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kc3-lang/angle/src/tests/gl_tests/OcclusionQueriesTest.cpp

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  • Author : Yuly Novikov
    Date : 2021-03-02 19:04:57
    Hash : a6b16d29
    Message : Suppress UNINSTANTIATED_PARAMETERIZED_TEST failures on Ozone We only support ES2 on Ozone, so tests that depend on ES3 or ES31 support are not instantiated there. Bug: chromium:1183147 Change-Id: Id58bcd9b44a5b9a70b5ae8115e27c44f5dc81226 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2726550 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/gl_tests/OcclusionQueriesTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    #include "util/EGLWindow.h"
    #include "util/random_utils.h"
    #include "util/test_utils.h"
    
    using namespace angle;
    
    class OcclusionQueriesTest : public ANGLETest
    {
      protected:
        OcclusionQueriesTest() : mProgram(0), mRNG(1)
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        void testSetUp() override
        {
            mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
            ASSERT_NE(0u, mProgram);
        }
    
        void testTearDown() override { glDeleteProgram(mProgram); }
    
        GLuint mProgram;
        RNG mRNG;
    };
    
    class OcclusionQueriesTestES3 : public OcclusionQueriesTest
    {};
    
    TEST_P(OcclusionQueriesTest, IsOccluded)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        // http://anglebug.com/5400
        ANGLE_SKIP_TEST_IF(IsOSX() && IsMetal());
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        // draw a quad at depth 0.3
        glEnable(GL_DEPTH_TEST);
        glUseProgram(mProgram);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.3f);
        glUseProgram(0);
    
        EXPECT_GL_NO_ERROR();
    
        GLQueryEXT query;
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(),
                 0.8f);  // this quad should be occluded by first quad
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint ready = GL_FALSE;
        while (ready == GL_FALSE)
        {
            angle::Sleep(0);
            glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_AVAILABLE_EXT, &ready);
        }
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_GL_FALSE(result);
    }
    
    TEST_P(OcclusionQueriesTest, IsNotOccluded)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        // TODO(syoussefi): Using render pass ops to clear the framebuffer attachment results in
        // AMD/Windows misbehaving in this test.  http://anglebug.com/3286
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan());
    
        // http://anglebug.com/5400
        ANGLE_SKIP_TEST_IF(IsOSX() && IsMetal());
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        GLQueryEXT query;
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f);  // this quad should not be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result);  // will block waiting for result
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_GL_TRUE(result);
    }
    
    // Test that glClear should not be counted by occlusion query.
    TEST_P(OcclusionQueriesTest, ClearNotCounted)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        // TODO(syoussefi): Using render pass ops to clear the framebuffer attachment results in
        // AMD/Windows misbehaving in this test.  http://anglebug.com/3286
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan());
    
        // http://anglebug.com/4925
        ANGLE_SKIP_TEST_IF(IsD3D11());
    
        // http://anglebug.com/5307
        ANGLE_SKIP_TEST_IF(IsMetal() && IsNVIDIA());
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        GLQueryEXT query[2];
    
        // First query
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[0]);
        // Full screen clear
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        // View port clear
        glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
        glScissor(0, 0, getWindowWidth() / 2, getWindowHeight());
        glEnable(GL_SCISSOR_TEST);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        EXPECT_GL_NO_ERROR();
    
        // Second query
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[1]);
    
        // View port clear
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        // View port clear
        glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
        glScissor(0, 0, getWindowWidth() / 2, getWindowHeight());
        glEnable(GL_SCISSOR_TEST);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        // this quad should not be occluded
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f, 0.5f);
    
        // Clear again
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        // this quad should not be occluded
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f, 1.0);
    
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint result[2] = {GL_TRUE, GL_TRUE};
        glGetQueryObjectuivEXT(query[0], GL_QUERY_RESULT_EXT,
                               &result[0]);  // will block waiting for result
        glGetQueryObjectuivEXT(query[1], GL_QUERY_RESULT_EXT,
                               &result[1]);  // will block waiting for result
        EXPECT_GL_NO_ERROR();
    
        EXPECT_GL_FALSE(result[0]);
        EXPECT_GL_TRUE(result[1]);
    }
    
    // Test that masked glClear should not be counted by occlusion query.
    TEST_P(OcclusionQueriesTest, MaskedClearNotCounted)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        // http://anglebug.com/4925
        ANGLE_SKIP_TEST_IF(IsD3D());
    
        GLQueryEXT query;
    
        // Masked clear
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT);
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT,
                               &result);  // will block waiting for result
        EXPECT_GL_NO_ERROR();
    
        EXPECT_GL_FALSE(result);
    }
    
    // Test that copies should not be counted by occlusion query.
    TEST_P(OcclusionQueriesTest, CopyNotCounted)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        // http://anglebug.com/4925
        ANGLE_SKIP_TEST_IF(IsD3D());
    
        // http://anglebug.com/5100
        ANGLE_SKIP_TEST_IF(IsMetal() && IsNVIDIA());
    
        GLQueryEXT query;
    
        // Unrelated draw before the query starts.
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f, 0.5f);
    
        // Copy to a texture with a different format from backbuffer
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, getWindowWidth(), getWindowHeight(), 0);
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT,
                               &result);  // will block waiting for result
        EXPECT_GL_NO_ERROR();
    
        EXPECT_GL_FALSE(result);
    }
    
    // Test that blit should not be counted by occlusion query.
    TEST_P(OcclusionQueriesTestES3, BlitNotCounted)
    {
        // http://anglebug.com/4925
        ANGLE_SKIP_TEST_IF(IsD3D11());
    
        // http://anglebug.com/5101
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan());
    
        // http://anglebug.com/5443
        ANGLE_SKIP_TEST_IF(IsOSX() && IsMetal() && IsNVIDIA());
    
        constexpr GLuint kSize = 64;
    
        GLFramebuffer srcFbo;
        glBindFramebuffer(GL_FRAMEBUFFER, srcFbo);
    
        GLTexture srcTex;
        glBindTexture(GL_TEXTURE_2D, srcTex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, srcTex, 0);
    
        GLFramebuffer dstFbo;
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFbo);
    
        GLTexture dstTex;
        glBindTexture(GL_TEXTURE_2D, dstTex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, kSize, kSize, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dstTex, 0);
    
        GLQueryEXT query;
    
        // Unrelated draw before the query starts.
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f, 0.5f);
    
        // Blit flipped and with different formats.
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        glBlitFramebuffer(0, 0, 64, 64, 64, 64, 0, 0, GL_COLOR_BUFFER_BIT, GL_LINEAR);
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT,
                               &result);  // will block waiting for result
        EXPECT_GL_NO_ERROR();
    
        EXPECT_GL_FALSE(result);
    }
    
    // Test that multisampled-render-to-texture unresolve should not be counted by occlusion query.
    TEST_P(OcclusionQueriesTestES3, UnresolveNotCounted)
    {
        ANGLE_SKIP_TEST_IF(!EnsureGLExtensionEnabled("GL_EXT_multisampled_render_to_texture"));
    
        // http://anglebug.com/5086
        ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
    
        constexpr GLuint kSize = 64;
    
        GLFramebuffer fboMS;
        glBindFramebuffer(GL_FRAMEBUFFER, fboMS);
    
        // Create multisampled framebuffer to draw into
        GLTexture textureMS;
        glBindTexture(GL_TEXTURE_2D, textureMS);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                                             textureMS, 0, 4);
    
        GLRenderbuffer depthMS;
        glBindRenderbuffer(GL_RENDERBUFFER, depthMS);
        glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, kSize, kSize);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthMS);
    
        EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
    
        // Draw red into the multisampled color buffer.
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
        ASSERT_GL_NO_ERROR();
    
        // Create a texture and copy into it, forcing a resolve of the color buffer.
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, kSize, kSize, 0);
    
        GLQueryEXT query;
    
        // Make a draw call that will fail the depth test, and therefore shouldn't contribute to
        // occlusion query.
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_NEVER);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f, 0.5f);
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT,
                               &result);  // will block waiting for result
        EXPECT_GL_NO_ERROR();
    
        EXPECT_GL_FALSE(result);
    }
    
    // Test that changing framebuffers work
    TEST_P(OcclusionQueriesTest, FramebufferBindingChange)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        constexpr GLsizei kSize = 4;
    
        // Create two framebuffers, and make sure they are synced.
        GLFramebuffer fbo[2];
        GLTexture color[2];
    
        for (size_t index = 0; index < 2; ++index)
        {
            glBindTexture(GL_TEXTURE_2D, color[index]);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         nullptr);
    
            glBindFramebuffer(GL_FRAMEBUFFER, fbo[index]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color[index],
                                   0);
    
            glClearColor(0, index, 1 - index, 1);
            glClear(GL_COLOR_BUFFER_BIT);
    
            EXPECT_PIXEL_COLOR_EQ(0, 0, index ? GLColor::green : GLColor::blue);
        }
        EXPECT_GL_NO_ERROR();
    
        glViewport(0, 0, kSize, kSize);
    
        // Start an occlusion query and issue a draw call to each framebuffer.
        GLQueryEXT query;
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
    
        for (size_t index = 0; index < 2; ++index)
        {
            glBindFramebuffer(GL_FRAMEBUFFER, fbo[index]);
            drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
        }
    
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
        EXPECT_GL_NO_ERROR();
    
        GLuint result = GL_FALSE;
        glGetQueryObjectuivEXT(query, GL_QUERY_RESULT_EXT, &result);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_GL_TRUE(result);
    }
    
    // Test multiple occlusion queries.
    TEST_P(OcclusionQueriesTest, MultiQueries)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        // TODO(syoussefi): Using render pass ops to clear the framebuffer attachment results in
        // AMD/Windows misbehaving in this test.  http://anglebug.com/3286
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsVulkan());
    
        // http://anglebug.com/4925
        ANGLE_SKIP_TEST_IF(IsOpenGL() || IsD3D11());
    
        // http://anglebug.com/4925
        // http://anglebug.com/5400
        ANGLE_SKIP_TEST_IF(IsOSX() && IsMetal());
    
        // TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
        ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
        ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsMetal());
    
        GLQueryEXT query[5];
    
        // First query
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[0]);
    
        EXPECT_GL_NO_ERROR();
    
        glEnable(GL_DEPTH_TEST);
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f);  // this quad should not be occluded
    
        EXPECT_GL_NO_ERROR();
    
        // Due to implementation might skip in-renderpass flush, we are using glFinish here to force a
        // flush. A flush shound't clear the query result.
        glFinish();
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), -2, 0.25f);  // this quad should be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
        // First query ends
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f,
                 0.25f);  // this quad should not be occluded
    
        // Second query
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[1]);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.9f,
                 0.25f);  // this quad should be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        // Third query
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[2]);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.9f,
                 0.5f);  // this quad should not be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
        // ------------
        glFinish();
    
        glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
        glScissor(0, 0, getWindowWidth() / 2, getWindowHeight());
        glEnable(GL_SCISSOR_TEST);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.9f,
                 0.5f);  // this quad should not be occluded
    
        // Fourth query: begin query then end then begin again
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[3]);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.9f,
                 1);  // this quad should not be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[3]);
        EXPECT_GL_NO_ERROR();
        // glClear should not be counted toward query);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        // Fifth query spans across frames
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query[4]);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f,
                 0.25f);  // this quad should not be occluded
    
        swapBuffers();
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.9f,
                 0.5f);  // this quad should not be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        GLuint result = GL_TRUE;
        glGetQueryObjectuivEXT(query[0], GL_QUERY_RESULT_EXT,
                               &result);  // will block waiting for result
        EXPECT_GL_NO_ERROR();
        EXPECT_GL_TRUE(result);
    
        glGetQueryObjectuivEXT(query[1], GL_QUERY_RESULT_EXT,
                               &result);  // will block waiting for result
        EXPECT_GL_NO_ERROR();
        EXPECT_GL_FALSE(result);
    
        glGetQueryObjectuivEXT(query[2], GL_QUERY_RESULT_EXT,
                               &result);  // will block waiting for result
        EXPECT_GL_NO_ERROR();
        EXPECT_GL_TRUE(result);
    
        glGetQueryObjectuivEXT(query[3], GL_QUERY_RESULT_EXT,
                               &result);  // will block waiting for result
        EXPECT_GL_NO_ERROR();
        EXPECT_GL_FALSE(result);
    
        glGetQueryObjectuivEXT(query[4], GL_QUERY_RESULT_EXT,
                               &result);  // will block waiting for result
        EXPECT_GL_NO_ERROR();
        EXPECT_GL_TRUE(result);
    }
    
    TEST_P(OcclusionQueriesTest, Errors)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        GLuint query  = 0;
        GLuint query2 = 0;
        glGenQueriesEXT(1, &query);
    
        EXPECT_GL_FALSE(glIsQueryEXT(query));
        EXPECT_GL_FALSE(glIsQueryEXT(query2));
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, 0);  // can't pass 0 as query id
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, query);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
                        query2);  // can't initiate a query while one's already active
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        EXPECT_GL_TRUE(glIsQueryEXT(query));
        EXPECT_GL_FALSE(glIsQueryEXT(query2));  // have not called begin
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.8f);  // this quad should not be occluded
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT);      // no active query for this target
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
                        query);  // can't begin a query as a different type than previously used
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
                        query2);  // have to call genqueries first
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glGenQueriesEXT(1, &query2);
        glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, query2);  // should be ok now
        EXPECT_GL_TRUE(glIsQueryEXT(query2));
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(),
                 0.3f);                  // this should draw in front of other quad
        glDeleteQueriesEXT(1, &query2);  // should delete when query becomes inactive
        glEndQueryEXT(GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT);  // should not incur error; should delete
                                                                // query + 1 at end of execution.
        EXPECT_GL_NO_ERROR();
    
        swapBuffers();
    
        EXPECT_GL_NO_ERROR();
    
        GLuint ready = GL_FALSE;
        glGetQueryObjectuivEXT(query2, GL_QUERY_RESULT_AVAILABLE_EXT,
                               &ready);  // this query is now deleted
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that running multiple simultaneous queries from multiple EGL contexts returns the correct
    // result for each query.  Helps expose bugs in ANGLE's virtual contexts.
    TEST_P(OcclusionQueriesTest, MultiContext)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_EXT_occlusion_query_boolean"));
    
        // TODO(cwallez@chromium.org): Suppression for http://anglebug.com/3080
        ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsVulkan());
    
        // Test skipped because the D3D backends cannot support simultaneous queries on multiple
        // contexts yet.
        ANGLE_SKIP_TEST_IF(GetParam() == ES2_D3D9() || GetParam() == ES2_D3D11() ||
                           GetParam() == ES3_D3D11());
    
        // http://anglebug.com/5400
        ANGLE_SKIP_TEST_IF(IsOSX() && IsMetal());
    
        glDepthMask(GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
        // draw a quad at depth 0.5
        glEnable(GL_DEPTH_TEST);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
    
        EGLWindow *window = getEGLWindow();
    
        EGLDisplay display = window->getDisplay();
        EGLConfig config   = window->getConfig();
        EGLSurface surface = window->getSurface();
    
        EGLint contextAttributes[] = {
            EGL_CONTEXT_MAJOR_VERSION_KHR,
            GetParam().majorVersion,
            EGL_CONTEXT_MINOR_VERSION_KHR,
            GetParam().minorVersion,
            EGL_NONE,
        };
    
        const size_t passCount = 5;
        struct ContextInfo
        {
            EGLContext context;
            GLuint program;
            GLuint query;
            bool visiblePasses[passCount];
            bool shouldPass;
        };
    
        ContextInfo contexts[] = {
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {false, false, false, false, false},
                false,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {false, true, false, true, false},
                true,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {false, false, false, false, false},
                false,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {true, true, false, true, true},
                true,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {false, true, true, true, true},
                true,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {true, false, false, true, false},
                true,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {false, false, false, false, false},
                false,
            },
            {
                EGL_NO_CONTEXT,
                0,
                0,
                {false, false, false, false, false},
                false,
            },
        };
    
        for (auto &context : contexts)
        {
            context.context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
            ASSERT_NE(context.context, EGL_NO_CONTEXT);
    
            eglMakeCurrent(display, surface, surface, context.context);
    
            context.program = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
            ASSERT_NE(context.program, 0u);
    
            glDepthMask(GL_FALSE);
            glEnable(GL_DEPTH_TEST);
    
            glGenQueriesEXT(1, &context.query);
            glBeginQueryEXT(GL_ANY_SAMPLES_PASSED_EXT, context.query);
    
            ASSERT_GL_NO_ERROR();
        }
    
        for (size_t pass = 0; pass < passCount; pass++)
        {
            for (const auto &context : contexts)
            {
                eglMakeCurrent(display, surface, surface, context.context);
    
                float depth = context.visiblePasses[pass] ? mRNG.randomFloatBetween(0.0f, 0.4f)
                                                          : mRNG.randomFloatBetween(0.6f, 1.0f);
                drawQuad(context.program, essl1_shaders::PositionAttrib(), depth);
    
                EXPECT_GL_NO_ERROR();
            }
        }
    
        for (const auto &context : contexts)
        {
            eglMakeCurrent(display, surface, surface, context.context);
            glEndQueryEXT(GL_ANY_SAMPLES_PASSED_EXT);
    
            GLuint result = GL_TRUE;
            glGetQueryObjectuivEXT(context.query, GL_QUERY_RESULT_EXT, &result);
    
            EXPECT_GL_NO_ERROR();
    
            GLuint expectation = context.shouldPass ? GL_TRUE : GL_FALSE;
            EXPECT_EQ(expectation, result);
        }
    
        eglMakeCurrent(display, surface, surface, window->getContext());
    
        for (auto &context : contexts)
        {
            eglDestroyContext(display, context.context);
            context.context = EGL_NO_CONTEXT;
        }
    }
    
    ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(OcclusionQueriesTest);
    
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(OcclusionQueriesTestES3);
    ANGLE_INSTANTIATE_TEST_ES3(OcclusionQueriesTestES3);