-mat2-array-assignment.shader_test
@@ -0,0 +1,34 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+uniform mat2 m[2];
+
+void main()
+{
+       gl_Position = gl_Vertex;
+       mat2 a = m[0];
+       mat2 b = m[1];
+
+       /* Prevent copy propagation to help trigger the driver bug on
+        * the assignment above.
+        */
+       a[0].x = 0.0;
+       b[0].x = 0.0;
+
+       if (a == b)
+               gl_FrontColor = vec4(0.0, 1.0, 0.0, 0.0);
+       else
+               gl_FrontColor = vec4(1.0, 0.0, 0.0, 0.0);
+}
+
+[fragment shader]
+void main() {
+       gl_FragColor = gl_Color;
+}
+
+[test]
+uniform mat2x2 m[0] 0.0 1.0 2.0 3.0
+uniform mat2x2 m[1] 0.0 1.0 2.0 3.0
+draw rect -1 -1 2 2
+probe all rgba 0 1 0 0
diff --git 
a/tests/spec/glsl-1.10/execution/vs-mat2-struct-assignment.shader_test 
b/tests/spec/glsl-1.10/execution/vs-mat2-struct-assignment.shader_test
new file mode 100644
index 0000000..dcfd3eb
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/vs-mat2-struct-assignment.shader_test
@@ -0,0 +1,36 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+uniform struct {
+       mat2 a, b;
+} m;
+
+void main()
+{
+       gl_Position = gl_Vertex;
+       mat2 a = m.a;
+       mat2 b = m.b;
+
+       /* Prevent copy propagation to help trigger the driver bug on
+        * the assignment above.
+        */
+       a[0].x = 0.0;
+       b[0].x = 0.0;
+
+       if (a == b)
+               gl_FrontColor = vec4(0.0, 1.0, 0.0, 0.0);
+       else
+               gl_FrontColor = vec4(1.0, 0.0, 0.0, 0.0);
+}
+
+[fragment shader]
+void main() {
+       gl_FragColor = gl_Color;
+}
+
+[test]
+uniform mat2x2 m.a 0.0 1.0 2.0 3.0
+uniform mat2x2 m.b 0.0 1.0 2.0 3.0
+draw rect -1 -1 2 2
+probe all rgba 0 1 0 0
-- 
1.7.10

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