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

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  • Author : Yuly Novikov
    Date : 2017-02-07 20:45:37
    Hash : 3ed50a1d
    Message : Skip TransformFeedbackLifetimeTest.DeletedBuffer on Win Intel OpenGL Suspecting driver bug on Win10 Debug Intel HD 530. BUG=angleproject:1879 Change-Id: I362ffd83694c7e222826cd3766fa57f785f3ea35 Reviewed-on: https://chromium-review.googlesource.com/438936 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/gl_tests/TransformFeedbackTest.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 "random_utils.h"
    
    using namespace angle;
    
    namespace
    {
    
    class TransformFeedbackTest : public ANGLETest
    {
      protected:
        TransformFeedbackTest()
            : mProgram(0),
              mTransformFeedbackBuffer(0),
              mTransformFeedback(0)
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glGenBuffers(1, &mTransformFeedbackBuffer);
            glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
            glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, NULL,
                         GL_STATIC_DRAW);
    
            glGenTransformFeedbacks(1, &mTransformFeedback);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            if (mProgram != 0)
            {
                glDeleteProgram(mProgram);
                mProgram = 0;
            }
    
            if (mTransformFeedbackBuffer != 0)
            {
                glDeleteBuffers(1, &mTransformFeedbackBuffer);
                mTransformFeedbackBuffer = 0;
            }
    
            if (mTransformFeedback != 0)
            {
                glDeleteTransformFeedbacks(1, &mTransformFeedback);
                mTransformFeedback = 0;
            }
    
            ANGLETest::TearDown();
        }
    
        void compileDefaultProgram(const std::vector<std::string> &tfVaryings, GLenum bufferMode)
        {
            ASSERT_EQ(0u, mProgram);
    
            const std::string vertexShaderSource = SHADER_SOURCE
            (
                precision highp float;
                attribute vec4 position;
    
                void main()
                {
                    gl_Position = position;
                }
            );
    
            const std::string fragmentShaderSource = SHADER_SOURCE
            (
                precision highp float;
    
                void main()
                {
                    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                }
            );
    
            mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                           tfVaryings, bufferMode);
            ASSERT_NE(0u, mProgram);
        }
    
        GLuint mProgram;
    
        static const size_t mTransformFeedbackBufferSize = 1 << 24;
        GLuint mTransformFeedbackBuffer;
        GLuint mTransformFeedback;
    };
    
    TEST_P(TransformFeedbackTest, ZeroSizedViewport)
    {
        // Set the program's transform feedback varyings (just gl_Position)
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("gl_Position");
        compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
    
        glUseProgram(mProgram);
    
        // Bind the buffer for transform feedback output and start transform feedback
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
        glBeginTransformFeedback(GL_TRIANGLES);
    
        // Create a query to check how many primitives were written
        GLuint primitivesWrittenQuery = 0;
        glGenQueries(1, &primitivesWrittenQuery);
        glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
    
        // Set a viewport that would result in no pixels being written to the framebuffer and draw
        // a quad
        glViewport(0, 0, 0, 0);
    
        drawQuad(mProgram, "position", 0.5f);
    
        // End the query and transform feedkback
        glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
        glEndTransformFeedback();
    
        glUseProgram(0);
    
        // Check how many primitives were written and verify that some were written even if
        // no pixels were rendered
        GLuint primitivesWritten = 0;
        glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(2u, primitivesWritten);
    }
    
    // Test that rebinding a buffer with the same offset resets the offset (no longer appending from the
    // old position)
    TEST_P(TransformFeedbackTest, BufferRebinding)
    {
        glDisable(GL_DEPTH_TEST);
    
        // Set the program's transform feedback varyings (just gl_Position)
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("gl_Position");
        compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
    
        glUseProgram(mProgram);
    
        // Make sure the buffer has zero'd data
        std::vector<float> data(mTransformFeedbackBufferSize / sizeof(float), 0.0f);
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, data.data(),
                     GL_STATIC_DRAW);
    
    
        // Create a query to check how many primitives were written
        GLuint primitivesWrittenQuery = 0;
        glGenQueries(1, &primitivesWrittenQuery);
        glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
    
        const float finalZ = 0.95f;
    
        RNG rng;
    
        const size_t loopCount = 64;
        for (size_t loopIdx = 0; loopIdx < loopCount; loopIdx++)
        {
            // Bind the buffer for transform feedback output and start transform feedback
            glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
            glBeginTransformFeedback(GL_TRIANGLES);
    
            float z = (loopIdx + 1 == loopCount) ? finalZ : rng.randomFloatBetween(0.1f, 0.5f);
            drawQuad(mProgram, "position", z);
    
            glEndTransformFeedback();
        }
    
        // End the query and transform feedback
        glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
    
        glUseProgram(0);
    
        // Check how many primitives were written and verify that some were written even if
        // no pixels were rendered
        GLuint primitivesWritten = 0;
        glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(loopCount * 2, primitivesWritten);
    
        // Check the buffer data
        const float *bufferData = static_cast<float *>(glMapBufferRange(
            GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBufferSize, GL_MAP_READ_BIT));
    
        for (size_t vertexIdx = 0; vertexIdx < 6; vertexIdx++)
        {
            // Check the third (Z) component of each vertex written and make sure it has the final
            // value
            EXPECT_NEAR(finalZ, bufferData[vertexIdx * 4 + 2], 0.0001);
        }
    
        for (size_t dataIdx = 24; dataIdx < mTransformFeedbackBufferSize / sizeof(float); dataIdx++)
        {
            EXPECT_EQ(data[dataIdx], bufferData[dataIdx]) << "Buffer overrun detected.";
        }
    
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that XFB can write back vertices to a buffer and that we can draw from this buffer afterward.
    TEST_P(TransformFeedbackTest, RecordAndDraw)
    {
        // TODO(jmadill): Figure out why this fails on Intel.
        if (IsIntel() && GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
        {
            std::cout << "Test skipped on Intel." << std::endl;
            return;
        }
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Set the program's transform feedback varyings (just gl_Position)
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("gl_Position");
        compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
    
        glUseProgram(mProgram);
    
        GLint positionLocation = glGetAttribLocation(mProgram, "position");
    
        // First pass: draw 6 points to the XFB buffer
        glEnable(GL_RASTERIZER_DISCARD);
    
        const GLfloat vertices[] =
        {
            -1.0f,  1.0f, 0.5f,
            -1.0f, -1.0f, 0.5f,
             1.0f, -1.0f, 0.5f,
    
            -1.0f,  1.0f, 0.5f,
             1.0f, -1.0f, 0.5f,
             1.0f,  1.0f, 0.5f,
        };
    
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
        glEnableVertexAttribArray(positionLocation);
    
        // Bind the buffer for transform feedback output and start transform feedback
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
        glBeginTransformFeedback(GL_POINTS);
    
        // Create a query to check how many primitives were written
        GLuint primitivesWrittenQuery = 0;
        glGenQueries(1, &primitivesWrittenQuery);
        glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
    
        glDrawArrays(GL_POINTS, 0, 6);
    
        glDisableVertexAttribArray(positionLocation);
        glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, NULL);
        // End the query and transform feedkback
        glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
        glEndTransformFeedback();
    
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
    
        glDisable(GL_RASTERIZER_DISCARD);
    
        // Check how many primitives were written and verify that some were written even if
        // no pixels were rendered
        GLuint primitivesWritten = 0;
        glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(6u, primitivesWritten);
    
        // Nothing should have been drawn to the framebuffer
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 0);
    
        // Second pass: draw from the feedback buffer
    
        glBindBuffer(GL_ARRAY_BUFFER, mTransformFeedbackBuffer);
        glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(positionLocation);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255,   0,   0, 255);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that buffer binding happens only on the current transform feedback object
    TEST_P(TransformFeedbackTest, BufferBinding)
    {
        // Reset any state
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
    
        // Generate a new buffer
        GLuint scratchBuffer = 0;
        glGenBuffers(1, &scratchBuffer);
    
        EXPECT_GL_NO_ERROR();
    
        // Bind TF 0 and a buffer
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
    
        EXPECT_GL_NO_ERROR();
    
        // Check that the buffer ID matches the one that was just bound
        GLint currentBufferBinding = 0;
        glGetIntegerv(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, &currentBufferBinding);
        EXPECT_EQ(static_cast<GLuint>(currentBufferBinding), mTransformFeedbackBuffer);
    
        EXPECT_GL_NO_ERROR();
    
        // Check that the buffer ID for the newly bound transform feedback is zero
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
    
        glGetIntegerv(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, &currentBufferBinding);
        EXPECT_EQ(0, currentBufferBinding);
    
        EXPECT_GL_NO_ERROR();
    
        // Bind a buffer to this TF
        glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, scratchBuffer, 0, 32);
    
        glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, 0, &currentBufferBinding);
        EXPECT_EQ(static_cast<GLuint>(currentBufferBinding), scratchBuffer);
    
        EXPECT_GL_NO_ERROR();
    
        // Rebind the original TF and check it's bindings
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
    
        glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, 0, &currentBufferBinding);
        EXPECT_EQ(0, currentBufferBinding);
    
        EXPECT_GL_NO_ERROR();
    
        // Clean up
        glDeleteBuffers(1, &scratchBuffer);
    }
    
    // Test that we can capture varyings only used in the vertex shader.
    TEST_P(TransformFeedbackTest, VertexOnly)
    {
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec2 position;\n"
            "in float attrib;\n"
            "out float varyingAttrib;\n"
            "void main() {\n"
            "  gl_Position = vec4(position, 0, 1);\n"
            "  varyingAttrib = attrib;\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "out mediump vec4 color;\n"
            "void main() {\n"
            "  color = vec4(0.0, 1.0, 0.0, 1.0);\n"
            "}";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("varyingAttrib");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
    
        glUseProgram(mProgram);
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        std::vector<float> attribData;
        for (unsigned int cnt = 0; cnt < 100; ++cnt)
        {
            attribData.push_back(static_cast<float>(cnt));
        }
    
        GLint attribLocation = glGetAttribLocation(mProgram, "attrib");
        ASSERT_NE(-1, attribLocation);
    
        glVertexAttribPointer(attribLocation, 1, GL_FLOAT, GL_FALSE, 4, &attribData[0]);
        glEnableVertexAttribArray(attribLocation);
    
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, "position", 0.5f);
        glEndTransformFeedback();
        ASSERT_GL_NO_ERROR();
    
        glUseProgram(0);
    
        GLvoid *mappedBuffer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(float) * 6, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, mappedBuffer);
    
        float *mappedFloats = static_cast<float *>(mappedBuffer);
        for (unsigned int cnt = 0; cnt < 6; ++cnt)
        {
            EXPECT_EQ(attribData[cnt], mappedFloats[cnt]);
        }
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that multiple paused transform feedbacks do not generate errors or crash
    TEST_P(TransformFeedbackTest, MultiplePaused)
    {
        const size_t drawSize = 1024;
        std::vector<float> transformFeedbackData(drawSize);
        for (size_t i = 0; i < drawSize; i++)
        {
            transformFeedbackData[i] = static_cast<float>(i + 1);
        }
    
        // Initialize the buffers to zero
        size_t bufferSize = drawSize;
        std::vector<float> bufferInitialData(bufferSize, 0);
    
        const size_t transformFeedbackCount = 8;
    
        // clang-format off
        const std::string vertexShaderSource = SHADER_SOURCE
        (  #version 300 es\n
           in highp vec4 position;
           in float transformFeedbackInput;
           out float transformFeedbackOutput;
           void main(void)
           {
               gl_Position = position;
               transformFeedbackOutput = transformFeedbackInput;
           }
        );
    
        const std::string fragmentShaderSource = SHADER_SOURCE
        (  #version 300 es\n
           out mediump vec4 color;
           void main(void)
           {
               color = vec4(1.0, 1.0, 1.0, 1.0);
           }
        );
        // clang-format on
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("transformFeedbackOutput");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
        glUseProgram(mProgram);
    
        GLint positionLocation = glGetAttribLocation(mProgram, "position");
        glDisableVertexAttribArray(positionLocation);
        glVertexAttrib4f(positionLocation, 0.0f, 0.0f, 0.0f, 1.0f);
    
        GLint tfInputLocation = glGetAttribLocation(mProgram, "transformFeedbackInput");
        glEnableVertexAttribArray(tfInputLocation);
        glVertexAttribPointer(tfInputLocation, 1, GL_FLOAT, false, 0, &transformFeedbackData[0]);
    
        glDepthMask(GL_FALSE);
        glEnable(GL_DEPTH_TEST);
        ASSERT_GL_NO_ERROR();
    
        GLuint transformFeedbacks[transformFeedbackCount];
        glGenTransformFeedbacks(transformFeedbackCount, transformFeedbacks);
    
        GLuint buffers[transformFeedbackCount];
        glGenBuffers(transformFeedbackCount, buffers);
    
        for (size_t i = 0; i < transformFeedbackCount; i++)
        {
            glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbacks[i]);
    
            glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, buffers[i]);
            glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bufferSize * sizeof(GLfloat),
                         &bufferInitialData[0], GL_DYNAMIC_DRAW);
            glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffers[i]);
            ASSERT_GL_NO_ERROR();
    
            glBeginTransformFeedback(GL_POINTS);
    
            glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(drawSize));
    
            glPauseTransformFeedback();
    
            EXPECT_GL_NO_ERROR();
        }
    
        for (size_t i = 0; i < transformFeedbackCount; i++)
        {
            glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbacks[i]);
            glEndTransformFeedback();
            glDeleteTransformFeedbacks(1, &transformFeedbacks[i]);
    
            EXPECT_GL_NO_ERROR();
        }
    }
    // Test that running multiple simultaneous queries and transform feedbacks from multiple EGL
    // contexts returns the correct results.  Helps expose bugs in ANGLE's virtual contexts.
    TEST_P(TransformFeedbackTest, MultiContext)
    {
    #if defined(ANGLE_PLATFORM_APPLE)
        if ((IsNVIDIA() || IsAMD() || IsIntel()) && GetParam() == ES3_OPENGL())
        {
            std::cout << "Test skipped on NVidia, AMD and Intel OpenGL on OSX." << std::endl;
            return;
        }
    #endif
    
    #if defined(ANGLE_PLATFORM_LINUX)
        if (IsAMD() && GetParam() == ES3_OPENGL())
        {
            std::cout << "Test skipped on AMD OpenGL on Linux." << std::endl;
            return;
        }
    #endif
    
        EGLint contextAttributes[] = {
            EGL_CONTEXT_MAJOR_VERSION_KHR,
            GetParam().majorVersion,
            EGL_CONTEXT_MINOR_VERSION_KHR,
            GetParam().minorVersion,
            EGL_NONE,
        };
    
        EGLWindow *window = getEGLWindow();
    
        EGLDisplay display = window->getDisplay();
        EGLConfig config   = window->getConfig();
        EGLSurface surface = window->getSurface();
    
        const size_t passCount = 5;
        struct ContextInfo
        {
            EGLContext context;
            GLuint program;
            GLuint query;
            GLuint buffer;
            size_t primitiveCounts[passCount];
        };
        ContextInfo contexts[32];
    
        const size_t maxDrawSize = 1024;
    
        std::vector<float> transformFeedbackData(maxDrawSize);
        for (size_t i = 0; i < maxDrawSize; i++)
        {
            transformFeedbackData[i] = static_cast<float>(i + 1);
        }
    
        // Initialize the buffers to zero
        size_t bufferSize = maxDrawSize * passCount;
        std::vector<float> bufferInitialData(bufferSize, 0);
    
        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);
    
            // clang-format off
            const std::string vertexShaderSource = SHADER_SOURCE
            (   #version 300 es\n
                in highp vec4 position;
                in float transformFeedbackInput;
                out float transformFeedbackOutput;
                void main(void)
                {
                    gl_Position = position;
                    transformFeedbackOutput = transformFeedbackInput;
                }
            );
    
            const std::string fragmentShaderSource = SHADER_SOURCE
            (   #version 300 es\n
                out mediump vec4 color;
                void main(void)
                {
                    color = vec4(1.0, 1.0, 1.0, 1.0);
                }
            );
            // clang-format on
    
            std::vector<std::string> tfVaryings;
            tfVaryings.push_back("transformFeedbackOutput");
    
            context.program = CompileProgramWithTransformFeedback(
                vertexShaderSource, fragmentShaderSource, tfVaryings, GL_INTERLEAVED_ATTRIBS);
            ASSERT_NE(context.program, 0u);
            glUseProgram(context.program);
    
            GLint positionLocation = glGetAttribLocation(context.program, "position");
            glDisableVertexAttribArray(positionLocation);
            glVertexAttrib4f(positionLocation, 0.0f, 0.0f, 0.0f, 1.0f);
    
            GLint tfInputLocation = glGetAttribLocation(context.program, "transformFeedbackInput");
            glEnableVertexAttribArray(tfInputLocation);
            glVertexAttribPointer(tfInputLocation, 1, GL_FLOAT, false, 0, &transformFeedbackData[0]);
    
            glDepthMask(GL_FALSE);
            glEnable(GL_DEPTH_TEST);
            glGenQueriesEXT(1, &context.query);
            glBeginQueryEXT(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, context.query);
    
            ASSERT_GL_NO_ERROR();
    
            glGenBuffers(1, &context.buffer);
            glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, context.buffer);
            glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bufferSize * sizeof(GLfloat),
                         &bufferInitialData[0], GL_DYNAMIC_DRAW);
            glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, context.buffer);
    
            ASSERT_GL_NO_ERROR();
    
            // For each pass, draw between 0 and maxDrawSize primitives
            for (auto &primCount : context.primitiveCounts)
            {
                primCount = rand() % maxDrawSize;
            }
    
            glBeginTransformFeedback(GL_POINTS);
        }
    
        for (size_t pass = 0; pass < passCount; pass++)
        {
            for (const auto &context : contexts)
            {
                eglMakeCurrent(display, surface, surface, context.context);
    
                glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(context.primitiveCounts[pass]));
            }
        }
    
        for (const auto &context : contexts)
        {
            eglMakeCurrent(display, surface, surface, context.context);
    
            glEndTransformFeedback();
    
            glEndQueryEXT(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
    
            GLuint result = 0;
            glGetQueryObjectuivEXT(context.query, GL_QUERY_RESULT_EXT, &result);
    
            EXPECT_GL_NO_ERROR();
    
            size_t totalPrimCount = 0;
            for (const auto &primCount : context.primitiveCounts)
            {
                totalPrimCount += primCount;
            }
            EXPECT_EQ(static_cast<GLuint>(totalPrimCount), result);
    
            const float *bufferData = reinterpret_cast<float *>(glMapBufferRange(
                GL_TRANSFORM_FEEDBACK_BUFFER, 0, bufferSize * sizeof(GLfloat), GL_MAP_READ_BIT));
    
            size_t curBufferIndex = 0;
            for (const auto &primCount : context.primitiveCounts)
            {
                for (size_t prim = 0; prim < primCount; prim++)
                {
                    EXPECT_EQ(bufferData[curBufferIndex], prim + 1);
                    curBufferIndex++;
                }
            }
    
            while (curBufferIndex < bufferSize)
            {
                EXPECT_EQ(bufferData[curBufferIndex], 0.0f);
                curBufferIndex++;
            }
    
            glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
        }
    
        eglMakeCurrent(display, surface, surface, window->getContext());
    
        for (auto &context : contexts)
        {
            eglDestroyContext(display, context.context);
            context.context = EGL_NO_CONTEXT;
        }
    }
    
    // Test that when two vec2s are packed into the same register, we can still capture both of them.
    TEST_P(TransformFeedbackTest, PackingBug)
    {
        // TODO(jmadill): With points and rasterizer discard?
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec2 inAttrib1;\n"
            "in vec2 inAttrib2;\n"
            "out vec2 outAttrib1;\n"
            "out vec2 outAttrib2;\n"
            "in vec2 position;\n"
            "void main() {"
            "  outAttrib1 = inAttrib1;\n"
            "  outAttrib2 = inAttrib2;\n"
            "  gl_Position = vec4(position, 0, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "  color = vec4(0);\n"
            "}";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("outAttrib1");
        tfVaryings.push_back("outAttrib2");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
    
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(Vector2) * 2 * 6, nullptr, GL_STREAM_DRAW);
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        GLint attrib1Loc = glGetAttribLocation(mProgram, "inAttrib1");
        GLint attrib2Loc = glGetAttribLocation(mProgram, "inAttrib2");
    
        std::vector<Vector2> attrib1Data;
        std::vector<Vector2> attrib2Data;
        int counter = 0;
        for (size_t i = 0; i < 6; i++) {
            attrib1Data.push_back(Vector2(counter + 0.0f, counter + 1.0f));
            attrib2Data.push_back(Vector2(counter + 2.0f, counter + 3.0f));
            counter += 4;
        }
    
        glEnableVertexAttribArray(attrib1Loc);
        glEnableVertexAttribArray(attrib2Loc);
    
        glVertexAttribPointer(attrib1Loc, 2, GL_FLOAT, GL_FALSE, 0, attrib1Data.data());
        glVertexAttribPointer(attrib2Loc, 2, GL_FLOAT, GL_FALSE, 0, attrib2Data.data());
    
        glUseProgram(mProgram);
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, "position", 0.5f);
        glEndTransformFeedback();
        glUseProgram(0);
        ASSERT_GL_NO_ERROR();
    
        const GLvoid *mapPointer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector2) * 2 * 6, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, mapPointer);
    
        const Vector2 *vecPointer = static_cast<const Vector2 *>(mapPointer);
        for (unsigned int vectorIndex = 0; vectorIndex < 3; ++vectorIndex)
        {
            unsigned int stream1Index = vectorIndex * 2;
            unsigned int stream2Index = vectorIndex * 2 + 1;
            EXPECT_EQ(attrib1Data[vectorIndex], vecPointer[stream1Index]);
            EXPECT_EQ(attrib2Data[vectorIndex], vecPointer[stream2Index]);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that transform feedback varyings that can be optimized out yet do not cause program
    // compilation to fail
    TEST_P(TransformFeedbackTest, OptimizedVaryings)
    {
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec4 a_vertex;\n"
            "in vec3 a_normal; \n"
            "\n"
            "uniform Transform\n"
            "{\n"
            "    mat4 u_modelViewMatrix;\n"
            "    mat4 u_projectionMatrix;\n"
            "    mat3 u_normalMatrix;\n"
            "};\n"
            "\n"
            "out vec3 normal;\n"
            "out vec4 ecPosition;\n"
            "\n"
            "void main()\n"
            "{\n"
            "    normal = normalize(u_normalMatrix * a_normal);\n"
            "    ecPosition = u_modelViewMatrix * a_vertex;\n"
            "    gl_Position = u_projectionMatrix * ecPosition;\n"
            "}\n";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "precision mediump float;\n"
            "\n"
            "in vec3 normal;\n"
            "in vec4 ecPosition;\n"
            "\n"
            "out vec4 fragColor;\n"
            "\n"
            "void main()\n"
            "{\n"
            "    fragColor = vec4(normal/2.0+vec3(0.5), 1);\n"
            "}\n";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("normal");
        tfVaryings.push_back("ecPosition");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
    }
    
    // Test an edge case where two varyings are unreferenced in the frag shader.
    TEST_P(TransformFeedbackTest, TwoUnreferencedInFragShader)
    {
        // TODO(jmadill): With points and rasterizer discard?
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec3 position;\n"
            "out vec3 outAttrib1;\n"
            "out vec3 outAttrib2;\n"
            "void main() {"
            "  outAttrib1 = position;\n"
            "  outAttrib2 = position;\n"
            "  gl_Position = vec4(position, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 color;\n"
            "in vec3 outAttrib1;\n"
            "in vec3 outAttrib2;\n"
            "void main() {\n"
            "  color = vec4(0);\n"
            "}";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("outAttrib1");
        tfVaryings.push_back("outAttrib2");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
    
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(Vector3) * 2 * 6, nullptr, GL_STREAM_DRAW);
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        glUseProgram(mProgram);
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, "position", 0.5f);
        glEndTransformFeedback();
        glUseProgram(0);
        ASSERT_GL_NO_ERROR();
    
        const GLvoid *mapPointer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector2) * 2 * 6, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, mapPointer);
    
        const auto &quadVertices = GetQuadVertices();
    
        const Vector3 *vecPointer = static_cast<const Vector3 *>(mapPointer);
        for (unsigned int vectorIndex = 0; vectorIndex < 3; ++vectorIndex)
        {
            unsigned int stream1Index = vectorIndex * 2;
            unsigned int stream2Index = vectorIndex * 2 + 1;
            EXPECT_EQ(quadVertices[vectorIndex], vecPointer[stream1Index]);
            EXPECT_EQ(quadVertices[vectorIndex], vecPointer[stream2Index]);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    class TransformFeedbackLifetimeTest : public TransformFeedbackTest
    {
      protected:
        TransformFeedbackLifetimeTest() : mVertexArray(0) {}
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glGenVertexArrays(1, &mVertexArray);
            glBindVertexArray(mVertexArray);
    
            std::vector<std::string> tfVaryings;
            tfVaryings.push_back("gl_Position");
            compileDefaultProgram(tfVaryings, GL_SEPARATE_ATTRIBS);
    
            glGenBuffers(1, &mTransformFeedbackBuffer);
            glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
            glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, NULL,
                         GL_DYNAMIC_DRAW);
            glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
    
            glGenTransformFeedbacks(1, &mTransformFeedback);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteVertexArrays(1, &mVertexArray);
            TransformFeedbackTest::TearDown();
        }
    
        GLuint mVertexArray;
    };
    
    // Tests a bug with state syncing and deleted transform feedback buffers.
    TEST_P(TransformFeedbackLifetimeTest, DeletedBuffer)
    {
        // TODO(ynovikov): Obscure driver error on Intel HD 530 http://anglebug.com/1879
        if (IsWindows() && IsIntel() && IsDesktopOpenGL())
        {
            std::cout << "Test skipped on Intel OpenGL on Windows." << std::endl;
            return;
        }
    
        // First stream vertex data to mTransformFeedbackBuffer.
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        glUseProgram(mProgram);
    
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, "position", 0.5f, 1.0f, true);
        glEndTransformFeedback();
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
    
        // TODO(jmadill): Remove this when http://anglebug.com/1351 is fixed.
        glBindVertexArray(0);
        drawQuad(mProgram, "position", 0.5f);
        glBindVertexArray(1);
    
        // Next, draw vertices with mTransformFeedbackBuffer. This will link to mVertexArray.
        glBindBuffer(GL_ARRAY_BUFFER, mTransformFeedbackBuffer);
        GLint loc = glGetAttribLocation(mProgram, "position");
        ASSERT_NE(-1, loc);
        glVertexAttribPointer(loc, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
        glEnableVertexAttribArray(loc);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        // Delete resources, making a stranded pointer to mVertexArray in mTransformFeedbackBuffer.
        glDeleteBuffers(1, &mTransformFeedbackBuffer);
        mTransformFeedbackBuffer = 0;
        glDeleteVertexArrays(1, &mVertexArray);
        mVertexArray = 0;
    
        // Then draw again with transform feedback, dereferencing the stranded pointer.
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, "position", 0.5f, 1.0f, true);
        glEndTransformFeedback();
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(TransformFeedbackTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    ANGLE_INSTANTIATE_TEST(TransformFeedbackLifetimeTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    
    }  // anonymous namespace