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

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  • Author : Qin Jiajia
    Date : 2018-09-19 12:53:18
    Hash : fcf10b62
    Message : Fix the regression bug for ComputeBoids The old implementation missed considering compute program would also enter into applyActiveAttribLocationsMask. However, there was no bindVertexArray before updateAttribEnabled which resulted the previous VAO state was modified in unknown. And that's why ComputeBoids example wouldn't work correctly. This change adds a checking to not enter propagateProgramToVAO if it's a compute program since compute shader doesn't have vertex attributes. And an ASSERT is added to make sure that the right VAO is bound when updateAttribEnabled is called in applyActiveAttribLocationsMask. Bug: angleproject:2810 Change-Id: I6e77853498a527ef3b755bbb1da5826a9134b164 Reviewed-on: https://chromium-review.googlesource.com/c/1226227 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>

  • src/tests/gl_tests/VertexAttributeTest.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 "anglebase/numerics/safe_conversions.h"
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    GLsizei TypeStride(GLenum attribType)
    {
        switch (attribType)
        {
            case GL_UNSIGNED_BYTE:
            case GL_BYTE:
                return 1;
            case GL_UNSIGNED_SHORT:
            case GL_SHORT:
                return 2;
            case GL_UNSIGNED_INT:
            case GL_INT:
            case GL_FLOAT:
                return 4;
            default:
                EXPECT_TRUE(false);
                return 0;
        }
    }
    
    template <typename T>
    GLfloat Normalize(T value)
    {
        static_assert(std::is_integral<T>::value, "Integer required.");
        if (std::is_signed<T>::value)
        {
            typedef typename std::make_unsigned<T>::type unsigned_type;
            return (2.0f * static_cast<GLfloat>(value) + 1.0f) /
                   static_cast<GLfloat>(std::numeric_limits<unsigned_type>::max());
        }
        else
        {
            return static_cast<GLfloat>(value) / static_cast<GLfloat>(std::numeric_limits<T>::max());
        }
    }
    
    class VertexAttributeTest : public ANGLETest
    {
      protected:
        VertexAttributeTest()
            : mProgram(0), mTestAttrib(-1), mExpectedAttrib(-1), mBuffer(0), mQuadBuffer(0)
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        enum class Source
        {
            BUFFER,
            IMMEDIATE,
        };
    
        struct TestData final : private angle::NonCopyable
        {
            TestData(GLenum typeIn,
                     GLboolean normalizedIn,
                     Source sourceIn,
                     const void *inputDataIn,
                     const GLfloat *expectedDataIn)
                : type(typeIn),
                  normalized(normalizedIn),
                  bufferOffset(0),
                  source(sourceIn),
                  inputData(inputDataIn),
                  expectedData(expectedDataIn)
            {
            }
    
            GLenum type;
            GLboolean normalized;
            size_t bufferOffset;
            Source source;
    
            const void *inputData;
            const GLfloat *expectedData;
        };
    
        void setupTest(const TestData &test, GLint typeSize)
        {
            if (mProgram == 0)
            {
                initBasicProgram();
            }
    
            if (test.source == Source::BUFFER)
            {
                GLsizei dataSize = kVertexCount * TypeStride(test.type);
                glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
                glBufferData(GL_ARRAY_BUFFER, dataSize, test.inputData, GL_STATIC_DRAW);
                glVertexAttribPointer(mTestAttrib, typeSize, test.type, test.normalized, 0,
                                      reinterpret_cast<void *>(test.bufferOffset));
                glBindBuffer(GL_ARRAY_BUFFER, 0);
            }
            else
            {
                ASSERT_EQ(Source::IMMEDIATE, test.source);
                glBindBuffer(GL_ARRAY_BUFFER, 0);
                glVertexAttribPointer(mTestAttrib, typeSize, test.type, test.normalized, 0,
                                      test.inputData);
            }
    
            glVertexAttribPointer(mExpectedAttrib, typeSize, GL_FLOAT, GL_FALSE, 0, test.expectedData);
    
            glEnableVertexAttribArray(mTestAttrib);
            glEnableVertexAttribArray(mExpectedAttrib);
        }
    
        void checkPixels()
        {
            GLint viewportSize[4];
            glGetIntegerv(GL_VIEWPORT, viewportSize);
    
            GLint midPixelX = (viewportSize[0] + viewportSize[2]) / 2;
            GLint midPixelY = (viewportSize[1] + viewportSize[3]) / 2;
    
            // We need to offset our checks from triangle edges to ensure we don't fall on a single tri
            // Avoid making assumptions of drawQuad with four checks to check the four possible tri
            // regions
            EXPECT_PIXEL_EQ((midPixelX + viewportSize[0]) / 2, midPixelY, 255, 255, 255, 255);
            EXPECT_PIXEL_EQ((midPixelX + viewportSize[2]) / 2, midPixelY, 255, 255, 255, 255);
            EXPECT_PIXEL_EQ(midPixelX, (midPixelY + viewportSize[1]) / 2, 255, 255, 255, 255);
            EXPECT_PIXEL_EQ(midPixelX, (midPixelY + viewportSize[3]) / 2, 255, 255, 255, 255);
        }
    
        void checkPixelsUnEqual()
        {
            GLint viewportSize[4];
            glGetIntegerv(GL_VIEWPORT, viewportSize);
    
            GLint midPixelX = (viewportSize[0] + viewportSize[2]) / 2;
            GLint midPixelY = (viewportSize[1] + viewportSize[3]) / 2;
    
            // We need to offset our checks from triangle edges to ensure we don't fall on a single tri
            // Avoid making assumptions of drawQuad with four checks to check the four possible tri
            // regions
            EXPECT_PIXEL_NE((midPixelX + viewportSize[0]) / 2, midPixelY, 255, 255, 255, 255);
            EXPECT_PIXEL_NE((midPixelX + viewportSize[2]) / 2, midPixelY, 255, 255, 255, 255);
            EXPECT_PIXEL_NE(midPixelX, (midPixelY + viewportSize[1]) / 2, 255, 255, 255, 255);
            EXPECT_PIXEL_NE(midPixelX, (midPixelY + viewportSize[3]) / 2, 255, 255, 255, 255);
        }
    
        void runTest(const TestData &test) { runTest(test, true); }
    
        void runTest(const TestData &test, bool checkPixelEqual)
        {
            // TODO(geofflang): Figure out why this is broken on AMD OpenGL
            ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
    
            for (GLint i = 0; i < 4; i++)
            {
                GLint typeSize = i + 1;
                setupTest(test, typeSize);
    
                drawQuad(mProgram, "position", 0.5f);
    
                glDisableVertexAttribArray(mTestAttrib);
                glDisableVertexAttribArray(mExpectedAttrib);
    
                if (checkPixelEqual)
                {
                    checkPixels();
                }
                else
                {
                    checkPixelsUnEqual();
                }
            }
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glClearColor(0, 0, 0, 0);
            glClearDepthf(0.0);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            glDisable(GL_DEPTH_TEST);
    
            glGenBuffers(1, &mBuffer);
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
            glDeleteBuffers(1, &mBuffer);
            glDeleteBuffers(1, &mQuadBuffer);
    
            ANGLETest::TearDown();
        }
    
        GLuint compileMultiAttribProgram(GLint attribCount)
        {
            std::stringstream shaderStream;
    
            shaderStream << "attribute mediump vec4 position;" << std::endl;
            for (GLint attribIndex = 0; attribIndex < attribCount; ++attribIndex)
            {
                shaderStream << "attribute float a" << attribIndex << ";" << std::endl;
            }
            shaderStream << "varying mediump float color;" << std::endl
                         << "void main() {" << std::endl
                         << "  gl_Position = position;" << std::endl
                         << "  color = 0.0;" << std::endl;
            for (GLint attribIndex = 0; attribIndex < attribCount; ++attribIndex)
            {
                shaderStream << "  color += a" << attribIndex << ";" << std::endl;
            }
            shaderStream << "}" << std::endl;
    
            constexpr char testFragmentShaderSource[] =
                "varying mediump float color;\n"
                "void main(void)\n"
                "{\n"
                "    gl_FragColor = vec4(color, 0.0, 0.0, 1.0);\n"
                "}\n";
    
            return CompileProgram(shaderStream.str(), testFragmentShaderSource);
        }
    
        void setupMultiAttribs(GLuint program, GLint attribCount, GLfloat value)
        {
            glUseProgram(program);
            for (GLint attribIndex = 0; attribIndex < attribCount; ++attribIndex)
            {
                std::stringstream attribStream;
                attribStream << "a" << attribIndex;
                GLint location = glGetAttribLocation(program, attribStream.str().c_str());
                ASSERT_NE(-1, location);
                glVertexAttrib1f(location, value);
                glDisableVertexAttribArray(location);
            }
        }
    
        void initBasicProgram()
        {
            constexpr char testVertexShaderSource[] =
                "attribute mediump vec4 position;\n"
                "attribute mediump vec4 test;\n"
                "attribute mediump vec4 expected;\n"
                "varying mediump vec4 color;\n"
                "void main(void)\n"
                "{\n"
                "    gl_Position = position;\n"
                "    vec4 threshold = max(abs(expected) * 0.01, 1.0 / 64.0);\n"
                "    color = vec4(lessThanEqual(abs(test - expected), threshold));\n"
                "}\n";
    
            constexpr char testFragmentShaderSource[] =
                "varying mediump vec4 color;\n"
                "void main(void)\n"
                "{\n"
                "    gl_FragColor = color;\n"
                "}\n";
    
            mProgram = CompileProgram(testVertexShaderSource, testFragmentShaderSource);
            ASSERT_NE(0u, mProgram);
    
            mTestAttrib = glGetAttribLocation(mProgram, "test");
            ASSERT_NE(-1, mTestAttrib);
            mExpectedAttrib = glGetAttribLocation(mProgram, "expected");
            ASSERT_NE(-1, mExpectedAttrib);
    
            glUseProgram(mProgram);
        }
    
        static constexpr size_t kVertexCount = 24;
    
        static void InitTestData(std::array<GLfloat, kVertexCount> &inputData,
                                 std::array<GLfloat, kVertexCount> &expectedData)
        {
            for (size_t count = 0; count < kVertexCount; ++count)
            {
                inputData[count]    = static_cast<GLfloat>(count);
                expectedData[count] = inputData[count];
            }
        }
    
        GLuint mProgram;
        GLint mTestAttrib;
        GLint mExpectedAttrib;
        GLuint mBuffer;
        GLuint mQuadBuffer;
    };
    
    TEST_P(VertexAttributeTest, UnsignedByteUnnormalized)
    {
        std::array<GLubyte, kVertexCount> inputData = {
            {0, 1, 2, 3, 4, 5, 6, 7, 125, 126, 127, 128, 129, 250, 251, 252, 253, 254, 255}};
        std::array<GLfloat, kVertexCount> expectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i] = inputData[i];
        }
    
        TestData data(GL_UNSIGNED_BYTE, GL_FALSE, Source::IMMEDIATE, inputData.data(),
                      expectedData.data());
        runTest(data);
    }
    
    TEST_P(VertexAttributeTest, UnsignedByteNormalized)
    {
        // TODO: Support this test on Vulkan.  http://anglebug.com/2797
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan());
    
        std::array<GLubyte, kVertexCount> inputData = {
            {0, 1, 2, 3, 4, 5, 6, 7, 125, 126, 127, 128, 129, 250, 251, 252, 253, 254, 255}};
        std::array<GLfloat, kVertexCount> expectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i] = Normalize(inputData[i]);
        }
    
        TestData data(GL_UNSIGNED_BYTE, GL_TRUE, Source::IMMEDIATE, inputData.data(),
                      expectedData.data());
        runTest(data);
    }
    
    TEST_P(VertexAttributeTest, ByteUnnormalized)
    {
        std::array<GLbyte, kVertexCount> inputData = {
            {0, 1, 2, 3, 4, -1, -2, -3, -4, 125, 126, 127, -128, -127, -126}};
        std::array<GLfloat, kVertexCount> expectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i] = inputData[i];
        }
    
        TestData data(GL_BYTE, GL_FALSE, Source::IMMEDIATE, inputData.data(), expectedData.data());
        runTest(data);
    }
    
    TEST_P(VertexAttributeTest, ByteNormalized)
    {
        // TODO: Support this test on Vulkan.  http://anglebug.com/2797
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan());
    
        std::array<GLbyte, kVertexCount> inputData = {
            {0, 1, 2, 3, 4, -1, -2, -3, -4, 125, 126, 127, -128, -127, -126}};
        std::array<GLfloat, kVertexCount> expectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i] = Normalize(inputData[i]);
        }
    
        TestData data(GL_BYTE, GL_TRUE, Source::IMMEDIATE, inputData.data(), expectedData.data());
        runTest(data);
    }
    
    TEST_P(VertexAttributeTest, UnsignedShortUnnormalized)
    {
        std::array<GLushort, kVertexCount> inputData = {
            {0, 1, 2, 3, 254, 255, 256, 32766, 32767, 32768, 65533, 65534, 65535}};
        std::array<GLfloat, kVertexCount> expectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i] = inputData[i];
        }
    
        TestData data(GL_UNSIGNED_SHORT, GL_FALSE, Source::IMMEDIATE, inputData.data(),
                      expectedData.data());
        runTest(data);
    }
    
    TEST_P(VertexAttributeTest, UnsignedShortNormalized)
    {
        std::array<GLushort, kVertexCount> inputData = {
            {0, 1, 2, 3, 254, 255, 256, 32766, 32767, 32768, 65533, 65534, 65535}};
        std::array<GLfloat, kVertexCount> expectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i] = Normalize(inputData[i]);
        }
    
        TestData data(GL_UNSIGNED_SHORT, GL_TRUE, Source::IMMEDIATE, inputData.data(),
                      expectedData.data());
        runTest(data);
    }
    
    TEST_P(VertexAttributeTest, ShortUnnormalized)
    {
        std::array<GLshort, kVertexCount> inputData = {
            {0, 1, 2, 3, -1, -2, -3, -4, 32766, 32767, -32768, -32767, -32766}};
        std::array<GLfloat, kVertexCount> expectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i] = inputData[i];
        }
    
        TestData data(GL_SHORT, GL_FALSE, Source::IMMEDIATE, inputData.data(), expectedData.data());
        runTest(data);
    }
    
    TEST_P(VertexAttributeTest, ShortNormalized)
    {
        std::array<GLshort, kVertexCount> inputData = {
            {0, 1, 2, 3, -1, -2, -3, -4, 32766, 32767, -32768, -32767, -32766}};
        std::array<GLfloat, kVertexCount> expectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i] = Normalize(inputData[i]);
        }
    
        TestData data(GL_SHORT, GL_TRUE, Source::IMMEDIATE, inputData.data(), expectedData.data());
        runTest(data);
    }
    
    // Verify that using the same client memory pointer in different format won't mess up the draw.
    TEST_P(VertexAttributeTest, UsingDifferentFormatAndSameClientMemoryPointer)
    {
        std::array<GLshort, kVertexCount> inputData = {
            {0, 1, 2, 3, -1, -2, -3, -4, 32766, 32767, -32768, -32767, -32766}};
    
        std::array<GLfloat, kVertexCount> unnormalizedExpectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            unnormalizedExpectedData[i] = inputData[i];
        }
    
        TestData unnormalizedData(GL_SHORT, GL_FALSE, Source::IMMEDIATE, inputData.data(),
                                  unnormalizedExpectedData.data());
        runTest(unnormalizedData);
    
        std::array<GLfloat, kVertexCount> normalizedExpectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            inputData[i]              = -inputData[i];
            normalizedExpectedData[i] = Normalize(inputData[i]);
        }
    
        TestData normalizedData(GL_SHORT, GL_TRUE, Source::IMMEDIATE, inputData.data(),
                                normalizedExpectedData.data());
        runTest(normalizedData);
    }
    
    // Verify that vertex format is updated correctly when the client memory pointer is same.
    TEST_P(VertexAttributeTest, NegativeUsingDifferentFormatAndSameClientMemoryPointer)
    {
        std::array<GLshort, kVertexCount> inputData = {
            {0, 1, 2, 3, -1, -2, -3, -4, 32766, 32767, -32768, -32767, -32766}};
    
        std::array<GLfloat, kVertexCount> unnormalizedExpectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            unnormalizedExpectedData[i] = inputData[i];
        }
    
        // Use unnormalized short as the format of the data in client memory pointer in the first draw.
        TestData unnormalizedData(GL_SHORT, GL_FALSE, Source::IMMEDIATE, inputData.data(),
                                  unnormalizedExpectedData.data());
        runTest(unnormalizedData);
    
        // Use normalized short as the format of the data in client memory pointer in the second draw,
        // but mExpectedAttrib is the same as the first draw.
        TestData normalizedData(GL_SHORT, GL_TRUE, Source::IMMEDIATE, inputData.data(),
                                unnormalizedExpectedData.data());
        runTest(normalizedData, false);
    }
    
    // Verify that using different vertex format and same buffer won't mess up the draw.
    TEST_P(VertexAttributeTest, UsingDifferentFormatAndSameBuffer)
    {
        std::array<GLshort, kVertexCount> inputData = {
            {0, 1, 2, 3, -1, -2, -3, -4, 32766, 32767, -32768, -32767, -32766}};
    
        std::array<GLfloat, kVertexCount> unnormalizedExpectedData;
        std::array<GLfloat, kVertexCount> normalizedExpectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            unnormalizedExpectedData[i] = inputData[i];
            normalizedExpectedData[i]   = Normalize(inputData[i]);
        }
    
        // Use unnormalized short as the format of the data in mBuffer in the first draw.
        TestData unnormalizedData(GL_SHORT, GL_FALSE, Source::BUFFER, inputData.data(),
                                  unnormalizedExpectedData.data());
        runTest(unnormalizedData);
    
        // Use normalized short as the format of the data in mBuffer in the second draw.
        TestData normalizedData(GL_SHORT, GL_TRUE, Source::BUFFER, inputData.data(),
                                normalizedExpectedData.data());
        runTest(normalizedData);
    }
    
    // Verify that vertex format is updated correctly when the buffer is same.
    TEST_P(VertexAttributeTest, NegativeUsingDifferentFormatAndSameBuffer)
    {
        std::array<GLshort, kVertexCount> inputData = {
            {0, 1, 2, 3, -1, -2, -3, -4, 32766, 32767, -32768, -32767, -32766}};
    
        std::array<GLfloat, kVertexCount> unnormalizedExpectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            unnormalizedExpectedData[i] = inputData[i];
        }
    
        // Use unnormalized short as the format of the data in mBuffer in the first draw.
        TestData unnormalizedData(GL_SHORT, GL_FALSE, Source::BUFFER, inputData.data(),
                                  unnormalizedExpectedData.data());
        runTest(unnormalizedData);
    
        // Use normalized short as the format of the data in mBuffer in the second draw, but
        // mExpectedAttrib is the same as the first draw.
        TestData normalizedData(GL_SHORT, GL_TRUE, Source::BUFFER, inputData.data(),
                                unnormalizedExpectedData.data());
    
        // The check should fail because the test data is changed while the expected data is the same.
        runTest(normalizedData, false);
    }
    
    // Verify that mixed using buffer and client memory pointer won't mess up the draw.
    TEST_P(VertexAttributeTest, MixedUsingBufferAndClientMemoryPointer)
    {
        std::array<GLshort, kVertexCount> inputData = {
            {0, 1, 2, 3, -1, -2, -3, -4, 32766, 32767, -32768, -32767, -32766}};
    
        std::array<GLfloat, kVertexCount> unnormalizedExpectedData;
        std::array<GLfloat, kVertexCount> normalizedExpectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            unnormalizedExpectedData[i] = inputData[i];
            normalizedExpectedData[i]   = Normalize(inputData[i]);
        }
    
        TestData unnormalizedData(GL_SHORT, GL_FALSE, Source::IMMEDIATE, inputData.data(),
                                  unnormalizedExpectedData.data());
        runTest(unnormalizedData);
    
        TestData unnormalizedBufferData(GL_SHORT, GL_FALSE, Source::BUFFER, inputData.data(),
                                        unnormalizedExpectedData.data());
        runTest(unnormalizedBufferData);
    
        TestData normalizedData(GL_SHORT, GL_TRUE, Source::IMMEDIATE, inputData.data(),
                                normalizedExpectedData.data());
        runTest(normalizedData);
    }
    
    class VertexAttributeTestES3 : public VertexAttributeTest
    {
      protected:
        VertexAttributeTestES3() {}
    };
    
    TEST_P(VertexAttributeTestES3, IntUnnormalized)
    {
        GLint lo                                  = std::numeric_limits<GLint>::min();
        GLint hi                                  = std::numeric_limits<GLint>::max();
        std::array<GLint, kVertexCount> inputData = {
            {0, 1, 2, 3, -1, -2, -3, -4, -1, hi, hi - 1, lo, lo + 1}};
        std::array<GLfloat, kVertexCount> expectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i] = static_cast<GLfloat>(inputData[i]);
        }
    
        TestData data(GL_INT, GL_FALSE, Source::BUFFER, inputData.data(), expectedData.data());
        runTest(data);
    }
    
    TEST_P(VertexAttributeTestES3, IntNormalized)
    {
        GLint lo                                  = std::numeric_limits<GLint>::min();
        GLint hi                                  = std::numeric_limits<GLint>::max();
        std::array<GLint, kVertexCount> inputData = {
            {0, 1, 2, 3, -1, -2, -3, -4, -1, hi, hi - 1, lo, lo + 1}};
        std::array<GLfloat, kVertexCount> expectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i] = Normalize(inputData[i]);
        }
    
        TestData data(GL_INT, GL_TRUE, Source::BUFFER, inputData.data(), expectedData.data());
        runTest(data);
    }
    
    TEST_P(VertexAttributeTestES3, UnsignedIntUnnormalized)
    {
        GLuint mid                                 = std::numeric_limits<GLuint>::max() >> 1;
        GLuint hi                                  = std::numeric_limits<GLuint>::max();
        std::array<GLuint, kVertexCount> inputData = {
            {0, 1, 2, 3, 254, 255, 256, mid - 1, mid, mid + 1, hi - 2, hi - 1, hi}};
        std::array<GLfloat, kVertexCount> expectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i] = static_cast<GLfloat>(inputData[i]);
        }
    
        TestData data(GL_UNSIGNED_INT, GL_FALSE, Source::BUFFER, inputData.data(), expectedData.data());
        runTest(data);
    }
    
    TEST_P(VertexAttributeTestES3, UnsignedIntNormalized)
    {
        GLuint mid                                 = std::numeric_limits<GLuint>::max() >> 1;
        GLuint hi                                  = std::numeric_limits<GLuint>::max();
        std::array<GLuint, kVertexCount> inputData = {
            {0, 1, 2, 3, 254, 255, 256, mid - 1, mid, mid + 1, hi - 2, hi - 1, hi}};
        std::array<GLfloat, kVertexCount> expectedData;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i] = Normalize(inputData[i]);
        }
    
        TestData data(GL_UNSIGNED_INT, GL_TRUE, Source::BUFFER, inputData.data(), expectedData.data());
        runTest(data);
    }
    
    void SetupColorsForUnitQuad(GLint location, const GLColor32F &color, GLenum usage, GLBuffer *vbo)
    {
        glBindBuffer(GL_ARRAY_BUFFER, *vbo);
        std::vector<GLColor32F> vertices(6, color);
        glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLColor32F), vertices.data(), usage);
        glEnableVertexAttribArray(location);
        glVertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE, 0, 0);
    }
    
    // Tests that rendering works as expected with VAOs.
    TEST_P(VertexAttributeTestES3, VertexArrayObjectRendering)
    {
        constexpr char kVertexShader[] =
            "attribute vec4 a_position;\n"
            "attribute vec4 a_color;\n"
            "varying vec4 v_color;\n"
            "void main()\n"
            "{\n"
            "   gl_Position = a_position;\n"
            "   v_color = a_color;\n"
            "}";
    
        constexpr char kFragmentShader[] =
            "precision mediump float;\n"
            "varying vec4 v_color;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = v_color;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, kVertexShader, kFragmentShader);
    
        GLint positionLoc = glGetAttribLocation(program, "a_position");
        ASSERT_NE(-1, positionLoc);
        GLint colorLoc = glGetAttribLocation(program, "a_color");
        ASSERT_NE(-1, colorLoc);
    
        GLVertexArray vaos[2];
        GLBuffer positionBuffer;
        GLBuffer colorBuffers[2];
    
        const auto &quadVertices = GetQuadVertices();
    
        glBindVertexArrayOES(vaos[0]);
        glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
        glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
                     GL_STATIC_DRAW);
        glEnableVertexAttribArray(positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
        SetupColorsForUnitQuad(colorLoc, kFloatRed, GL_STREAM_DRAW, &colorBuffers[0]);
    
        glBindVertexArrayOES(vaos[1]);
        glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
        glEnableVertexAttribArray(positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
        SetupColorsForUnitQuad(colorLoc, kFloatGreen, GL_STATIC_DRAW, &colorBuffers[1]);
    
        glUseProgram(program);
        ASSERT_GL_NO_ERROR();
    
        for (int ii = 0; ii < 2; ++ii)
        {
            glBindVertexArrayOES(vaos[0]);
            glDrawArrays(GL_TRIANGLES, 0, 6);
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
            glBindVertexArrayOES(vaos[1]);
            glDrawArrays(GL_TRIANGLES, 0, 6);
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Validate that we can support GL_MAX_ATTRIBS attribs
    TEST_P(VertexAttributeTest, MaxAttribs)
    {
        // TODO(jmadill): Figure out why we get this error on AMD/OpenGL.
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
    
        // TODO: Support this test on Vulkan.  http://anglebug.com/2797
        ANGLE_SKIP_TEST_IF(IsLinux() && IsVulkan() && IsIntel());
    
        GLint maxAttribs;
        glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttribs);
        ASSERT_GL_NO_ERROR();
    
        // Reserve one attrib for position
        GLint drawAttribs = maxAttribs - 1;
    
        GLuint program = compileMultiAttribProgram(drawAttribs);
        ASSERT_NE(0u, program);
    
        setupMultiAttribs(program, drawAttribs, 0.5f / static_cast<float>(drawAttribs));
        drawQuad(program, "position", 0.5f);
    
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 1);
    }
    
    // Validate that we cannot support GL_MAX_ATTRIBS+1 attribs
    TEST_P(VertexAttributeTest, MaxAttribsPlusOne)
    {
        // TODO(jmadill): Figure out why we get this error on AMD/ES2/OpenGL
        ANGLE_SKIP_TEST_IF(IsAMD() && GetParam() == ES2_OPENGL());
    
        GLint maxAttribs;
        glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxAttribs);
        ASSERT_GL_NO_ERROR();
    
        // Exceed attrib count by one (counting position)
        GLint drawAttribs = maxAttribs;
    
        GLuint program = compileMultiAttribProgram(drawAttribs);
        ASSERT_EQ(0u, program);
    }
    
    // Simple test for when we use glBindAttribLocation
    TEST_P(VertexAttributeTest, SimpleBindAttribLocation)
    {
        // Re-use the multi-attrib program, binding attribute 0
        GLuint program = compileMultiAttribProgram(1);
        glBindAttribLocation(program, 2, "position");
        glBindAttribLocation(program, 3, "a0");
        glLinkProgram(program);
    
        // Setup and draw the quad
        setupMultiAttribs(program, 1, 0.5f);
        drawQuad(program, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(0, 0, 128, 0, 0, 255, 1);
    }
    
    // Verify that drawing with a large out-of-range offset generates INVALID_OPERATION.
    // Requires an ANGLE or similar implementation that checks buffer bounds.
    TEST_P(VertexAttributeTest, ANGLEDrawArraysBufferTooSmall)
    {
        // Test skipped due to supporting GL_KHR_robust_buffer_access_behavior
        ANGLE_SKIP_TEST_IF(extensionEnabled("GL_KHR_robust_buffer_access_behavior"));
    
        std::array<GLfloat, kVertexCount> inputData;
        std::array<GLfloat, kVertexCount> expectedData;
        InitTestData(inputData, expectedData);
    
        TestData data(GL_FLOAT, GL_FALSE, Source::BUFFER, inputData.data(), expectedData.data());
        data.bufferOffset = kVertexCount * TypeStride(GL_FLOAT);
    
        setupTest(data, 1);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Verify that index draw with an out-of-range offset generates INVALID_OPERATION.
    // Requires an ANGLE or similar implementation that checks buffer bounds.
    TEST_P(VertexAttributeTest, ANGLEDrawElementsBufferTooSmall)
    {
        // Test skipped due to supporting GL_KHR_robust_buffer_access_behavior
        ANGLE_SKIP_TEST_IF(extensionEnabled("GL_KHR_robust_buffer_access_behavior"));
    
        std::array<GLfloat, kVertexCount> inputData;
        std::array<GLfloat, kVertexCount> expectedData;
        InitTestData(inputData, expectedData);
    
        TestData data(GL_FLOAT, GL_FALSE, Source::BUFFER, inputData.data(), expectedData.data());
        data.bufferOffset = (kVertexCount - 3) * TypeStride(GL_FLOAT);
    
        setupTest(data, 1);
        drawIndexedQuad(mProgram, "position", 0.5f);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    TEST_P(VertexAttributeTest, ANGLEDrawArraysOutOfBoundsCases)
    {
        // Test skipped due to supporting GL_KHR_robust_buffer_access_behavior
        ANGLE_SKIP_TEST_IF(extensionEnabled("GL_KHR_robust_buffer_access_behavior"));
    
        initBasicProgram();
    
        GLfloat singleFloat = 1.0f;
        GLsizei dataSize    = TypeStride(GL_FLOAT);
    
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, dataSize, &singleFloat, GL_STATIC_DRAW);
        glVertexAttribPointer(mTestAttrib, 2, GL_FLOAT, GL_FALSE, 8, 0);
        glEnableVertexAttribArray(mTestAttrib);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    
        drawIndexedQuad(mProgram, "position", 0.5f);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Verify that using a different start vertex doesn't mess up the draw.
    TEST_P(VertexAttributeTest, DrawArraysWithBufferOffset)
    {
        // TODO(jmadill): Diagnose this failure.
        ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
    
        // TODO(geofflang): Figure out why this is broken on AMD OpenGL
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
    
        initBasicProgram();
        glUseProgram(mProgram);
    
        std::array<GLfloat, kVertexCount> inputData;
        std::array<GLfloat, kVertexCount> expectedData;
        InitTestData(inputData, expectedData);
    
        auto quadVertices        = GetQuadVertices();
        GLsizei quadVerticesSize = static_cast<GLsizei>(quadVertices.size() * sizeof(quadVertices[0]));
    
        glGenBuffers(1, &mQuadBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, mQuadBuffer);
        glBufferData(GL_ARRAY_BUFFER, quadVerticesSize + sizeof(Vector3), nullptr, GL_STATIC_DRAW);
        glBufferSubData(GL_ARRAY_BUFFER, 0, quadVerticesSize, quadVertices.data());
    
        GLint positionLocation = glGetAttribLocation(mProgram, "position");
        ASSERT_NE(-1, positionLocation);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        GLsizei dataSize = kVertexCount * TypeStride(GL_FLOAT);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, dataSize + TypeStride(GL_FLOAT), nullptr, GL_STATIC_DRAW);
        glBufferSubData(GL_ARRAY_BUFFER, 0, dataSize, inputData.data());
        glVertexAttribPointer(mTestAttrib, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(mTestAttrib);
    
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glVertexAttribPointer(mExpectedAttrib, 1, GL_FLOAT, GL_FALSE, 0, expectedData.data());
        glEnableVertexAttribArray(mExpectedAttrib);
    
        // Vertex draw with no start vertex offset (second argument is zero).
        glDrawArrays(GL_TRIANGLES, 0, 6);
        checkPixels();
    
        // Draw offset by one vertex.
        glDrawArrays(GL_TRIANGLES, 1, 6);
        checkPixels();
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Verify that when we pass a client memory pointer to a disabled attribute the draw is still
    // correct.
    TEST_P(VertexAttributeTest, DrawArraysWithDisabledAttribute)
    {
        initBasicProgram();
    
        std::array<GLfloat, kVertexCount> inputData;
        std::array<GLfloat, kVertexCount> expectedData;
        InitTestData(inputData, expectedData);
    
        auto quadVertices        = GetQuadVertices();
        GLsizei quadVerticesSize = static_cast<GLsizei>(quadVertices.size() * sizeof(quadVertices[0]));
    
        glGenBuffers(1, &mQuadBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, mQuadBuffer);
        glBufferData(GL_ARRAY_BUFFER, quadVerticesSize, quadVertices.data(), GL_STATIC_DRAW);
    
        GLint positionLocation = glGetAttribLocation(mProgram, "position");
        ASSERT_NE(-1, positionLocation);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(inputData), inputData.data(), GL_STATIC_DRAW);
        glVertexAttribPointer(mTestAttrib, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(mTestAttrib);
    
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glVertexAttribPointer(mExpectedAttrib, 1, GL_FLOAT, GL_FALSE, 0, expectedData.data());
        glEnableVertexAttribArray(mExpectedAttrib);
    
        // mProgram2 adds an attribute 'disabled' on the basis of mProgram.
        constexpr char testVertexShaderSource2[] =
            "attribute mediump vec4 position;\n"
            "attribute mediump vec4 test;\n"
            "attribute mediump vec4 expected;\n"
            "attribute mediump vec4 disabled;\n"
            "varying mediump vec4 color;\n"
            "void main(void)\n"
            "{\n"
            "    gl_Position = position;\n"
            "    vec4 threshold = max(abs(expected + disabled) * 0.005, 1.0 / 64.0);\n"
            "    color = vec4(lessThanEqual(abs(test - expected), threshold));\n"
            "}\n";
    
        constexpr char testFragmentShaderSource[] =
            "varying mediump vec4 color;\n"
            "void main(void)\n"
            "{\n"
            "    gl_FragColor = color;\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, testVertexShaderSource2, testFragmentShaderSource);
        GLuint mProgram2 = program.get();
    
        ASSERT_EQ(positionLocation, glGetAttribLocation(mProgram2, "position"));
        ASSERT_EQ(mTestAttrib, glGetAttribLocation(mProgram2, "test"));
        ASSERT_EQ(mExpectedAttrib, glGetAttribLocation(mProgram2, "expected"));
    
        // Pass a client memory pointer to disabledAttribute and disable it.
        GLint disabledAttribute = glGetAttribLocation(mProgram2, "disabled");
        ASSERT_EQ(-1, glGetAttribLocation(mProgram, "disabled"));
        glVertexAttribPointer(disabledAttribute, 1, GL_FLOAT, GL_FALSE, 0, expectedData.data());
        glDisableVertexAttribArray(disabledAttribute);
    
        glUseProgram(mProgram);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        checkPixels();
    
        // Now enable disabledAttribute which should be used in mProgram2.
        glEnableVertexAttribArray(disabledAttribute);
        glUseProgram(mProgram2);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        checkPixels();
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test based on WebGL Test attribs/gl-disabled-vertex-attrib.html
    TEST_P(VertexAttributeTest, DisabledAttribArrays)
    {
        // Known failure on Retina MBP: http://crbug.com/635081
        ANGLE_SKIP_TEST_IF(IsOSX() && IsNVIDIA());
    
        // TODO: Support this test on Vulkan.  http://anglebug.com/2797
        ANGLE_SKIP_TEST_IF(IsLinux() && IsVulkan() && IsIntel());
    
        constexpr char vsSource[] =
            "attribute vec4 a_position;\n"
            "attribute vec4 a_color;\n"
            "varying vec4 v_color;\n"
            "bool isCorrectColor(vec4 v) {\n"
            "    return v.x == 0.0 && v.y == 0.0 && v.z == 0.0 && v.w == 1.0;\n"
            "}"
            "void main() {\n"
            "    gl_Position = a_position;\n"
            "    v_color = isCorrectColor(a_color) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);\n"
            "}";
    
        constexpr char fsSource[] =
            "varying mediump vec4 v_color;\n"
            "void main() {\n"
            "    gl_FragColor = v_color;\n"
            "}";
    
        GLint maxVertexAttribs = 0;
        glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttribs);
    
        for (GLint colorIndex = 0; colorIndex < maxVertexAttribs; ++colorIndex)
        {
            GLuint program = CompileProgram(vsSource, fsSource, [&](GLuint program) {
                glBindAttribLocation(program, colorIndex, "a_color");
            });
            ASSERT_NE(0u, program);
    
            drawQuad(program, "a_position", 0.5f);
            ASSERT_GL_NO_ERROR();
    
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
            glDeleteProgram(program);
        }
    }
    
    class VertexAttributeTestES31 : public VertexAttributeTestES3
    {
      protected:
        VertexAttributeTestES31() {}
    
        void initTest()
        {
            initBasicProgram();
            glUseProgram(mProgram);
    
            glGenVertexArrays(1, &mVAO);
            glBindVertexArray(mVAO);
    
            auto quadVertices = GetQuadVertices();
            GLsizeiptr quadVerticesSize =
                static_cast<GLsizeiptr>(quadVertices.size() * sizeof(quadVertices[0]));
            glGenBuffers(1, &mQuadBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mQuadBuffer);
            glBufferData(GL_ARRAY_BUFFER, quadVerticesSize, quadVertices.data(), GL_STATIC_DRAW);
    
            GLint positionLocation = glGetAttribLocation(mProgram, "position");
            ASSERT_NE(-1, positionLocation);
            glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
            glEnableVertexAttribArray(positionLocation);
    
            std::array<GLfloat, kVertexCount> expectedData;
            for (size_t count = 0; count < kVertexCount; ++count)
            {
                expectedData[count] = static_cast<GLfloat>(count);
            }
    
            const GLsizei kExpectedDataSize = kVertexCount * kFloatStride;
            glGenBuffers(1, &mExpectedBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mExpectedBuffer);
            glBufferData(GL_ARRAY_BUFFER, kExpectedDataSize, expectedData.data(), GL_STATIC_DRAW);
            glVertexAttribPointer(mExpectedAttrib, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
            glEnableVertexAttribArray(mExpectedAttrib);
        }
    
        void TearDown() override
        {
            VertexAttributeTestES3::TearDown();
    
            glDeleteBuffers(1, &mExpectedBuffer);
            glDeleteVertexArrays(1, &mVAO);
        }
    
        void drawArraysWithStrideAndRelativeOffset(GLint stride, GLuint relativeOffset)
        {
            initTest();
    
            GLint floatStride          = std::max(stride / kFloatStride, 1);
            GLuint floatRelativeOffset = relativeOffset / kFloatStride;
            size_t floatCount = static_cast<size_t>(floatRelativeOffset) + kVertexCount * floatStride;
            GLsizeiptr inputSize = static_cast<GLsizeiptr>(floatCount) * kFloatStride;
    
            std::vector<GLfloat> inputData(floatCount);
            for (size_t count = 0; count < kVertexCount; ++count)
            {
                inputData[floatRelativeOffset + count * floatStride] = static_cast<GLfloat>(count);
            }
    
            // Ensure inputSize, inputStride and inputOffset are multiples of TypeStride(GL_FLOAT).
            GLsizei inputStride            = floatStride * kFloatStride;
            GLsizeiptr inputRelativeOffset = floatRelativeOffset * kFloatStride;
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glBufferData(GL_ARRAY_BUFFER, inputSize, nullptr, GL_STATIC_DRAW);
            glBufferSubData(GL_ARRAY_BUFFER, 0, inputSize, inputData.data());
            glVertexAttribFormat(mTestAttrib, 1, GL_FLOAT, GL_FALSE,
                                 base::checked_cast<GLuint>(inputRelativeOffset));
            glBindVertexBuffer(mTestAttrib, mBuffer, 0, inputStride);
            glEnableVertexAttribArray(mTestAttrib);
    
            glDrawArrays(GL_TRIANGLES, 0, 6);
            checkPixels();
    
            EXPECT_GL_NO_ERROR();
        }
    
        void initOnlyUpdateBindingTest(GLint bindingToUpdate)
        {
            initTest();
    
            constexpr GLuint kTestFloatOffset1                               = kVertexCount;
            std::array<GLfloat, kTestFloatOffset1 + kVertexCount> inputData1 = {};
            for (size_t count = 0; count < kVertexCount; ++count)
            {
                GLfloat value                         = static_cast<GLfloat>(count);
                inputData1[kTestFloatOffset1 + count] = value;
            }
    
            GLBuffer testBuffer1;
            glBindBuffer(GL_ARRAY_BUFFER, testBuffer1);
            glBufferData(GL_ARRAY_BUFFER, inputData1.size() * kFloatStride, inputData1.data(),
                         GL_STATIC_DRAW);
    
            ASSERT_NE(bindingToUpdate, mTestAttrib);
            ASSERT_NE(bindingToUpdate, mExpectedAttrib);
    
            // Set mTestAttrib using the binding bindingToUpdate.
            glVertexAttribFormat(mTestAttrib, 1, GL_FLOAT, GL_FALSE, 0);
            glBindVertexBuffer(bindingToUpdate, testBuffer1, kTestFloatOffset1 * kFloatStride,
                               kFloatStride);
            glVertexAttribBinding(mTestAttrib, bindingToUpdate);
            glEnableVertexAttribArray(mTestAttrib);
    
            // In the first draw the current VAO states are set to driver.
            glDrawArrays(GL_TRIANGLES, 0, 6);
            checkPixels();
            EXPECT_GL_NO_ERROR();
    
            // We need the second draw to ensure all VAO dirty bits are reset.
            // e.g. On D3D11 back-ends, Buffer11::resize is called in the first draw, where the related
            // binding is set to dirty again.
            glDrawArrays(GL_TRIANGLES, 0, 6);
            checkPixels();
            EXPECT_GL_NO_ERROR();
        }
    
        GLuint mVAO;
        GLuint mExpectedBuffer;
    
        const GLsizei kFloatStride = TypeStride(GL_FLOAT);
    
        // Set the maximum value for stride and relativeOffset in case they are too large.
        const GLint MAX_STRIDE_FOR_TEST          = 4095;
        const GLint MAX_RELATIVE_OFFSET_FOR_TEST = 4095;
    };
    
    // Verify that MAX_VERTEX_ATTRIB_STRIDE is no less than the minimum required value (2048) in ES3.1.
    TEST_P(VertexAttributeTestES31, MaxVertexAttribStride)
    {
        GLint maxStride;
        glGetIntegerv(GL_MAX_VERTEX_ATTRIB_STRIDE, &maxStride);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_GE(maxStride, 2048);
    }
    
    // Verify that GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET is no less than the minimum required value
    // (2047) in ES3.1.
    TEST_P(VertexAttributeTestES31, MaxVertexAttribRelativeOffset)
    {
        GLint maxRelativeOffset;
        glGetIntegerv(GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET, &maxRelativeOffset);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_GE(maxRelativeOffset, 2047);
    }
    
    // Verify using MAX_VERTEX_ATTRIB_STRIDE as stride doesn't mess up the draw.
    // Use default value if the value of MAX_VERTEX_ATTRIB_STRIDE is too large for this test.
    TEST_P(VertexAttributeTestES31, DrawArraysWithLargeStride)
    {
        GLint maxStride;
        glGetIntegerv(GL_MAX_VERTEX_ATTRIB_STRIDE, &maxStride);
        ASSERT_GL_NO_ERROR();
    
        GLint largeStride = std::min(maxStride, MAX_STRIDE_FOR_TEST);
        drawArraysWithStrideAndRelativeOffset(largeStride, 0);
    }
    
    // Verify using MAX_VERTEX_ATTRIB_RELATIVE_OFFSET as relativeOffset doesn't mess up the draw.
    // Use default value if the value of MAX_VERTEX_ATTRIB_RELATIVE_OFFSSET is too large for this test.
    TEST_P(VertexAttributeTestES31, DrawArraysWithLargeRelativeOffset)
    {
        GLint maxRelativeOffset;
        glGetIntegerv(GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET, &maxRelativeOffset);
        ASSERT_GL_NO_ERROR();
    
        GLint largeRelativeOffset = std::min(maxRelativeOffset, MAX_RELATIVE_OFFSET_FOR_TEST);
        drawArraysWithStrideAndRelativeOffset(0, largeRelativeOffset);
    }
    
    // Test that vertex array object works correctly when render pipeline and compute pipeline are
    // crossly executed.
    TEST_P(VertexAttributeTestES31, MixedComputeAndRenderPipelines)
    {
        constexpr char kComputeShader[] =
            R"(#version 310 es
    layout(local_size_x=1) in;
    void main()
    {
    })";
        ANGLE_GL_COMPUTE_PROGRAM(computePogram, kComputeShader);
    
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        glClearColor(0, 0, 0, 0);
    
        constexpr char kVertexShader[] =
            R"(#version 310 es
    precision mediump float;
    layout(location = 0) in vec4 position;
    layout(location = 2) in vec2 aOffset;
    layout(location = 3) in vec4 aColor;
    out vec4 vColor;
    void main() {
        vColor = aColor;
        gl_Position = position + vec4(aOffset, 0.0, 0.0);
    })";
    
        constexpr char kFragmentShader[] =
            R"(#version 310 es
    precision mediump float;
    in vec4 vColor;
    out vec4  color;
    void main() {
        color = vColor;
    })";
    
        ANGLE_GL_PROGRAM(renderProgram, kVertexShader, kFragmentShader);
    
        constexpr char kVertexShader1[] =
            R"(#version 310 es
    precision mediump float;
    layout(location = 1) in vec4 position;
    layout(location = 2) in vec2 aOffset;
    layout(location = 3) in vec4 aColor;
    out vec4 vColor;
    void main() {
        vColor = aColor;
        gl_Position = position + vec4(aOffset, 0.0, 0.0);
    })";
    
        ANGLE_GL_PROGRAM(renderProgram1, kVertexShader1, kFragmentShader);
    
        std::array<GLfloat, 8> offsets = {
            -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0,
        };
        GLBuffer offsetBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, offsetBuffer);
        glBufferData(GL_ARRAY_BUFFER, offsets.size() * sizeof(GLfloat), offsets.data(), GL_STATIC_DRAW);
    
        std::array<GLfloat, 16> colors0 = {
            1.0, 0.0, 0.0, 1.0,  // Red
            0.0, 1.0, 0.0, 1.0,  // Green
            0.0, 0.0, 1.0, 1.0,  // Blue
            1.0, 1.0, 0.0, 1.0,  // Yellow
        };
        std::array<GLfloat, 16> colors1 = {
            1.0, 1.0, 0.0, 1.0,  // Yellow
            0.0, 0.0, 1.0, 1.0,  // Blue
            0.0, 1.0, 0.0, 1.0,  // Green
            1.0, 0.0, 0.0, 1.0,  // Red
        };
        GLBuffer colorBuffers[2];
        glBindBuffer(GL_ARRAY_BUFFER, colorBuffers[0]);
        glBufferData(GL_ARRAY_BUFFER, colors0.size() * sizeof(GLfloat), colors0.data(), GL_STATIC_DRAW);
        glBindBuffer(GL_ARRAY_BUFFER, colorBuffers[1]);
        glBufferData(GL_ARRAY_BUFFER, colors1.size() * sizeof(GLfloat), colors1.data(), GL_STATIC_DRAW);
    
        std::array<GLfloat, 16> positions = {1.0, 1.0, -1.0, 1.0,  -1.0, -1.0,
                                             1.0, 1.0, -1.0, -1.0, 1.0,  -1.0};
        GLBuffer positionBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
        glBufferData(GL_ARRAY_BUFFER, positions.size() * sizeof(GLfloat), positions.data(),
                     GL_STATIC_DRAW);
    
        const int kInstanceCount = 4;
        GLVertexArray vao[2];
        for (size_t i = 0u; i < 2u; ++i)
        {
            glBindVertexArray(vao[i]);
    
            glBindBuffer(GL_ARRAY_BUFFER, offsetBuffer);
            glEnableVertexAttribArray(2);
            glVertexAttribPointer(2, 2, GL_FLOAT, false, 0, 0);
            glVertexAttribDivisor(2, 1);
    
            glBindBuffer(GL_ARRAY_BUFFER, colorBuffers[i]);
            glEnableVertexAttribArray(3);
            glVertexAttribPointer(3, 4, GL_FLOAT, false, 0, 0);
            glVertexAttribDivisor(3, 1);
    
            glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
            glEnableVertexAttribArray(i);
            glVertexAttribPointer(i, 2, GL_FLOAT, false, 0, 0);
        }
    
        glClear(GL_COLOR_BUFFER_BIT);
    
        for (int i = 0; i < 3; i++)
        {
            glUseProgram(renderProgram.get());
            glBindVertexArray(vao[0]);
            glDrawArraysInstanced(GL_TRIANGLES, 0, 6, kInstanceCount);
    
            EXPECT_GL_NO_ERROR();
            EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() / 2, GLColor::red);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, 0, GLColor::yellow);
    
            glBindVertexArray(vao[1]);
            glUseProgram(computePogram.get());
            glDispatchCompute(1, 1, 1);
    
            glUseProgram(renderProgram1.get());
            glBindVertexArray(vao[1]);
            glDrawArraysInstanced(GL_TRIANGLES, 0, 6, kInstanceCount);
    
            EXPECT_GL_NO_ERROR();
            EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() / 2, GLColor::yellow);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, 0, GLColor::red);
        }
    }
    
    // Verify that using VertexAttribBinding after VertexAttribPointer won't mess up the draw.
    TEST_P(VertexAttributeTestES31, ChangeAttribBindingAfterVertexAttribPointer)
    {
        initTest();
    
        constexpr GLint kInputStride = 2;
        constexpr GLint kFloatOffset = 10;
        std::array<GLfloat, kVertexCount + kFloatOffset> inputData1;
        std::array<GLfloat, kVertexCount * kInputStride> inputData2;
        for (size_t count = 0; count < kVertexCount; ++count)
        {
            inputData1[kFloatOffset + count] = static_cast<GLfloat>(count);
            inputData2[count * kInputStride] = static_cast<GLfloat>(count);
        }
    
        GLBuffer mBuffer1;
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer1);
        glBufferData(GL_ARRAY_BUFFER, inputData1.size() * kFloatStride, inputData1.data(),
                     GL_STATIC_DRAW);
        // Update the format indexed mTestAttrib and the binding indexed mTestAttrib by
        // VertexAttribPointer.
        const GLintptr kOffset = static_cast<GLintptr>(kFloatStride * kFloatOffset);
        glVertexAttribPointer(mTestAttrib, 1, GL_FLOAT, GL_FALSE, 0,
                              reinterpret_cast<const GLvoid *>(kOffset));
        glEnableVertexAttribArray(mTestAttrib);
    
        constexpr GLint kTestBinding = 10;
        ASSERT_NE(mTestAttrib, kTestBinding);
    
        GLBuffer mBuffer2;
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer2);
        glBufferData(GL_ARRAY_BUFFER, inputData2.size() * kFloatStride, inputData2.data(),
                     GL_STATIC_DRAW);
        glBindVertexBuffer(kTestBinding, mBuffer2, 0, kFloatStride * kInputStride);
    
        // The attribute indexed mTestAttrib is using the binding indexed kTestBinding in the first
        // draw.
        glVertexAttribBinding(mTestAttrib, kTestBinding);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        checkPixels();
        EXPECT_GL_NO_ERROR();
    
        // The attribute indexed mTestAttrib is using the binding indexed mTestAttrib which should be
        // set after the call VertexAttribPointer before the first draw.
        glVertexAttribBinding(mTestAttrib, mTestAttrib);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        checkPixels();
        EXPECT_GL_NO_ERROR();
    }
    
    // Verify that using VertexAttribFormat after VertexAttribPointer won't mess up the draw.
    TEST_P(VertexAttributeTestES31, ChangeAttribFormatAfterVertexAttribPointer)
    {
        initTest();
    
        constexpr GLuint kFloatOffset = 10;
        std::array<GLfloat, kVertexCount + kFloatOffset> inputData;
        for (size_t count = 0; count < kVertexCount; ++count)
        {
            inputData[kFloatOffset + count] = static_cast<GLfloat>(count);
        }
    
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, inputData.size() * kFloatStride, inputData.data(),
                     GL_STATIC_DRAW);
    
        // Call VertexAttribPointer on mTestAttrib. Now the relativeOffset of mTestAttrib should be 0.
        const GLuint kOffset = static_cast<GLuint>(kFloatStride * kFloatOffset);
        glVertexAttribPointer(mTestAttrib, 1, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(mTestAttrib);
    
        // Call VertexAttribFormat on mTestAttrib to modify the relativeOffset to kOffset.
        glVertexAttribFormat(mTestAttrib, 1, GL_FLOAT, GL_FALSE, kOffset);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        checkPixels();
        EXPECT_GL_NO_ERROR();
    }
    
    // Verify that only updating a binding without updating the bound format won't mess up this draw.
    TEST_P(VertexAttributeTestES31, OnlyUpdateBindingByBindVertexBuffer)
    {
        // Default binding index for test
        constexpr GLint kTestBinding = 10;
        initOnlyUpdateBindingTest(kTestBinding);
    
        constexpr GLuint kTestFloatOffset2                               = kVertexCount * 2;
        std::array<GLfloat, kVertexCount> expectedData2                  = {};
        std::array<GLfloat, kTestFloatOffset2 + kVertexCount> inputData2 = {};
        for (size_t count = 0; count < kVertexCount; ++count)
        {
            GLfloat value2                        = static_cast<GLfloat>(count) * 2;
            expectedData2[count]                  = value2;
            inputData2[count + kTestFloatOffset2] = value2;
        }
    
        // Set another set of data for mExpectedAttrib.
        GLBuffer expectedBuffer2;
        glBindBuffer(GL_ARRAY_BUFFER, expectedBuffer2);
        glBufferData(GL_ARRAY_BUFFER, expectedData2.size() * kFloatStride, expectedData2.data(),
                     GL_STATIC_DRAW);
        glVertexAttribPointer(mExpectedAttrib, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        GLBuffer testBuffer2;
        glBindBuffer(GL_ARRAY_BUFFER, testBuffer2);
        glBufferData(GL_ARRAY_BUFFER, inputData2.size() * kFloatStride, inputData2.data(),
                     GL_STATIC_DRAW);
    
        // Only update the binding kTestBinding in the second draw by BindVertexBuffer.
        glBindVertexBuffer(kTestBinding, testBuffer2, kTestFloatOffset2 * kFloatStride, kFloatStride);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        checkPixels();
        EXPECT_GL_NO_ERROR();
    }
    
    // Verify that only updating a binding without updating the bound format won't mess up this draw.
    TEST_P(VertexAttributeTestES31, OnlyUpdateBindingByVertexAttribPointer)
    {
        // Default binding index for test
        constexpr GLint kTestBinding = 10;
        initOnlyUpdateBindingTest(kTestBinding);
    
        constexpr GLuint kTestFloatOffset2                               = kVertexCount * 3;
        std::array<GLfloat, kVertexCount> expectedData2                  = {};
        std::array<GLfloat, kTestFloatOffset2 + kVertexCount> inputData2 = {};
        for (size_t count = 0; count < kVertexCount; ++count)
        {
            GLfloat value2                        = static_cast<GLfloat>(count) * 3;
            expectedData2[count]                  = value2;
            inputData2[count + kTestFloatOffset2] = value2;
        }
    
        // Set another set of data for mExpectedAttrib.
        GLBuffer expectedBuffer2;
        glBindBuffer(GL_ARRAY_BUFFER, expectedBuffer2);
        glBufferData(GL_ARRAY_BUFFER, expectedData2.size() * kFloatStride, expectedData2.data(),
                     GL_STATIC_DRAW);
        glVertexAttribPointer(mExpectedAttrib, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        GLBuffer testBuffer2;
        glBindBuffer(GL_ARRAY_BUFFER, testBuffer2);
        glBufferData(GL_ARRAY_BUFFER, inputData2.size() * kFloatStride, inputData2.data(),
                     GL_STATIC_DRAW);
    
        // Only update the binding kTestBinding in the second draw by VertexAttribPointer.
        glVertexAttribPointer(kTestBinding, 1, GL_FLOAT, GL_FALSE, 0,
                              reinterpret_cast<const void *>(kTestFloatOffset2 * kFloatStride));
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        checkPixels();
        EXPECT_GL_NO_ERROR();
    }
    
    class VertexAttributeCachingTest : public VertexAttributeTest
    {
      protected:
        VertexAttributeCachingTest() {}
    
        void SetUp() override;
    
        template <typename DestT>
        static std::vector<GLfloat> GetExpectedData(const std::vector<GLubyte> &srcData,
                                                    GLenum attribType,
                                                    GLboolean normalized);
    
        void initDoubleAttribProgram()
        {
            constexpr char testVertexShaderSource[] =
                "attribute mediump vec4 position;\n"
                "attribute mediump vec4 test;\n"
                "attribute mediump vec4 expected;\n"
                "attribute mediump vec4 test2;\n"
                "attribute mediump vec4 expected2;\n"
                "varying mediump vec4 color;\n"
                "void main(void)\n"
                "{\n"
                "    gl_Position = position;\n"
                "    vec4 threshold = max(abs(expected) * 0.01, 1.0 / 64.0);\n"
                "    color = vec4(lessThanEqual(abs(test - expected), threshold));\n"
                "    vec4 threshold2 = max(abs(expected2) * 0.01, 1.0 / 64.0);\n"
                "    color += vec4(lessThanEqual(abs(test2 - expected2), threshold2));\n"
                "}\n";
    
            constexpr char testFragmentShaderSource[] =
                "varying mediump vec4 color;\n"
                "void main(void)\n"
                "{\n"
                "    gl_FragColor = color;\n"
                "}\n";
    
            mProgram = CompileProgram(testVertexShaderSource, testFragmentShaderSource);
            ASSERT_NE(0u, mProgram);
    
            mTestAttrib = glGetAttribLocation(mProgram, "test");
            ASSERT_NE(-1, mTestAttrib);
            mExpectedAttrib = glGetAttribLocation(mProgram, "expected");
            ASSERT_NE(-1, mExpectedAttrib);
    
            glUseProgram(mProgram);
        }
    
        struct AttribData
        {
            AttribData(GLenum typeIn, GLint sizeIn, GLboolean normalizedIn, GLsizei strideIn);
    
            GLenum type;
            GLint size;
            GLboolean normalized;
            GLsizei stride;
        };
    
        std::vector<AttribData> mTestData;
        std::map<GLenum, std::vector<GLfloat>> mExpectedData;
        std::map<GLenum, std::vector<GLfloat>> mNormExpectedData;
    };
    
    VertexAttributeCachingTest::AttribData::AttribData(GLenum typeIn,
                                                       GLint sizeIn,
                                                       GLboolean normalizedIn,
                                                       GLsizei strideIn)
        : type(typeIn), size(sizeIn), normalized(normalizedIn), stride(strideIn)
    {
    }
    
    // static
    template <typename DestT>
    std::vector<GLfloat> VertexAttributeCachingTest::GetExpectedData(
        const std::vector<GLubyte> &srcData,
        GLenum attribType,
        GLboolean normalized)
    {
        std::vector<GLfloat> expectedData;
    
        const DestT *typedSrcPtr = reinterpret_cast<const DestT *>(srcData.data());
        size_t iterations        = srcData.size() / TypeStride(attribType);
    
        if (normalized)
        {
            for (size_t index = 0; index < iterations; ++index)
            {
                expectedData.push_back(Normalize(typedSrcPtr[index]));
            }
        }
        else
        {
            for (size_t index = 0; index < iterations; ++index)
            {
                expectedData.push_back(static_cast<GLfloat>(typedSrcPtr[index]));
            }
        }
    
        return expectedData;
    }
    
    void VertexAttributeCachingTest::SetUp()
    {
        VertexAttributeTest::SetUp();
    
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
        std::vector<GLubyte> srcData;
        for (size_t count = 0; count < 4; ++count)
        {
            for (GLubyte i = 0; i < std::numeric_limits<GLubyte>::max(); ++i)
            {
                srcData.push_back(i);
            }
        }
    
        glBufferData(GL_ARRAY_BUFFER, srcData.size(), srcData.data(), GL_STATIC_DRAW);
    
        GLint viewportSize[4];
        glGetIntegerv(GL_VIEWPORT, viewportSize);
    
        std::vector<GLenum> attribTypes;
        attribTypes.push_back(GL_BYTE);
        attribTypes.push_back(GL_UNSIGNED_BYTE);
        attribTypes.push_back(GL_SHORT);
        attribTypes.push_back(GL_UNSIGNED_SHORT);
    
        if (getClientMajorVersion() >= 3)
        {
            attribTypes.push_back(GL_INT);
            attribTypes.push_back(GL_UNSIGNED_INT);
        }
    
        constexpr GLint kMaxSize     = 4;
        constexpr GLsizei kMaxStride = 4;
    
        for (GLenum attribType : attribTypes)
        {
            for (GLint attribSize = 1; attribSize <= kMaxSize; ++attribSize)
            {
                for (GLsizei stride = 1; stride <= kMaxStride; ++stride)
                {
                    mTestData.push_back(AttribData(attribType, attribSize, GL_FALSE, stride));
                    if (attribType != GL_FLOAT)
                    {
                        mTestData.push_back(AttribData(attribType, attribSize, GL_TRUE, stride));
                    }
                }
            }
        }
    
        mExpectedData[GL_BYTE]          = GetExpectedData<GLbyte>(srcData, GL_BYTE, GL_FALSE);
        mExpectedData[GL_UNSIGNED_BYTE] = GetExpectedData<GLubyte>(srcData, GL_UNSIGNED_BYTE, GL_FALSE);
        mExpectedData[GL_SHORT]         = GetExpectedData<GLshort>(srcData, GL_SHORT, GL_FALSE);
        mExpectedData[GL_UNSIGNED_SHORT] =
            GetExpectedData<GLushort>(srcData, GL_UNSIGNED_SHORT, GL_FALSE);
        mExpectedData[GL_INT]          = GetExpectedData<GLint>(srcData, GL_INT, GL_FALSE);
        mExpectedData[GL_UNSIGNED_INT] = GetExpectedData<GLuint>(srcData, GL_UNSIGNED_INT, GL_FALSE);
    
        mNormExpectedData[GL_BYTE] = GetExpectedData<GLbyte>(srcData, GL_BYTE, GL_TRUE);
        mNormExpectedData[GL_UNSIGNED_BYTE] =
            GetExpectedData<GLubyte>(srcData, GL_UNSIGNED_BYTE, GL_TRUE);
        mNormExpectedData[GL_SHORT] = GetExpectedData<GLshort>(srcData, GL_SHORT, GL_TRUE);
        mNormExpectedData[GL_UNSIGNED_SHORT] =
            GetExpectedData<GLushort>(srcData, GL_UNSIGNED_SHORT, GL_TRUE);
        mNormExpectedData[GL_INT]          = GetExpectedData<GLint>(srcData, GL_INT, GL_TRUE);
        mNormExpectedData[GL_UNSIGNED_INT] = GetExpectedData<GLuint>(srcData, GL_UNSIGNED_INT, GL_TRUE);
    }
    
    // In D3D11, we must sometimes translate buffer data into static attribute caches. We also use a
    // cache management scheme which garbage collects old attributes after we start using too much
    // cache data. This test tries to make as many attribute caches from a single buffer as possible
    // to stress-test the caching code.
    TEST_P(VertexAttributeCachingTest, BufferMulticaching)
    {
        ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
    
        initBasicProgram();
    
        glEnableVertexAttribArray(mTestAttrib);
        glEnableVertexAttribArray(mExpectedAttrib);
    
        ASSERT_GL_NO_ERROR();
    
        for (const auto &data : mTestData)
        {
            const auto &expected =
                (data.normalized) ? mNormExpectedData[data.type] : mExpectedData[data.type];
    
            GLsizei baseStride = static_cast<GLsizei>(data.size) * data.stride;
            GLsizei stride     = TypeStride(data.type) * baseStride;
    
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glVertexAttribPointer(mTestAttrib, data.size, data.type, data.normalized, stride, nullptr);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
            glVertexAttribPointer(mExpectedAttrib, data.size, GL_FLOAT, GL_FALSE,
                                  sizeof(GLfloat) * baseStride, expected.data());
            drawQuad(mProgram, "position", 0.5f);
            ASSERT_GL_NO_ERROR();
            EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255);
        }
    }
    
    // With D3D11 dirty bits for VertxArray11, we can leave vertex state unchanged if there aren't any
    // GL calls that affect it. This test targets leaving one vertex attribute unchanged between draw
    // calls while changing another vertex attribute enough that it clears the static buffer cache
    // after enough iterations. It validates the unchanged attributes don't get deleted incidentally.
    TEST_P(VertexAttributeCachingTest, BufferMulticachingWithOneUnchangedAttrib)
    {
        ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
    
        initDoubleAttribProgram();
    
        GLint testAttrib2Location = glGetAttribLocation(mProgram, "test2");
        ASSERT_NE(-1, testAttrib2Location);
        GLint expectedAttrib2Location = glGetAttribLocation(mProgram, "expected2");
        ASSERT_NE(-1, expectedAttrib2Location);
    
        glEnableVertexAttribArray(mTestAttrib);
        glEnableVertexAttribArray(mExpectedAttrib);
        glEnableVertexAttribArray(testAttrib2Location);
        glEnableVertexAttribArray(expectedAttrib2Location);
    
        ASSERT_GL_NO_ERROR();
    
        // Use an attribute that we know must be converted. This is a bit sensitive.
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glVertexAttribPointer(testAttrib2Location, 3, GL_UNSIGNED_SHORT, GL_FALSE, 6, nullptr);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glVertexAttribPointer(expectedAttrib2Location, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3,
                              mExpectedData[GL_UNSIGNED_SHORT].data());
    
        for (const auto &data : mTestData)
        {
            const auto &expected =
                (data.normalized) ? mNormExpectedData[data.type] : mExpectedData[data.type];
    
            GLsizei baseStride = static_cast<GLsizei>(data.size) * data.stride;
            GLsizei stride     = TypeStride(data.type) * baseStride;
    
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glVertexAttribPointer(mTestAttrib, data.size, data.type, data.normalized, stride, nullptr);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
            glVertexAttribPointer(mExpectedAttrib, data.size, GL_FLOAT, GL_FALSE,
                                  sizeof(GLfloat) * baseStride, expected.data());
            drawQuad(mProgram, "position", 0.5f);
    
            ASSERT_GL_NO_ERROR();
            EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255);
        }
    }
    
    // Test that if there are gaps in the attribute indices, the attributes have their correct values.
    TEST_P(VertexAttributeTest, UnusedVertexAttribWorks)
    {
        constexpr char kVertexShader[] = R"(attribute vec2 position;
    attribute float actualValue;
    uniform float expectedValue;
    varying float result;
    void main()
    {
        result = (actualValue == expectedValue) ? 1.0 : 0.0;
        gl_Position = vec4(position, 0, 1);
    })";
    
        constexpr char kFragmentShader[] = R"(varying mediump float result;
    void main()
    {
        gl_FragColor = result > 0.0 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
    })";
    
        ANGLE_GL_PROGRAM(program, kVertexShader, kFragmentShader);
    
        // Force a gap in attributes by using location 0 and 3
        GLint positionLocation = 0;
        glBindAttribLocation(program, positionLocation, "position");
    
        GLint attribLoc = 3;
        glBindAttribLocation(program, attribLoc, "actualValue");
    
        // Re-link the program to update the attribute locations
        glLinkProgram(program);
        ASSERT_TRUE(CheckLinkStatusAndReturnProgram(program, true));
    
        glUseProgram(program);
    
        GLint uniLoc = glGetUniformLocation(program, "expectedValue");
        ASSERT_NE(-1, uniLoc);
    
        glVertexAttribPointer(attribLoc, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        ASSERT_NE(-1, positionLocation);
        setupQuadVertexBuffer(0.5f, 1.0f);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(positionLocation);
    
        std::array<GLfloat, 4> testValues = {{1, 2, 3, 4}};
        for (GLfloat testValue : testValues)
        {
            glUniform1f(uniLoc, testValue);
            glVertexAttrib1f(attribLoc, testValue);
            glDrawArrays(GL_TRIANGLES, 0, 6);
            ASSERT_GL_NO_ERROR();
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
        }
    }
    
    // Tests that repeatedly updating a disabled vertex attribute works as expected.
    // This covers an ANGLE bug where dirty bits for current values were ignoring repeated updates.
    TEST_P(VertexAttributeTest, DisabledAttribUpdates)
    {
        constexpr char kVertexShader[] = R"(attribute vec2 position;
    attribute float actualValue;
    uniform float expectedValue;
    varying float result;
    void main()
    {
        result = (actualValue == expectedValue) ? 1.0 : 0.0;
        gl_Position = vec4(position, 0, 1);
    })";
    
        constexpr char kFragmentShader[] = R"(varying mediump float result;
    void main()
    {
        gl_FragColor = result > 0.0 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
    })";
    
        ANGLE_GL_PROGRAM(program, kVertexShader, kFragmentShader);
    
        glUseProgram(program);
        GLint attribLoc = glGetAttribLocation(program, "actualValue");
        ASSERT_NE(-1, attribLoc);
    
        GLint uniLoc = glGetUniformLocation(program, "expectedValue");
        ASSERT_NE(-1, uniLoc);
    
        glVertexAttribPointer(attribLoc, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        GLint positionLocation = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLocation);
        setupQuadVertexBuffer(0.5f, 1.0f);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(positionLocation);
    
        std::array<GLfloat, 4> testValues = {{1, 2, 3, 4}};
        for (GLfloat testValue : testValues)
        {
            glUniform1f(uniLoc, testValue);
            glVertexAttrib1f(attribLoc, testValue);
            glDrawArrays(GL_TRIANGLES, 0, 6);
            ASSERT_GL_NO_ERROR();
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
        }
    }
    
    // Test that even inactive attributes are taken into account when checking for aliasing in case the
    // shader version is >= 3.00. GLSL ES 3.00.6 section 12.46.
    TEST_P(VertexAttributeTestES3, InactiveAttributeAliasing)
    {
        constexpr char vertexShader[] =
            R"(#version 300 es
            precision mediump float;
            in vec4 input_active;
            in vec4 input_unused;
            void main()
            {
                gl_Position = input_active;
            })";
    
        constexpr char fragmentShader[] =
            R"(#version 300 es
            precision mediump float;
            out vec4 color;
            void main()
            {
                color = vec4(0.0);
            })";
    
        ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
        glBindAttribLocation(program, 0, "input_active");
        glBindAttribLocation(program, 0, "input_unused");
        glLinkProgram(program);
        EXPECT_GL_NO_ERROR();
        GLint linkStatus = 0;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_GL_FALSE(linkStatus);
    }
    
    // Test that enabling inactive attributes doesn't cause a crash
    // shader version is >= 3.00
    TEST_P(VertexAttributeTestES3, EnabledButInactiveAttributes)
    {
        // This is similar to runtest(), and the test is disabled there
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
    
        constexpr char testVertexShaderSource[] =
            R"(#version 300 es
    precision mediump float;
    in vec4 position;
    layout(location = 1) in vec4 test;
    layout(location = 2) in vec4 unused1;
    layout(location = 3) in vec4 unused2;
    layout(location = 4) in vec4 unused3;
    layout(location = 5) in vec4 expected;
    out vec4 color;
    void main(void)
    {
        gl_Position = position;
        vec4 threshold = max(abs(expected) * 0.01, 1.0 / 64.0);
        color = vec4(lessThanEqual(abs(test - expected), threshold));
    })";
    
        // Same as previous one, except it uses unused1/2 instead of test/expected, leaving unused3
        // unused
        constexpr char testVertexShader2Source[] =
            R"(#version 300 es
    precision mediump float;
    in vec4 position;
    layout(location = 1) in vec4 test;
    layout(location = 2) in vec4 unused1;
    layout(location = 3) in vec4 unused2;
    layout(location = 4) in vec4 unused3;
    layout(location = 5) in vec4 expected;
    out vec4 color;
    void main(void)
    {
        gl_Position = position;
        vec4 threshold = max(abs(unused2) * 0.01, 1.0 / 64.0);
        color = vec4(lessThanEqual(abs(unused1 - unused2), threshold));
    })";
    
        constexpr char testFragmentShaderSource[] =
            R"(#version 300 es
    precision mediump float;
    in vec4 color;
    out vec4 out_color;
    void main()
    {
        out_color = color;
    })";
    
        std::array<GLubyte, kVertexCount> inputData = {
            {0, 1, 2, 3, 4, 5, 6, 7, 125, 126, 127, 128, 129, 250, 251, 252, 253, 254, 255}};
        std::array<GLubyte, kVertexCount> inputData2;
        std::array<GLfloat, kVertexCount> expectedData;
        std::array<GLfloat, kVertexCount> expectedData2;
        for (size_t i = 0; i < kVertexCount; i++)
        {
            expectedData[i]  = inputData[i];
            inputData2[i]    = inputData[i] > 128 ? inputData[i] - 1 : inputData[i] + 1;
            expectedData2[i] = inputData2[i];
        }
    
        // Setup the program
        mProgram = CompileProgram(testVertexShaderSource, testFragmentShaderSource);
        ASSERT_NE(0u, mProgram);
    
        mTestAttrib = glGetAttribLocation(mProgram, "test");
        ASSERT_EQ(1, mTestAttrib);
        mExpectedAttrib = glGetAttribLocation(mProgram, "expected");
        ASSERT_EQ(5, mExpectedAttrib);
    
        GLint unused1Attrib = 2;
        GLint unused2Attrib = 3;
        GLint unused3Attrib = 4;
    
        // Test enabling an unused attribute before glUseProgram
        glEnableVertexAttribArray(unused3Attrib);
    
        glUseProgram(mProgram);
    
        // Setup the test data
        TestData data(GL_UNSIGNED_BYTE, GL_FALSE, Source::IMMEDIATE, inputData.data(),
                      expectedData.data());
        setupTest(data, 1);
    
        // Test enabling an unused attribute after glUseProgram
        glVertexAttribPointer(unused1Attrib, 1, data.type, data.normalized, 0, inputData2.data());
        glEnableVertexAttribArray(unused1Attrib);
    
        glVertexAttribPointer(unused2Attrib, 1, GL_FLOAT, GL_FALSE, 0, expectedData2.data());
        glEnableVertexAttribArray(unused2Attrib);
    
        // Run the test.  This shouldn't use the unused attributes.  Note that one of them is nullptr
        // which can cause a crash on certain platform-driver combination.
        drawQuad(mProgram, "position", 0.5f);
        checkPixels();
    
        // Now test with the same attributes enabled, but with a program with different attributes
        // active
        mProgram = CompileProgram(testVertexShader2Source, testFragmentShaderSource);
        ASSERT_NE(0u, mProgram);
    
        // Make sure all the attributes are in the same location
        ASSERT_EQ(glGetAttribLocation(mProgram, "unused1"), unused1Attrib);
        ASSERT_EQ(glGetAttribLocation(mProgram, "unused2"), unused2Attrib);
    
        glUseProgram(mProgram);
    
        // Run the test again.  unused1/2 were disabled in the previous run (as they were inactive in
        // the shader), but should be re-enabled now.
        drawQuad(mProgram, "position", 0.5f);
        checkPixels();
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    // D3D11 Feature Level 9_3 uses different D3D formats for vertex attribs compared to Feature Levels
    // 10_0+, so we should test them separately.
    ANGLE_INSTANTIATE_TEST(VertexAttributeTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES(),
                           ES2_VULKAN());
    
    ANGLE_INSTANTIATE_TEST(VertexAttributeTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    
    ANGLE_INSTANTIATE_TEST(VertexAttributeTestES31, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES());
    
    ANGLE_INSTANTIATE_TEST(VertexAttributeCachingTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES3_OPENGL());
    
    }  // anonymous namespace