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

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  • Author : Qin Jiajia
    Date : 2016-10-08 11:20:17
    Hash : 7835b525
    Message : Reland "Add workaround for unused std140 and shared uniform blocks on MacOS" On some Mac drivers with shader version 4.1, they will treat unused std140 and shared uniform blocks' members as inactive. However, WebGL2.0 based on OpenGL ES3.0.4 requires all members of a named uniform block declared with a shared or std140 layout qualifier to be considered active. The uniform block itself is also considered active. This workaround is to reference all members of unused std140 and shared uniform blocks at the beginning of the vertex/fragment shader's main(). BUG=chromium:618464 TEST=UniformBufferTest.ActiveUniformBlockNumber Change-Id: I18da4e2b61b0170068bf5ea38ce54667b0737780 Reviewed-on: https://chromium-review.googlesource.com/395648 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>

  • src/tests/gl_tests/UniformBufferTest.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"
    
    using namespace angle;
    
    namespace
    {
    
    class UniformBufferTest : public ANGLETest
    {
      protected:
        UniformBufferTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string vertexShaderSource = SHADER_SOURCE
            (   #version 300 es\n
                in vec4 position;
                void main()
                {
                    gl_Position = position;
                }
            );
            const std::string fragmentShaderSource = SHADER_SOURCE
            (   #version 300 es\n
                precision highp float;
                uniform uni {
                    vec4 color;
                };
    
                out vec4 fragColor;
    
                void main()
                {
                    fragColor = color;
                }
            );
    
            mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
            ASSERT_NE(mProgram, 0u);
    
            mUniformBufferIndex = glGetUniformBlockIndex(mProgram, "uni");
            ASSERT_NE(mUniformBufferIndex, -1);
    
            glGenBuffers(1, &mUniformBuffer);
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteBuffers(1, &mUniformBuffer);
            glDeleteProgram(mProgram);
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
        GLint mUniformBufferIndex;
        GLuint mUniformBuffer;
    };
    
    // Basic UBO functionality.
    TEST_P(UniformBufferTest, Simple)
    {
        glClear(GL_COLOR_BUFFER_BIT);
        float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f};
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, sizeof(float) * 4, floatData, GL_STATIC_DRAW);
    
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer);
    
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
        drawQuad(mProgram, "position", 0.5f);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1);
    }
    
    // Test that using a UBO with a non-zero offset and size actually works.
    // The first step of this test renders a color from a UBO with a zero offset.
    // The second step renders a color from a UBO with a non-zero offset.
    TEST_P(UniformBufferTest, UniformBufferRange)
    {
        // TODO(jmadill): Figure out why this fails on Intel.
        if (IsIntel() && IsD3D11())
        {
            std::cout << "Test skipped on Intel D3D11." << std::endl;
            return;
        }
    
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        // Query the uniform buffer alignment requirement
        GLint alignment;
        glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment);
    
        GLint64 maxUniformBlockSize;
        glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize);
        if (alignment >= maxUniformBlockSize)
        {
            // ANGLE doesn't implement UBO offsets for this platform.
            // Ignore the test case.
            return;
        }
    
        ASSERT_GL_NO_ERROR();
    
        // Let's create a buffer which contains two vec4.
        GLuint vec4Size = 4 * sizeof(float);
        GLuint stride = 0;
        do
        {
            stride += alignment;
        }
        while (stride < vec4Size);
    
        std::vector<char> v(2 * stride);
        float *first = reinterpret_cast<float*>(v.data());
        float *second = reinterpret_cast<float*>(v.data() + stride);
    
        first[0] = 10.f / 255.f;
        first[1] = 20.f / 255.f;
        first[2] = 30.f / 255.f;
        first[3] = 40.f / 255.f;
    
        second[0] = 110.f / 255.f;
        second[1] = 120.f / 255.f;
        second[2] = 130.f / 255.f;
        second[3] = 140.f / 255.f;
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        // We use on purpose a size which is not a multiple of the alignment.
        glBufferData(GL_UNIFORM_BUFFER, stride + vec4Size, v.data(), GL_STATIC_DRAW);
    
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
    
        EXPECT_GL_NO_ERROR();
    
        // Bind the first part of the uniform buffer and draw
        // Use a size which is smaller than the alignment to check
        // to check that this case is handle correctly in the conversion to 11.1.
        glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, 0, vec4Size);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40);
    
        // Bind the second part of the uniform buffer and draw
        // Furthermore the D3D11.1 backend will internally round the vec4Size (16 bytes) to a stride (256 bytes)
        // hence it will try to map the range [stride, 2 * stride] which is
        // out-of-bound of the buffer bufferSize = stride + vec4Size < 2 * stride.
        // Ensure that this behaviour works.
        glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, stride, vec4Size);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 110, 120, 130, 140);
    }
    
    // Test uniform block bindings.
    TEST_P(UniformBufferTest, UniformBufferBindings)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        ASSERT_GL_NO_ERROR();
    
        // Let's create a buffer which contains one vec4.
        GLuint vec4Size = 4 * sizeof(float);
        std::vector<char> v(vec4Size);
        float *first = reinterpret_cast<float*>(v.data());
    
        first[0] = 10.f / 255.f;
        first[1] = 20.f / 255.f;
        first[2] = 30.f / 255.f;
        first[3] = 40.f / 255.f;
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW);
    
        EXPECT_GL_NO_ERROR();
    
        // Try to bind the buffer to binding point 2
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 2);
        glBindBufferBase(GL_UNIFORM_BUFFER, 2, mUniformBuffer);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40);
    
        // Clear the framebuffer
        glClearColor(0.0, 0.0, 0.0, 0.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(px, py, 0, 0, 0, 0);
    
        // Try to bind the buffer to another binding point
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 5);
        glBindBufferBase(GL_UNIFORM_BUFFER, 5, mUniformBuffer);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40);
    }
    
    // Test that ANGLE handles used but unbound UBO.
    // TODO: A test case shouldn't depend on the error code of an undefined behaviour. Move this to unit tests of the validation layer.
    TEST_P(UniformBufferTest, UnboundUniformBuffer)
    {
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
        EXPECT_GL_NO_ERROR();
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Update a UBO many time and verify that ANGLE uses the latest version of the data.
    // https://code.google.com/p/angleproject/issues/detail?id=965
    TEST_P(UniformBufferTest, UniformBufferManyUpdates)
    {
        // TODO(jmadill): Figure out why this fails on Intel OpenGL.
        if (IsIntel() && IsOpenGL())
        {
            std::cout << "Test skipped on Intel OpenGL." << std::endl;
            return;
        }
    
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        ASSERT_GL_NO_ERROR();
    
        float data[4];
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, sizeof(data), NULL, GL_DYNAMIC_DRAW);
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer);
    
        EXPECT_GL_NO_ERROR();
    
        // Repeteadly update the data and draw
        for (size_t i = 0; i < 10; ++i)
        {
            data[0] = (i + 10.f) / 255.f;
            data[1] = (i + 20.f) / 255.f;
            data[2] = (i + 30.f) / 255.f;
            data[3] = (i + 40.f) / 255.f;
    
            glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(data), data);
    
            drawQuad(mProgram, "position", 0.5f);
            EXPECT_GL_NO_ERROR();
            EXPECT_PIXEL_EQ(px, py, i + 10, i + 20, i + 30, i + 40);
        }
    }
    
    // Use a large number of buffer ranges (compared to the actual size of the UBO)
    TEST_P(UniformBufferTest, ManyUniformBufferRange)
    {
        // TODO(jmadill): Figure out why this fails on Intel.
        if (IsIntel() && IsD3D11())
        {
            std::cout << "Test skipped on Intel D3D11." << std::endl;
            return;
        }
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        // Query the uniform buffer alignment requirement
        GLint alignment;
        glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment);
    
        GLint64 maxUniformBlockSize;
        glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize);
        if (alignment >= maxUniformBlockSize)
        {
            // ANGLE doesn't implement UBO offsets for this platform.
            // Ignore the test case.
            return;
        }
    
        ASSERT_GL_NO_ERROR();
    
        // Let's create a buffer which contains eight vec4.
        GLuint vec4Size = 4 * sizeof(float);
        GLuint stride = 0;
        do
        {
            stride += alignment;
        }
        while (stride < vec4Size);
    
        std::vector<char> v(8 * stride);
    
        for (size_t i = 0; i < 8; ++i)
        {
            float *data = reinterpret_cast<float*>(v.data() + i * stride);
    
            data[0] = (i + 10.f) / 255.f;
            data[1] = (i + 20.f) / 255.f;
            data[2] = (i + 30.f) / 255.f;
            data[3] = (i + 40.f) / 255.f;
        }
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, v.size(), v.data(), GL_STATIC_DRAW);
    
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
    
        EXPECT_GL_NO_ERROR();
    
        // Bind each possible offset
        for (size_t i = 0; i < 8; ++i)
        {
            glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, stride);
            drawQuad(mProgram, "position", 0.5f);
            EXPECT_GL_NO_ERROR();
            EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i);
        }
    
        // Try to bind larger range
        for (size_t i = 0; i < 7; ++i)
        {
            glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, 2 * stride);
            drawQuad(mProgram, "position", 0.5f);
            EXPECT_GL_NO_ERROR();
            EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i);
        }
    
        // Try to bind even larger range
        for (size_t i = 0; i < 5; ++i)
        {
            glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, 4 * stride);
            drawQuad(mProgram, "position", 0.5f);
            EXPECT_GL_NO_ERROR();
            EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i);
        }
    }
    
    // Tests that active uniforms have the right names.
    TEST_P(UniformBufferTest, ActiveUniformNames)
    {
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec2 position;\n"
            "out float v;\n"
            "uniform blockName {\n"
            "  float f;\n"
            "} instanceName;\n"
            "void main() {\n"
            "  v = instanceName.f;\n"
            "  gl_Position = vec4(position, 0, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "in float v;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "  color = vec4(v, 0, 0, 1);\n"
            "}";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        ASSERT_NE(0u, program);
    
        GLint activeUniforms;
        glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeUniforms);
    
        ASSERT_EQ(1, activeUniforms);
    
        GLint maxLength, size;
        GLenum type;
        GLsizei length;
        glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength);
        std::vector<GLchar> strBuffer(maxLength + 1, 0);
        glGetActiveUniform(program, 0, maxLength, &length, &size, &type, &strBuffer[0]);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_GLENUM_EQ(GL_FLOAT, type);
        EXPECT_EQ("blockName.f", std::string(&strBuffer[0]));
    }
    
    // Tests active uniforms and blocks when the layout is std140, shared and packed.
    TEST_P(UniformBufferTest, ActiveUniformNumberAndName)
    {
        // TODO(Jiajia): Figure out why this fails on Intel on Mac.
        // This case can pass on Intel Mac-10.11/10.12. But it fails on Intel Mac-10.10.
        if (IsIntel() && IsOSX())
        {
            std::cout << "Test skipped on Intel on Mac." << std::endl;
            return;
        }
    
        // This case fails on all AMD platforms (Mac, Linux, Win).
        if (IsAMD())
        {
            std::cout << "Test skipped on AMD." << std::endl;
            return;
        }
    
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec2 position;\n"
            "out float v;\n"
            "struct S {\n"
            "  highp ivec3 a;\n"
            "  mediump ivec2 b[4];\n"
            "};\n"
            "struct T {\n"
            "  S c[2];\n"
            "};\n"
            "layout(std140) uniform blockName0 {\n"
            "  S s0;\n"
            "  lowp vec2 v0;\n"
            "  T t0[2];\n"
            "  highp uint u0;\n"
            "};\n"
            "layout(std140) uniform blockName1 {\n"
            "  float f1;\n"
            "  bool b1;\n"
            "} instanceName1;\n"
            "layout(shared) uniform blockName2 {\n"
            "  float f2;\n"
            "};\n"
            "layout(packed) uniform blockName3 {\n"
            "  float f3;\n"
            "};\n"
            "void main() {\n"
            "  v = instanceName1.f1;\n"
            "  gl_Position = vec4(position, 0, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "in float v;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "  color = vec4(v, 0, 0, 1);\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
    
        GLint activeUniforms;
        glGetProgramiv(program.get(), GL_ACTIVE_UNIFORMS, &activeUniforms);
    
        ASSERT_EQ(15, activeUniforms);
    
        GLint activeUniformBlocks;
        glGetProgramiv(program.get(), GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks);
    
        ASSERT_EQ(3, activeUniformBlocks);
    
        GLint maxLength, size;
        GLenum type;
        GLsizei length;
        glGetProgramiv(program.get(), GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength);
        std::vector<GLchar> strBuffer(maxLength + 1, 0);
    
        glGetActiveUniform(program.get(), 0, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("s0.a", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 1, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(4, size);
        EXPECT_EQ("s0.b[0]", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 2, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("v0", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 3, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("t0[0].c[0].a", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 4, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(4, size);
        EXPECT_EQ("t0[0].c[0].b[0]", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 5, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("t0[0].c[1].a", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 6, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(4, size);
        EXPECT_EQ("t0[0].c[1].b[0]", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 7, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("t0[1].c[0].a", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 8, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(4, size);
        EXPECT_EQ("t0[1].c[0].b[0]", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 9, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("t0[1].c[1].a", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 10, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(4, size);
        EXPECT_EQ("t0[1].c[1].b[0]", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 11, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("u0", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 12, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("blockName1.f1", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 13, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("blockName1.b1", std::string(&strBuffer[0]));
    
        glGetActiveUniform(program.get(), 14, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("f2", std::string(&strBuffer[0]));
    }
    
    // Test that using a very large buffer to back a small uniform block works OK.
    TEST_P(UniformBufferTest, VeryLarge)
    {
        // TODO(jmadill): Figure out why this fails on Intel.
        // See http://crbug.com/593024
        if (IsIntel() && IsD3D11())
        {
            std::cout << "Test skipped on Intel D3D11." << std::endl;
            return;
        }
    
        glClear(GL_COLOR_BUFFER_BIT);
        float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f};
    
        GLsizei bigSize = 4096 * 64;
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, bigSize, nullptr, GL_STATIC_DRAW);
        glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4, floatData);
    
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer);
    
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
        drawQuad(mProgram, "position", 0.5f);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(UniformBufferTest,
                           ES3_D3D11(),
                           ES3_D3D11_FL11_1(),
                           ES3_D3D11_FL11_1_REFERENCE(),
                           ES3_OPENGL(),
                           ES3_OPENGLES());
    
    } // namespace