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

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  • Author : Jamie Madill
    Date : 2018-10-09 07:58:39
    Hash : 120b13f8
    Message : Add more draw buffer related tests. Some of these are targeting our workaround for a mac bug. The bug was that the driver was somehow modifying output attachments that the program wasn't writing to. A new test shows a bug where we wouldn't re-sync the state properly after a clear. Also adds more pretty printing for GLColor. Bug: angleproject:2872 Change-Id: I5485893b5f1b269c5407678db27978a789f7acc6 Reviewed-on: https://chromium-review.googlesource.com/c/1269255 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/tests/gl_tests/DrawBuffersTest.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;
    
    class DrawBuffersTest : public ANGLETest
    {
      protected:
        DrawBuffersTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        void TearDown() override
        {
            glDeleteFramebuffers(1, &mFBO);
            glDeleteFramebuffers(1, &mReadFramebuffer);
            glDeleteTextures(4, mTextures);
    
            ANGLETest::TearDown();
        }
    
        // We must call a different DrawBuffers method depending on extension support. Use this
        // method instead of calling on directly.
        void setDrawBuffers(GLsizei n, const GLenum *drawBufs)
        {
            if (extensionEnabled("GL_EXT_draw_buffers"))
            {
                glDrawBuffersEXT(n, drawBufs);
            }
            else
            {
                ASSERT_GE(getClientMajorVersion(), 3);
                glDrawBuffers(n, drawBufs);
            }
        }
    
        // Use this method to filter if we can support these tests.
        bool setupTest()
        {
            if (getClientMajorVersion() < 3 && (!ensureExtensionEnabled("GL_EXT_draw_buffers") ||
                                                !ensureExtensionEnabled("GL_ANGLE_framebuffer_blit")))
            {
                return false;
            }
    
            // This test seems to fail on an nVidia machine when the window is hidden
            SetWindowVisible(true);
    
            glGenFramebuffers(1, &mFBO);
            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
    
            glGenTextures(4, mTextures);
    
            for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++)
            {
                glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                             GL_UNSIGNED_BYTE, nullptr);
            }
    
            glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
    
            glGenFramebuffers(1, &mReadFramebuffer);
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer);
    
            return true;
        }
    
        void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut)
        {
            std::stringstream strstr;
    
            strstr << "#version 300 es\n"
                      "precision highp float;\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    strstr << "layout(location = " << index << ") "
                              "out vec4 value" << index << ";\n";
                }
            }
    
            strstr << "void main()\n"
                      "{\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    unsigned int r = (index + 1) & 1;
                    unsigned int g = (index + 1) & 2;
                    unsigned int b = (index + 1) & 4;
    
                    strstr << "    value" << index << " = vec4("
                           << r << ".0, " << g << ".0, "
                           << b << ".0, 1.0);\n";
                }
            }
    
            strstr << "}\n";
    
            *programOut = CompileProgram(essl3_shaders::vs::Simple(), strstr.str());
            if (*programOut == 0)
            {
                FAIL() << "shader compilation failed.";
            }
        }
    
        void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut)
        {
            std::stringstream strstr;
    
            strstr << "#extension GL_EXT_draw_buffers : enable\n"
                      "precision highp float;\n"
                      "void main()\n"
                      "{\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    unsigned int r = (index + 1) & 1;
                    unsigned int g = (index + 1) & 2;
                    unsigned int b = (index + 1) & 4;
    
                    strstr << "    gl_FragData[" << index << "] = vec4("
                        << r << ".0, " << g << ".0, "
                        << b << ".0, 1.0);\n";
                }
            }
    
            strstr << "}\n";
    
            *programOut = CompileProgram(essl1_shaders::vs::Simple(), strstr.str());
            if (*programOut == 0)
            {
                FAIL() << "shader compilation failed.";
            }
        }
    
        void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut)
        {
            if (getClientMajorVersion() == 3)
            {
                setupMRTProgramESSL3(bufferEnabled, programOut);
            }
            else
            {
                ASSERT_EQ(getClientMajorVersion(), 2);
                setupMRTProgramESSL1(bufferEnabled, programOut);
            }
        }
    
        const char *positionAttrib()
        {
            if (getClientMajorVersion() == 3)
            {
                return essl3_shaders::PositionAttrib();
            }
            else
            {
                return essl1_shaders::PositionAttrib();
            }
        }
    
        static GLColor getColorForIndex(unsigned int index)
        {
            GLubyte r = (((index + 1) & 1) > 0) ? 255 : 0;
            GLubyte g = (((index + 1) & 2) > 0) ? 255 : 0;
            GLubyte b = (((index + 1) & 4) > 0) ? 255 : 0;
            return GLColor(r, g, b, 255u);
        }
    
        void verifyAttachment2DColor(unsigned int index,
                                     GLuint textureName,
                                     GLenum target,
                                     GLint level,
                                     GLColor color)
        {
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureName,
                                   level);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, color)
                << "index " << index;
        }
    
        void verifyAttachment2DUnwritten(unsigned int index, GLuint texture, GLenum target, GLint level)
        {
            verifyAttachment2DColor(index, texture, target, level, GLColor::transparentBlack);
        }
    
        void verifyAttachment2D(unsigned int index, GLuint texture, GLenum target, GLint level)
        {
            verifyAttachment2DColor(index, texture, target, level, getColorForIndex(index));
        }
    
        void verifyAttachmentLayer(unsigned int index, GLuint texture, GLint level, GLint layer)
        {
            glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, layer);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
        }
    
        GLuint mFBO             = 0;
        GLuint mReadFramebuffer = 0;
        GLuint mTextures[4]     = {};
        GLint mMaxDrawBuffers   = 0;
    };
    
    class DrawBuffersWebGL2Test : public DrawBuffersTest
    {
      public:
        DrawBuffersWebGL2Test()
        {
            setWebGLCompatibilityEnabled(true);
            setRobustResourceInit(true);
        }
    };
    
    // Verify that GL_MAX_DRAW_BUFFERS returns the expected values for D3D11
    TEST_P(DrawBuffersTest, VerifyD3DLimits)
    {
        EGLPlatformParameters platform = GetParam().eglParameters;
    
        ANGLE_SKIP_TEST_IF(platform.renderer != EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
    
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
    
        if (platform.majorVersion == 9 && platform.minorVersion == 3)
        {
            // D3D11 Feature Level 9_3 supports 4 draw buffers
            ASSERT_EQ(mMaxDrawBuffers, 4);
        }
        else
        {
            // D3D11 Feature Level 10_0+ supports 8 draw buffers
            ASSERT_EQ(mMaxDrawBuffers, 8);
        }
    }
    
    TEST_P(DrawBuffersTest, Gaps)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (http://anglebug.com/1535)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
    
        bool flags[8] = { false, true };
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] =
        {
            GL_NONE,
            GL_COLOR_ATTACHMENT1
        };
        setDrawBuffers(2, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, FirstAndLast)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
    
        bool flags[8] = { true, false, false, true };
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] =
        {
            GL_COLOR_ATTACHMENT0,
            GL_NONE,
            GL_NONE,
            GL_COLOR_ATTACHMENT3
        };
    
        setDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
        verifyAttachment2D(3, mTextures[1], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, FirstHalfNULL)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        bool flags[8] = { false };
        GLenum bufs[8] = { GL_NONE };
    
        GLuint halfMaxDrawBuffers = static_cast<GLuint>(mMaxDrawBuffers) / 2;
    
        for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex, GL_TEXTURE_2D, mTextures[texIndex], 0);
            flags[texIndex + halfMaxDrawBuffers] = true;
            bufs[texIndex + halfMaxDrawBuffers] = GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex;
        }
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        setDrawBuffers(mMaxDrawBuffers, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
        {
            verifyAttachment2D(texIndex + halfMaxDrawBuffers, mTextures[texIndex], GL_TEXTURE_2D, 0);
        }
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Tests masking out some of the draw buffers by not writing to them in the program.
    TEST_P(DrawBuffersWebGL2Test, SomeProgramOutputsDisabled)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        bool flags[8]  = {false};
        GLenum bufs[4] = {GL_NONE};
    
        constexpr GLuint kMaxBuffers     = 4;
        constexpr GLuint kHalfMaxBuffers = 2;
    
        // Enable all draw buffers.
        for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
                                   mTextures[texIndex], 0);
            bufs[texIndex] = GL_COLOR_ATTACHMENT0 + texIndex;
    
            // Mask out the first two buffers.
            flags[texIndex] = texIndex >= kHalfMaxBuffers;
        }
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        setDrawBuffers(kMaxBuffers, bufs);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
    
        for (GLuint texIndex = 0; texIndex < kHalfMaxBuffers; texIndex++)
        {
            verifyAttachment2DUnwritten(texIndex, mTextures[texIndex], GL_TEXTURE_2D, 0);
        }
    
        for (GLuint texIndex = kHalfMaxBuffers; texIndex < kMaxBuffers; texIndex++)
        {
            verifyAttachment2D(texIndex, mTextures[texIndex], GL_TEXTURE_2D, 0);
        }
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Same as above but adds a state change from a program with different masks after a clear.
    TEST_P(DrawBuffersWebGL2Test, TwoProgramsWithDifferentOutputsAndClear)
    {
        // TODO(http://anglebug.com/2872): Broken on the GL back-end.
        ANGLE_SKIP_TEST_IF(IsOpenGL());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
        ASSERT_GE(mMaxDrawBuffers, 4);
    
        bool flags[8]      = {false};
        GLenum someBufs[4] = {GL_NONE};
        GLenum allBufs[4]  = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2,
                             GL_COLOR_ATTACHMENT3};
    
        constexpr GLuint kMaxBuffers     = 4;
        constexpr GLuint kHalfMaxBuffers = 2;
    
        // Enable all draw buffers.
        for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
                                   mTextures[texIndex], 0);
            someBufs[texIndex] =
                texIndex >= kHalfMaxBuffers ? GL_COLOR_ATTACHMENT0 + texIndex : GL_NONE;
    
            // Mask out the first two buffers.
            flags[texIndex] = texIndex >= kHalfMaxBuffers;
        }
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        // Now set up a second simple program that draws to FragColor. Should be broadcast.
        ANGLE_GL_PROGRAM(simpleProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
    
        // Draw with simple program.
        drawQuad(simpleProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        // Clear draw buffers.
        setDrawBuffers(kMaxBuffers, someBufs);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        ASSERT_GL_NO_ERROR();
    
        // Verify first is drawn red, second is untouched, and last two are cleared green.
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack);
        verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
    
        // Draw with MRT program.
        setDrawBuffers(kMaxBuffers, allBufs);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        // Only the last two attachments should be updated.
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack);
        verifyAttachment2D(2, mTextures[2], GL_TEXTURE_2D, 0);
        verifyAttachment2D(3, mTextures[3], GL_TEXTURE_2D, 0);
    
        // Clear again. All attachments should be cleared.
        glClear(GL_COLOR_BUFFER_BIT);
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // Bind two render targets but use a shader which writes only to the first one.
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
    
        bool flags[8] = { true, false };
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] =
        {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_NONE,
            GL_NONE,
        };
    
        setDrawBuffers(4, bufs);
    
        // This call should not crash when we dynamically generate the HLSL code.
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, BroadcastGLFragColor)
    {
        // Broadcast is not supported on GLES 3.0.
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // Bind two render targets. gl_FragColor should be broadcast to both.
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
    
        const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
    
        const std::string fragmentShaderSource =
            "#extension GL_EXT_draw_buffers : enable\n"
            "precision highp float;\n"
            "uniform float u_zero;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1, 0, 0, 1);\n"
            "    if (u_zero < 1.0)\n"
            "    {\n"
            "        return;\n"
            "    }\n"
            "}\n";
    
        GLuint program = CompileProgram(essl1_shaders::vs::Simple(), fragmentShaderSource);
        if (program == 0)
        {
            FAIL() << "shader compilation failed.";
        }
    
        setDrawBuffers(2, bufs);
        drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
        verifyAttachment2D(0, mTextures[1], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    class DrawBuffersTestES3 : public DrawBuffersTest
    {
    };
    
    // Test that binding multiple layers of a 3D texture works correctly
    TEST_P(DrawBuffersTestES3, 3DTextures)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_3D, texture.get());
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(),
                     0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
    
        bool flags[8] = {true, true, true, true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
        };
    
        glDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachmentLayer(0, texture.get(), 0, 0);
        verifyAttachmentLayer(1, texture.get(), 0, 1);
        verifyAttachmentLayer(2, texture.get(), 0, 2);
        verifyAttachmentLayer(3, texture.get(), 0, 3);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Test that binding multiple layers of a 2D array texture works correctly
    TEST_P(DrawBuffersTestES3, 2DArrayTextures)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get());
        glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
                     getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
    
        bool flags[8] = {true, true, true, true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3,
        };
    
        glDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachmentLayer(0, texture.get(), 0, 0);
        verifyAttachmentLayer(1, texture.get(), 0, 1);
        verifyAttachmentLayer(2, texture.get(), 0, 2);
        verifyAttachmentLayer(3, texture.get(), 0, 3);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(DrawBuffersTest,
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES());
    
    ANGLE_INSTANTIATE_TEST(DrawBuffersWebGL2Test, ES3_D3D11(), ES3_OPENGL());
    
    ANGLE_INSTANTIATE_TEST(DrawBuffersTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());