Edit

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

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2017-05-30 15:38:54
    Hash : 311d9999
    Message : Add Program Binary test for reinitialization. This test tears down and recreates GL and re-uses the binary in a new GL context. Was meant to reproduce a bug in ANGLE, but the bug had been fixed previously. BUG=angleproject:2010 Change-Id: Ic3a31ac044ef4d794dae14608877b6958452b55e Reviewed-on: https://chromium-review.googlesource.com/519463 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/ProgramBinaryTest.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 <memory>
    #include <stdint.h>
    
    #include "EGLWindow.h"
    #include "OSWindow.h"
    #include "test_utils/angle_test_configs.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    class ProgramBinaryTest : public ANGLETest
    {
      protected:
        ProgramBinaryTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            const std::string vertexShaderSource = SHADER_SOURCE
            (
                attribute vec4 inputAttribute;
                void main()
                {
                    gl_Position = inputAttribute;
                }
            );
    
            const std::string fragmentShaderSource = SHADER_SOURCE
            (
                void main()
                {
                    gl_FragColor = vec4(1,0,0,1);
                }
            );
    
            mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            glGenBuffers(1, &mBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_STATIC_DRAW);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
            glDeleteBuffers(1, &mBuffer);
    
            ANGLETest::TearDown();
        }
    
        GLint getAvailableProgramBinaryFormatCount() const
        {
            GLint formatCount;
            glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
            return formatCount;
        }
    
        bool supported() const
        {
            if (!extensionEnabled("GL_OES_get_program_binary"))
            {
                std::cout << "Test skipped because GL_OES_get_program_binary is not available."
                          << std::endl;
                return false;
            }
    
            if (getAvailableProgramBinaryFormatCount() == 0)
            {
                std::cout << "Test skipped because no program binary formats are available."
                          << std::endl;
                return false;
            }
    
            return true;
        }
    
        GLuint mProgram;
        GLuint mBuffer;
    };
    
    // This tests the assumption that float attribs of different size
    // should not internally cause a vertex shader recompile (for conversion).
    TEST_P(ProgramBinaryTest, FloatDynamicShaderSize)
    {
        if (!supported())
        {
            return;
        }
    
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
        glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, nullptr);
        glEnableVertexAttribArray(0);
        glDrawArrays(GL_POINTS, 0, 1);
    
        GLint programLength;
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
    
        EXPECT_GL_NO_ERROR();
    
        for (GLsizei size = 1; size <= 3; size++)
        {
            glVertexAttribPointer(0, size, GL_FLOAT, GL_FALSE, 8, nullptr);
            glEnableVertexAttribArray(0);
            glDrawArrays(GL_POINTS, 0, 1);
    
            GLint newProgramLength;
            glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &newProgramLength);
            EXPECT_GL_NO_ERROR();
            EXPECT_EQ(programLength, newProgramLength);
        }
    }
    
    // Tests that switching between signed and unsigned un-normalized data doesn't trigger a bug
    // in the D3D11 back-end.
    TEST_P(ProgramBinaryTest, DynamicShadersSignatureBug)
    {
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
        GLint attribLocation = glGetAttribLocation(mProgram, "inputAttribute");
        ASSERT_NE(-1, attribLocation);
        glEnableVertexAttribArray(attribLocation);
    
        glVertexAttribPointer(attribLocation, 2, GL_BYTE, GL_FALSE, 0, nullptr);
        glDrawArrays(GL_POINTS, 0, 1);
    
        glVertexAttribPointer(attribLocation, 2, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
        glDrawArrays(GL_POINTS, 0, 1);
    }
    
    // This tests the ability to successfully save and load a program binary.
    TEST_P(ProgramBinaryTest, SaveAndLoadBinary)
    {
        if (!supported())
        {
            return;
        }
    
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        EXPECT_GL_NO_ERROR();
    
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
        EXPECT_GL_NO_ERROR();
    
        // The lengths reported by glGetProgramiv and glGetProgramBinaryOES should match
        EXPECT_EQ(programLength, writtenLength);
    
        if (writtenLength)
        {
            GLuint program2 = glCreateProgram();
            glProgramBinaryOES(program2, binaryFormat, binary.data(), writtenLength);
    
            EXPECT_GL_NO_ERROR();
    
            GLint linkStatus;
            glGetProgramiv(program2, GL_LINK_STATUS, &linkStatus);
            if (linkStatus == 0)
            {
                GLint infoLogLength;
                glGetProgramiv(program2, GL_INFO_LOG_LENGTH, &infoLogLength);
    
                if (infoLogLength > 0)
                {
                    std::vector<GLchar> infoLog(infoLogLength);
                    glGetProgramInfoLog(program2, static_cast<GLsizei>(infoLog.size()), nullptr,
                                        &infoLog[0]);
                    FAIL() << "program link failed: " << &infoLog[0];
                }
                else
                {
                    FAIL() << "program link failed.";
                }
            }
            else
            {
                glUseProgram(program2);
                glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
                glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, nullptr);
                glEnableVertexAttribArray(0);
                glDrawArrays(GL_POINTS, 0, 1);
    
                EXPECT_GL_NO_ERROR();
            }
    
            glDeleteProgram(program2);
        }
    }
    
    // Ensures that we init the compiler before calling ProgramBinary.
    TEST_P(ProgramBinaryTest, CallProgramBinaryBeforeLink)
    {
        if (!supported())
        {
            return;
        }
    
        // Initialize a simple program.
        glUseProgram(mProgram);
    
        GLsizei length = 0;
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &length);
        ASSERT_GL_NO_ERROR();
        ASSERT_GT(length, 0);
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binaryBlob(length);
        glGetProgramBinaryOES(mProgram, length, &readLength, &binaryFormat, binaryBlob.data());
        ASSERT_GL_NO_ERROR();
    
        // Shutdown and restart GL entirely.
        TearDown();
        SetUp();
    
        ANGLE_GL_BINARY_OES_PROGRAM(binaryProgram, binaryBlob, binaryFormat);
        ASSERT_GL_NO_ERROR();
    
        drawQuad(binaryProgram, "inputAttribute", 0.5f);
        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(ProgramBinaryTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES2_OPENGL(),
                           ES3_OPENGL());
    
    class ProgramBinaryES3Test : public ANGLETest
    {
      protected:
        void testBinaryAndUBOBlockIndexes(bool drawWithProgramFirst);
    };
    
    void ProgramBinaryES3Test::testBinaryAndUBOBlockIndexes(bool drawWithProgramFirst)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        if (binaryFormatCount == 0)
        {
            std::cout << "Test skipped because no program binary formats available." << std::endl;
            return;
        }
    
        const std::string &vertexShader =
            "#version 300 es\n"
            "uniform block {\n"
            "    float f;\n"
            "};\n"
            "in vec4 position;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "    gl_Position = position;\n"
            "    color = vec4(f, f, f, 1);\n"
            "}";
        const std::string &fragmentShader =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in vec4 color;\n"
            "out vec4 colorOut;\n"
            "void main() {\n"
            "    colorOut = color;\n"
            "}";
    
        // Init and draw with the program.
        ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
    
        float fData[4]   = {1.0f, 1.0f, 1.0f, 1.0f};
        GLuint bindIndex = 2;
    
        GLBuffer ubo;
        glBindBuffer(GL_UNIFORM_BUFFER, ubo.get());
        glBufferData(GL_UNIFORM_BUFFER, sizeof(fData), &fData, GL_STATIC_DRAW);
        glBindBufferRange(GL_UNIFORM_BUFFER, bindIndex, ubo.get(), 0, sizeof(fData));
    
        GLint blockIndex = glGetUniformBlockIndex(program.get(), "block");
        ASSERT_NE(-1, blockIndex);
    
        glUniformBlockBinding(program.get(), blockIndex, bindIndex);
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        if (drawWithProgramFirst)
        {
            drawQuad(program.get(), "position", 0.5f);
            ASSERT_GL_NO_ERROR();
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
        }
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary and draw.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        drawQuad(binaryProgram.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    }
    
    // Tests that saving and loading a program perserves uniform block binding info.
    TEST_P(ProgramBinaryES3Test, UniformBlockBindingWithDraw)
    {
        testBinaryAndUBOBlockIndexes(true);
    }
    
    // Same as above, but does not do an initial draw with the program. Covers an ANGLE crash.
    // http://anglebug.com/1637
    TEST_P(ProgramBinaryES3Test, UniformBlockBindingNoDraw)
    {
        // TODO(jmadill): Investigate Intel failure.
        // http://anglebug.com/1637
        if (IsWindows() && IsOpenGL() && IsIntel())
        {
            std::cout << "Test skipped on Windows Intel OpenGL." << std::endl;
            return;
        }
    
        testBinaryAndUBOBlockIndexes(false);
    }
    
    ANGLE_INSTANTIATE_TEST(ProgramBinaryES3Test, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    
    class ProgramBinaryES31Test : public ANGLETest
    {
      protected:
        ProgramBinaryES31Test()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    // Tests that saving and loading a program attached with computer shader.
    TEST_P(ProgramBinaryES31Test, ProgramBinaryWithComputeShader)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        if (binaryFormatCount == 0)
        {
            std::cout << "Test skipped because no program binary formats available." << std::endl;
            return;
        }
    
        const std::string &computeShader =
            "#version 310 es\n"
            "layout(local_size_x=4, local_size_y=3, local_size_z=1) in;\n"
            "uniform block {\n"
            "    vec2 f;\n"
            "};\n"
            "uniform vec2 g;\n"
            "uniform highp sampler2D tex;\n"
            "void main() {\n"
            "    vec4 color = texture(tex, f + g);\n"
            "}";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, computeShader);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
    
        // TODO(Xinghua): add dispatch support when available.
    
        ASSERT_GL_NO_ERROR();
    }
    
    ANGLE_INSTANTIATE_TEST(ProgramBinaryES31Test, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES());
    
    class ProgramBinaryTransformFeedbackTest : public ANGLETest
    {
      protected:
        ProgramBinaryTransformFeedbackTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            const std::string vertexShaderSource = SHADER_SOURCE
            (   #version 300 es\n
                in vec4 inputAttribute;
                out vec4 outputVarying;
                void main()
                {
                    outputVarying = inputAttribute;
                }
            );
    
            const std::string fragmentShaderSource = SHADER_SOURCE
            (   #version 300 es\n
                precision highp float;
                out vec4 outputColor;
                void main()
                {
                    outputColor = vec4(1,0,0,1);
                }
            );
    
            std::vector<std::string> transformFeedbackVaryings;
            transformFeedbackVaryings.push_back("outputVarying");
    
            mProgram = CompileProgramWithTransformFeedback(
                vertexShaderSource, fragmentShaderSource, transformFeedbackVaryings,
                GL_SEPARATE_ATTRIBS);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLint getAvailableProgramBinaryFormatCount() const
        {
            GLint formatCount;
            glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
            return formatCount;
        }
    
        GLuint mProgram;
    };
    
    // This tests the assumption that float attribs of different size
    // should not internally cause a vertex shader recompile (for conversion).
    TEST_P(ProgramBinaryTransformFeedbackTest, GetTransformFeedbackVarying)
    {
        if (!extensionEnabled("GL_OES_get_program_binary"))
        {
            std::cout << "Test skipped because GL_OES_get_program_binary is not available."
                      << std::endl;
            return;
        }
    
        if (getAvailableProgramBinaryFormatCount() == 0)
        {
            std::cout << "Test skipped because no program binary formats are available." << std::endl;
            return;
        }
    
        std::vector<uint8_t> binary(0);
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        // Save the program binary out
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
        binary.resize(programLength);
        glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        glDeleteProgram(mProgram);
    
        // Load program binary
        mProgram = glCreateProgram();
        glProgramBinaryOES(mProgram, binaryFormat, binary.data(), writtenLength);
    
        // Ensure the loaded binary is linked
        GLint linkStatus;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus);
        EXPECT_TRUE(linkStatus != 0);
    
        // Query information about the transform feedback varying
        char varyingName[64];
        GLsizei varyingSize = 0;
        GLenum varyingType = GL_NONE;
    
        glGetTransformFeedbackVarying(mProgram, 0, 64, &writtenLength, &varyingSize, &varyingType, varyingName);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(13, writtenLength);
        EXPECT_STREQ("outputVarying", varyingName);
        EXPECT_EQ(1, varyingSize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, varyingType);
    
        EXPECT_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(ProgramBinaryTransformFeedbackTest,
                           ES3_D3D11(),
                           ES3_OPENGL());
    
    // For the ProgramBinariesAcrossPlatforms tests, we need two sets of params:
    // - a set to save the program binary
    // - a set to load the program binary
    // We combine these into one struct extending PlatformParameters so we can reuse existing ANGLE test macros
    struct PlatformsWithLinkResult : PlatformParameters
    {
        PlatformsWithLinkResult(PlatformParameters saveParams, PlatformParameters loadParamsIn, bool expectedLinkResultIn)
        {
            majorVersion = saveParams.majorVersion;
            minorVersion = saveParams.minorVersion;
            eglParameters = saveParams.eglParameters;
            loadParams = loadParamsIn;
            expectedLinkResult = expectedLinkResultIn;
        }
    
        PlatformParameters loadParams;
        bool expectedLinkResult;
    };
    
    // Provide a custom gtest parameter name function for PlatformsWithLinkResult
    // to avoid returning the same parameter name twice. Such a conflict would happen
    // between ES2_D3D11_to_ES2D3D11 and ES2_D3D11_to_ES3D3D11 as they were both
    // named ES2_D3D11
    std::ostream &operator<<(std::ostream& stream, const PlatformsWithLinkResult &platform)
    {
        const PlatformParameters &platform1 = platform;
        const PlatformParameters &platform2 = platform.loadParams;
        stream << platform1 << "_to_" << platform2;
        return stream;
    }
    
    class ProgramBinariesAcrossPlatforms : public testing::TestWithParam<PlatformsWithLinkResult>
    {
      public:
        void SetUp() override
        {
            mOSWindow = CreateOSWindow();
            bool result = mOSWindow->initialize("ProgramBinariesAcrossRenderersTests", 100, 100);
    
            if (result == false)
            {
                FAIL() << "Failed to create OS window";
            }
        }
    
        EGLWindow *createAndInitEGLWindow(angle::PlatformParameters &param)
        {
            EGLWindow *eglWindow =
                new EGLWindow(param.majorVersion, param.minorVersion, param.eglParameters);
            bool result = eglWindow->initializeGL(mOSWindow);
            if (result == false)
            {
                SafeDelete(eglWindow);
                eglWindow = nullptr;
            }
    
            return eglWindow;
        }
    
        void destroyEGLWindow(EGLWindow **eglWindow)
        {
            ASSERT_NE(nullptr, *eglWindow);
            (*eglWindow)->destroyGL();
            SafeDelete(*eglWindow);
            *eglWindow = nullptr;
        }
    
        GLuint createES2ProgramFromSource()
        {
            const std::string testVertexShaderSource = SHADER_SOURCE
            (
                attribute highp vec4 position;
    
                void main(void)
                {
                    gl_Position = position;
                }
            );
    
            const std::string testFragmentShaderSource = SHADER_SOURCE
            (
                void main(void)
                {
                    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                }
            );
    
            return CompileProgram(testVertexShaderSource, testFragmentShaderSource);
        }
    
        GLuint createES3ProgramFromSource()
        {
            const std::string testVertexShaderSource = SHADER_SOURCE
            (   #version 300 es\n
                precision highp float;
                in highp vec4 position;
    
                void main(void)
                {
                    gl_Position = position;
                }
            );
    
            const std::string testFragmentShaderSource = SHADER_SOURCE
            (   #version 300 es \n
                precision highp float;
                out vec4 out_FragColor;
    
                void main(void)
                {
                    out_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                }
            );
    
            return CompileProgram(testVertexShaderSource, testFragmentShaderSource);
        }
    
        void drawWithProgram(GLuint program)
        {
            glClearColor(0, 0, 0, 1);
            glClear(GL_COLOR_BUFFER_BIT);
    
            GLint positionLocation = glGetAttribLocation(program, "position");
    
            glUseProgram(program);
    
            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);
    
            glDrawArrays(GL_TRIANGLES, 0, 6);
    
            glDisableVertexAttribArray(positionLocation);
            glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
    
            EXPECT_PIXEL_EQ(mOSWindow->getWidth() / 2, mOSWindow->getHeight() / 2, 255, 0, 0, 255);
        }
    
        void TearDown() override
        {
            mOSWindow->destroy();
            SafeDelete(mOSWindow);
        }
    
        OSWindow *mOSWindow;
    };
    
    // Tries to create a program binary using one set of platform params, then load it using a different sent of params
    TEST_P(ProgramBinariesAcrossPlatforms, CreateAndReloadBinary)
    {
        angle::PlatformParameters firstRenderer  = GetParam();
        angle::PlatformParameters secondRenderer = GetParam().loadParams;
        bool expectedLinkResult                  = GetParam().expectedLinkResult;
    
        if (!(IsPlatformAvailable(firstRenderer)))
        {
            std::cout << "First renderer not supported, skipping test";
            return;
        }
    
        if (!(IsPlatformAvailable(secondRenderer)))
        {
            std::cout << "Second renderer not supported, skipping test";
            return;
        }
    
        EGLWindow *eglWindow = nullptr;
        std::vector<uint8_t> binary(0);
        GLuint program = 0;
    
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        // Create a EGL window with the first renderer
        eglWindow = createAndInitEGLWindow(firstRenderer);
        if (eglWindow == nullptr)
        {
            FAIL() << "Failed to create EGL window";
            return;
        }
    
        // If the test is trying to use both the default GPU and WARP, but the default GPU *IS* WARP,
        // then our expectations for the test results will be invalid.
        if (firstRenderer.eglParameters.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE &&
            secondRenderer.eglParameters.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE)
        {
            std::string rendererString = std::string(reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
            std::transform(rendererString.begin(), rendererString.end(), rendererString.begin(), ::tolower);
    
            auto basicRenderPos = rendererString.find(std::string("microsoft basic render"));
            auto softwareAdapterPos = rendererString.find(std::string("software adapter"));
    
            if (basicRenderPos != std::string::npos || softwareAdapterPos != std::string::npos)
            {
                // The first renderer is using WARP, even though we didn't explictly request it
                // We should skip this test
                std::cout << "Test skipped on when default GPU is WARP." << std::endl;
                return;
            }
        }
    
        // Create a program
        if (firstRenderer.majorVersion == 3)
        {
            program = createES3ProgramFromSource();
        }
        else
        {
            program = createES2ProgramFromSource();
        }
    
        if (program == 0)
        {
            destroyEGLWindow(&eglWindow);
            FAIL() << "Failed to create program from source";
        }
    
        // Draw using the program to ensure it works as expected
        drawWithProgram(program);
        EXPECT_GL_NO_ERROR();
    
        // Save the program binary out from this renderer
        glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        EXPECT_GL_NO_ERROR();
        binary.resize(programLength);
        glGetProgramBinaryOES(program, programLength, &writtenLength, &binaryFormat, binary.data());
        EXPECT_GL_NO_ERROR();
    
        // Destroy the first renderer
        glDeleteProgram(program);
        destroyEGLWindow(&eglWindow);
    
        // Create an EGL window with the second renderer
        eglWindow = createAndInitEGLWindow(secondRenderer);
        if (eglWindow == nullptr)
        {
            FAIL() << "Failed to create EGL window";
            return;
        }
    
        program = glCreateProgram();
        glProgramBinaryOES(program, binaryFormat, binary.data(), writtenLength);
    
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_EQ(expectedLinkResult, (linkStatus != 0));
    
        if (linkStatus != 0)
        {
            // If the link was successful, then we should try to draw using the program to ensure it works as expected
            drawWithProgram(program);
            EXPECT_GL_NO_ERROR();
        }
    
        // Destroy the second renderer
        glDeleteProgram(program);
        destroyEGLWindow(&eglWindow);
    }
    
    // clang-format off
    ANGLE_INSTANTIATE_TEST(ProgramBinariesAcrossPlatforms,
                           //                     | Save the program   | Load the program      | Expected
                           //                     | using these params | using these params    | link result
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D11(),            true         ), // Loading + reloading binary should work
                           PlatformsWithLinkResult(ES3_D3D11(),         ES3_D3D11(),            true         ), // Loading + reloading binary should work
                           PlatformsWithLinkResult(ES2_D3D11_FL11_0(),  ES2_D3D11_FL9_3(),      false        ), // Switching feature level shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D11_WARP(),       false        ), // Switching from hardware to software shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11_FL9_3(),   ES2_D3D11_FL9_3_WARP(), false        ), // Switching from hardware to software shouldn't work for FL9 either
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D9(),             false        ), // Switching from D3D11 to D3D9 shouldn't work
                           PlatformsWithLinkResult(ES2_D3D9(),          ES2_D3D11(),            false        ), // Switching from D3D9 to D3D11 shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11(),         ES3_D3D11(),            false        ), // Switching to newer client version shouldn't work
                           );
    // clang-format on