diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-const.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-const.shader_test
new file mode 100644
index 0000000..8010d31
--- /dev/null
+++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-const.shader_test
@@ -0,0 +1,91 @@
+# This test verifies that dynamically uniform indexing of sampler arrays
+# in the geometry shader behaves correctly.
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+
+[vertex shader passthrough]
+
+[geometry shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+struct S {
+   sampler2D tex[2];
+};
+
+uniform S s[4];
+
+uniform int n;
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+out vec4 color;
+
+void main()
+{
+	for (int i = 0; i < 3; i++) {
+		gl_Position = gl_in[i].gl_Position;
+		color = texture(s[n].tex[1], vec2(0.75, 0.25));
+		EmitVertex();
+	}
+	EndPrimitive();
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+in vec4 color;
+out vec4 out_color;
+
+void main()
+{
+	out_color = color;
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform int s[0].tex[1] 0
+uniform int s[1].tex[1] 1
+uniform int s[2].tex[1] 2
+uniform int s[3].tex[1] 3
+
+texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 0
+draw rect -1 -1 1 1
+
+relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
+
+uniform int n 1
+draw rect 0 -1 1 1
+
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int n 2
+draw rect -1 0 1 1
+
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+uniform int n 3
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-nonconst.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-nonconst.shader_test
new file mode 100644
index 0000000..6f34154
--- /dev/null
+++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst-sampler-nonconst.shader_test
@@ -0,0 +1,96 @@
+# This test verifies that dynamically uniform indexing of sampler arrays
+# in the geometry shader behaves correctly.
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+
+[vertex shader passthrough]
+
+[geometry shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+struct S {
+   sampler2D tex[2];
+};
+
+uniform S s[2];
+
+uniform int n;
+uniform int m;
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+out vec4 color;
+
+void main()
+{
+	for (int i = 0; i < 3; i++) {
+		gl_Position = gl_in[i].gl_Position;
+		color = texture(s[n].tex[m], vec2(0.75, 0.25));
+		EmitVertex();
+	}
+	EndPrimitive();
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+in vec4 color;
+out vec4 out_color;
+
+void main()
+{
+	out_color = color;
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform int s[0].tex[0] 0
+uniform int s[0].tex[1] 1
+uniform int s[1].tex[0] 2
+uniform int s[1].tex[1] 3
+
+texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 0
+uniform int m 0
+draw rect -1 -1 1 1
+
+relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
+
+uniform int n 0
+uniform int m 1
+draw rect 0 -1 1 1
+
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int n 1
+uniform int m 0
+draw rect -1 0 1 1
+
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+uniform int n 1
+uniform int m 1
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst.shader_test
new file mode 100644
index 0000000..a36d295
--- /dev/null
+++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/gs-struct-nonconst.shader_test
@@ -0,0 +1,91 @@
+# This test verifies that dynamically uniform indexing of sampler arrays
+# in the geometry shader behaves correctly.
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+
+[vertex shader passthrough]
+
+[geometry shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+struct S {
+   sampler2D tex;
+};
+
+uniform S s[4];
+
+uniform int n;
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+out vec4 color;
+
+void main()
+{
+	for (int i = 0; i < 3; i++) {
+		gl_Position = gl_in[i].gl_Position;
+		color = texture(s[n].tex, vec2(0.75, 0.25));
+		EmitVertex();
+	}
+	EndPrimitive();
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+in vec4 color;
+out vec4 out_color;
+
+void main()
+{
+	out_color = color;
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform int s[0].tex 0
+uniform int s[1].tex 1
+uniform int s[2].tex 2
+uniform int s[3].tex 3
+
+texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 0
+draw rect -1 -1 1 1
+
+relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
+
+uniform int n 1
+draw rect 0 -1 1 1
+
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int n 2
+draw rect -1 0 1 1
+
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+uniform int n 3
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-const.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-const.shader_test
new file mode 100644
index 0000000..9588b25
--- /dev/null
+++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-const.shader_test
@@ -0,0 +1,84 @@
+# This test verifies that dynamically uniform indexing of sampler arrays
+# in the vertex shader behaves correctly.
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+
+[vertex shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+struct S {
+   sampler2D tex[2];
+};
+
+uniform S s[4];
+
+uniform int n;
+
+in vec4 piglit_vertex;
+out vec4 color;
+
+void main()
+{
+	gl_Position = piglit_vertex;
+	color = texture(s[n].tex[1], vec2(0.75, 0.25));
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+in vec4 color;
+out vec4 out_color;
+
+void main()
+{
+	out_color = color;
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform int s[0].tex[1] 0
+uniform int s[1].tex[1] 1
+uniform int s[2].tex[1] 2
+uniform int s[3].tex[1] 3
+
+texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 0
+draw rect -1 -1 1 1
+
+relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
+
+uniform int n 1
+draw rect 0 -1 1 1
+
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int n 2
+draw rect -1 0 1 1
+
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+uniform int n 3
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-nonconst.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-nonconst.shader_test
new file mode 100644
index 0000000..57d7961
--- /dev/null
+++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst-sampler-nonconst.shader_test
@@ -0,0 +1,89 @@
+# This test verifies that dynamically uniform indexing of sampler arrays
+# in the vertex shader behaves correctly.
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+
+[vertex shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+struct S {
+   sampler2D tex[2];
+};
+
+uniform S s[2];
+
+uniform int n;
+uniform int m;
+
+in vec4 piglit_vertex;
+out vec4 color;
+
+void main()
+{
+	gl_Position = piglit_vertex;
+	color = texture(s[n].tex[m], vec2(0.75, 0.25));
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+in vec4 color;
+out vec4 out_color;
+
+void main()
+{
+	out_color = color;
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform int s[0].tex[0] 0
+uniform int s[0].tex[1] 1
+uniform int s[1].tex[0] 2
+uniform int s[1].tex[1] 3
+
+texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 0
+uniform int m 0
+draw rect -1 -1 1 1
+
+relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
+
+uniform int n 0
+uniform int m 1
+draw rect 0 -1 1 1
+
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int n 1
+uniform int m 0
+draw rect -1 0 1 1
+
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+uniform int n 1
+uniform int m 1
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
diff --git a/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst.shader_test b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst.shader_test
new file mode 100644
index 0000000..7e02cdd
--- /dev/null
+++ b/tests/spec/arb_gpu_shader5/execution/sampler_array_indexing/vs-struct-nonconst.shader_test
@@ -0,0 +1,84 @@
+# This test verifies that dynamically uniform indexing of sampler arrays
+# in the vertex shader behaves correctly.
+
+[require]
+GLSL >= 1.50
+GL_ARB_gpu_shader5
+
+[vertex shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+struct S {
+   sampler2D tex;
+};
+
+uniform S s[4];
+
+uniform int n;
+
+in vec4 piglit_vertex;
+out vec4 color;
+
+void main()
+{
+	gl_Position = piglit_vertex;
+	color = texture(s[n].tex, vec2(0.75, 0.25));
+}
+
+[fragment shader]
+#version 150
+#extension GL_ARB_gpu_shader5: require
+
+in vec4 color;
+out vec4 out_color;
+
+void main()
+{
+	out_color = color;
+}
+
+[test]
+clear color 0.2 0.2 0.2 0.2
+clear
+
+uniform int s[0].tex 0
+uniform int s[1].tex 1
+uniform int s[2].tex 2
+uniform int s[3].tex 3
+
+texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
+texparameter 2D min nearest
+texparameter 2D mag nearest
+
+uniform int n 0
+draw rect -1 -1 1 1
+
+relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
+
+uniform int n 1
+draw rect 0 -1 1 1
+
+relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
+
+uniform int n 2
+draw rect -1 0 1 1
+
+relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
+
+uniform int n 3
+draw rect 0 0 1 1
+
+relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
