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

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  • Author : Jamie Madill
    Date : 2021-07-16 13:24:34
    Hash : 48da1c35
    Message : Vulkan: Prefer the local vulkan loader over the system one. Load the Vulkan loader ourselves and give vkGetInstanceProcAddr to volk. This allows us to always prefer loading from the current module directory instead of using the platform-specific ordering. Refactor angle::Library loading to use ModuleDir instead of ApplicationDir. CL originally authored by Geoff Lang. Bug: chromium:1219969 Change-Id: I21d1926e90fd66e1c23cea7323991ae55f3d22d4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3035444 Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/ProgramBinaryTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "test_utils/ANGLETest.h"
    
    #include <stdint.h>
    #include <memory>
    
    #include "common/string_utils.h"
    #include "test_utils/angle_test_configs.h"
    #include "test_utils/gl_raii.h"
    #include "util/EGLWindow.h"
    #include "util/OSWindow.h"
    
    using namespace angle;
    
    class ProgramBinaryTest : public ANGLETest
    {
      protected:
        ProgramBinaryTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
    
            // Test flakiness was noticed when reusing displays.
            forceNewDisplay();
        }
    
        void testSetUp() override
        {
            mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            glGenBuffers(1, &mBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_STATIC_DRAW);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void testTearDown() override
        {
            glDeleteProgram(mProgram);
            glDeleteBuffers(1, &mBuffer);
        }
    
        GLint getAvailableProgramBinaryFormatCount() const
        {
            GLint formatCount;
            glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
            return formatCount;
        }
    
        bool supported() const
        {
            if (!IsGLExtensionEnabled("GL_OES_get_program_binary"))
            {
                std::cout << "Test skipped because GL_OES_get_program_binary is not available."
                          << std::endl;
                return false;
            }
    
            if (getAvailableProgramBinaryFormatCount() == 0)
            {
                std::cout << "Test skipped because no program binary formats are available."
                          << std::endl;
                return false;
            }
    
            return true;
        }
    
        void saveAndLoadProgram(GLuint programToSave, GLuint loadedProgram)
        {
            GLint programLength = 0;
            GLint writtenLength = 0;
            GLenum binaryFormat = 0;
    
            glGetProgramiv(programToSave, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
            EXPECT_GL_NO_ERROR();
    
            std::vector<uint8_t> binary(programLength);
            glGetProgramBinaryOES(programToSave, programLength, &writtenLength, &binaryFormat,
                                  binary.data());
            EXPECT_GL_NO_ERROR();
    
            // The lengths reported by glGetProgramiv and glGetProgramBinaryOES should match
            EXPECT_EQ(programLength, writtenLength);
    
            if (writtenLength)
            {
                glProgramBinaryOES(loadedProgram, binaryFormat, binary.data(), writtenLength);
    
                EXPECT_GL_NO_ERROR();
    
                GLint linkStatus;
                glGetProgramiv(loadedProgram, GL_LINK_STATUS, &linkStatus);
                if (linkStatus == 0)
                {
                    GLint infoLogLength;
                    glGetProgramiv(loadedProgram, GL_INFO_LOG_LENGTH, &infoLogLength);
    
                    if (infoLogLength > 0)
                    {
                        std::vector<GLchar> infoLog(infoLogLength);
                        glGetProgramInfoLog(loadedProgram, static_cast<GLsizei>(infoLog.size()),
                                            nullptr, &infoLog[0]);
                        FAIL() << "program link failed: " << &infoLog[0];
                    }
                    else
                    {
                        FAIL() << "program link failed.";
                    }
                }
                else
                {
                    glUseProgram(loadedProgram);
                    glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
                    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, nullptr);
                    glEnableVertexAttribArray(0);
                    glDrawArrays(GL_POINTS, 0, 1);
    
                    EXPECT_GL_NO_ERROR();
                }
            }
        }
    
        GLuint mProgram;
        GLuint mBuffer;
    };
    
    // This tests the assumption that float attribs of different size
    // should not internally cause a vertex shader recompile (for conversion).
    TEST_P(ProgramBinaryTest, FloatDynamicShaderSize)
    {
        if (!supported())
        {
            return;
        }
    
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
        glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, nullptr);
        glEnableVertexAttribArray(0);
        glDrawArrays(GL_POINTS, 0, 1);
    
        GLint programLength;
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
    
        EXPECT_GL_NO_ERROR();
    
        for (GLsizei size = 1; size <= 3; size++)
        {
            glVertexAttribPointer(0, size, GL_FLOAT, GL_FALSE, 8, nullptr);
            glEnableVertexAttribArray(0);
            glDrawArrays(GL_POINTS, 0, 1);
    
            GLint newProgramLength;
            glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &newProgramLength);
            EXPECT_GL_NO_ERROR();
            EXPECT_EQ(programLength, newProgramLength);
        }
    }
    
    // Tests that switching between signed and unsigned un-normalized data doesn't trigger a bug
    // in the D3D11 back-end.
    TEST_P(ProgramBinaryTest, DynamicShadersSignatureBug)
    {
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
        GLint attribLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, attribLocation);
        glEnableVertexAttribArray(attribLocation);
    
        glVertexAttribPointer(attribLocation, 2, GL_BYTE, GL_FALSE, 0, nullptr);
        glDrawArrays(GL_POINTS, 0, 1);
    
        glVertexAttribPointer(attribLocation, 2, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
        glDrawArrays(GL_POINTS, 0, 1);
    }
    
    // This tests the ability to successfully save and load a program binary.
    TEST_P(ProgramBinaryTest, SaveAndLoadBinary)
    {
        if (!supported())
        {
            return;
        }
    
        GLuint programToLoad = glCreateProgram();
    
        saveAndLoadProgram(mProgram, programToLoad);
    
        glDeleteProgram(programToLoad);
        EXPECT_GL_NO_ERROR();
    }
    
    // This tests the ability to successfully save and load a program binary and then
    // save and load from the same program that was loaded.
    TEST_P(ProgramBinaryTest, SaveAndLoadBinaryTwice)
    {
        if (!supported())
        {
            return;
        }
    
        GLuint programToLoad  = glCreateProgram();
        GLuint programToLoad2 = glCreateProgram();
    
        saveAndLoadProgram(mProgram, programToLoad);
        saveAndLoadProgram(programToLoad, programToLoad2);
    
        glDeleteProgram(programToLoad);
        glDeleteProgram(programToLoad2);
        EXPECT_GL_NO_ERROR();
    }
    
    // Ensures that we init the compiler before calling ProgramBinary.
    TEST_P(ProgramBinaryTest, CallProgramBinaryBeforeLink)
    {
        if (!supported())
        {
            return;
        }
    
        // Initialize a simple program.
        glUseProgram(mProgram);
    
        GLsizei length = 0;
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &length);
        ASSERT_GL_NO_ERROR();
        ASSERT_GT(length, 0);
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binaryBlob(length);
        glGetProgramBinaryOES(mProgram, length, &readLength, &binaryFormat, binaryBlob.data());
        ASSERT_GL_NO_ERROR();
    
        // Shutdown and restart GL entirely.
        recreateTestFixture();
    
        ANGLE_GL_BINARY_OES_PROGRAM(binaryProgram, binaryBlob, binaryFormat);
        ASSERT_GL_NO_ERROR();
    
        drawQuad(binaryProgram, essl1_shaders::PositionAttrib(), 0.5f);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that unlinked programs have a binary size of 0
    TEST_P(ProgramBinaryTest, ZeroSizedUnlinkedBinary)
    {
        ANGLE_SKIP_TEST_IF(!supported());
    
        ANGLE_GL_EMPTY_PROGRAM(program);
        GLsizei length = 0;
        glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &length);
        ASSERT_EQ(0, length);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ProgramBinaryTest);
    
    class ProgramBinaryES3Test : public ANGLETest
    {
      protected:
        ProgramBinaryES3Test()
        {
            // Test flakiness was noticed when reusing displays.
            forceNewDisplay();
        }
    
        void testBinaryAndUBOBlockIndexes(bool drawWithProgramFirst);
    };
    
    void ProgramBinaryES3Test::testBinaryAndUBOBlockIndexes(bool drawWithProgramFirst)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
    
        constexpr char kVS[] =
            "#version 300 es\n"
            "uniform block {\n"
            "    float f;\n"
            "};\n"
            "in vec4 position;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "    gl_Position = position;\n"
            "    color = vec4(f, f, f, 1);\n"
            "}";
    
        constexpr char kFS[] =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in vec4 color;\n"
            "out vec4 colorOut;\n"
            "void main() {\n"
            "    colorOut = color;\n"
            "}";
    
        // Init and draw with the program.
        ANGLE_GL_PROGRAM(program, kVS, kFS);
    
        float fData[4]   = {1.0f, 1.0f, 1.0f, 1.0f};
        GLuint bindIndex = 2;
    
        GLBuffer ubo;
        glBindBuffer(GL_UNIFORM_BUFFER, ubo.get());
        glBufferData(GL_UNIFORM_BUFFER, sizeof(fData), &fData, GL_STATIC_DRAW);
        glBindBufferRange(GL_UNIFORM_BUFFER, bindIndex, ubo.get(), 0, sizeof(fData));
    
        GLint blockIndex = glGetUniformBlockIndex(program.get(), "block");
        ASSERT_NE(-1, blockIndex);
    
        glUniformBlockBinding(program.get(), blockIndex, bindIndex);
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        if (drawWithProgramFirst)
        {
            drawQuad(program.get(), "position", 0.5f);
            ASSERT_GL_NO_ERROR();
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
        }
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary and draw.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        drawQuad(binaryProgram.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    }
    
    // Tests that saving and loading a program perserves uniform block binding info.
    TEST_P(ProgramBinaryES3Test, UniformBlockBindingWithDraw)
    {
        testBinaryAndUBOBlockIndexes(true);
    }
    
    // Same as above, but does not do an initial draw with the program. Covers an ANGLE crash.
    // http://anglebug.com/1637
    TEST_P(ProgramBinaryES3Test, UniformBlockBindingNoDraw)
    {
        testBinaryAndUBOBlockIndexes(false);
    }
    
    // Test the shaders with arrays-of-struct uniforms are properly saved and restored
    TEST_P(ProgramBinaryES3Test, TestArrayOfStructUniform)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
    
        constexpr char kVS[] =
            "#version 300 es\n"
            "in highp vec4 position;\n"
            "out mediump float v_vtxOut;\n"
            "\n"
            "struct structType\n"
            "{\n"
            "    mediump vec4 m0;\n"
            "    mediump vec4 m1;\n"
            "};\n"
            "uniform structType u_var[3];\n"
            "\n"
            "mediump float compare_float(mediump float a, mediump float b)\n"
            "{\n"
            "    return abs(a - b) < 0.05 ? 1.0 : 0.0;\n"
            "}\n"
            "mediump float compare_vec4(mediump vec4 a, mediump vec4 b)\n"
            "{\n"
            "    return compare_float(a.x, b.x)*compare_float(a.y, b.y)*\n"
            "           compare_float(a.z, b.z)*compare_float(a.w, b.w);\n"
            "}\n"
            "\n"
            "void main (void)\n"
            "{\n"
            "    gl_Position = position;\n"
            "    v_vtxOut = 1.0;\n"
            "    v_vtxOut *= compare_vec4(u_var[0].m0, vec4(0.15, 0.52, 0.26, 0.35));\n"
            "    v_vtxOut *= compare_vec4(u_var[0].m1, vec4(0.88, 0.09, 0.30, 0.61));\n"
            "    v_vtxOut *= compare_vec4(u_var[1].m0, vec4(0.85, 0.59, 0.33, 0.71));\n"
            "    v_vtxOut *= compare_vec4(u_var[1].m1, vec4(0.62, 0.89, 0.09, 0.99));\n"
            "    v_vtxOut *= compare_vec4(u_var[2].m0, vec4(0.53, 0.89, 0.01, 0.08));\n"
            "    v_vtxOut *= compare_vec4(u_var[2].m1, vec4(0.26, 0.72, 0.60, 0.12));\n"
            "}";
    
        constexpr char kFS[] =
            "#version 300 es\n"
            "in mediump float v_vtxOut;\n"
            "\n"
            "layout(location = 0) out mediump vec4 dEQP_FragColor;\n"
            "\n"
            "void main (void)\n"
            "{\n"
            "    mediump float result = v_vtxOut;\n"
            "    dEQP_FragColor = vec4(result, result, result, 1.0);\n"
            "}";
    
        // Init and draw with the program.
        ANGLE_GL_PROGRAM(program, kVS, kFS);
    
        glUseProgram(program.get());
    
        int location = glGetUniformLocation(program.get(), "u_var[0].m0");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.15, 0.52, 0.26, 0.35);
        location = glGetUniformLocation(program.get(), "u_var[0].m1");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.88, 0.09, 0.30, 0.61);
        location = glGetUniformLocation(program.get(), "u_var[1].m0");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.85, 0.59, 0.33, 0.71);
        location = glGetUniformLocation(program.get(), "u_var[1].m1");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.62, 0.89, 0.09, 0.99);
        location = glGetUniformLocation(program.get(), "u_var[2].m0");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.53, 0.89, 0.01, 0.08);
        location = glGetUniformLocation(program.get(), "u_var[2].m1");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.26, 0.72, 0.60, 0.12);
        ASSERT_GL_NO_ERROR();
    
        // Clear and draw with the original program:
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        drawQuad(program.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary and draw.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
    
        glUseProgram(binaryProgram.get());
    
        location = glGetUniformLocation(binaryProgram.get(), "u_var[0].m0");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.15, 0.52, 0.26, 0.35);
        location = glGetUniformLocation(binaryProgram.get(), "u_var[0].m1");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.88, 0.09, 0.30, 0.61);
        location = glGetUniformLocation(binaryProgram.get(), "u_var[1].m0");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.85, 0.59, 0.33, 0.71);
        location = glGetUniformLocation(binaryProgram.get(), "u_var[1].m1");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.62, 0.89, 0.09, 0.99);
        location = glGetUniformLocation(binaryProgram.get(), "u_var[2].m0");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.53, 0.89, 0.01, 0.08);
        location = glGetUniformLocation(binaryProgram.get(), "u_var[2].m1");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.26, 0.72, 0.60, 0.12);
        ASSERT_GL_NO_ERROR();
    
        // Clear and draw with the restored program:
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        drawQuad(binaryProgram.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    }
    
    // Tests the difference between uniform static and active use
    TEST_P(ProgramBinaryES3Test, ActiveUniformShader)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
    
        constexpr char kVS[] =
            "#version 300 es\n"
            "in vec4 position;\n"
            "void main() {\n"
            "    gl_Position = position;\n"
            "}";
    
        constexpr char kFS[] =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform float values[2];\n"
            "out vec4 color;\n"
            "bool isZero(float value) {\n"
            "    return value == 0.0f;\n"
            "}\n"
            "void main() {\n"
            "    color = isZero(values[1]) ? vec4(1.0f,0.0f,0.0f,1.0f) : vec4(0.0f,1.0f,0.0f,1.0f);\n"
            "}";
    
        // Init and draw with the program.
        ANGLE_GL_PROGRAM(program, kVS, kFS);
    
        GLint valuesLoc = glGetUniformLocation(program.get(), "values");
        ASSERT_NE(-1, valuesLoc);
    
        glUseProgram(program.get());
        GLfloat values[2] = {0.5f, 1.0f};
        glUniform1fv(valuesLoc, 2, values);
        ASSERT_GL_NO_ERROR();
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        drawQuad(program.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary and draw.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
    
        valuesLoc = glGetUniformLocation(program.get(), "values");
        ASSERT_NE(-1, valuesLoc);
    
        glUseProgram(binaryProgram.get());
        GLfloat values2[2] = {0.1f, 1.0f};
        glUniform1fv(valuesLoc, 2, values2);
        ASSERT_GL_NO_ERROR();
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        drawQuad(binaryProgram.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Test that uses many uniforms in the shaders
    TEST_P(ProgramBinaryES3Test, BinaryWithLargeUniformCount)
    {
        // Suspecting AMD driver bug - failure seen on bots running on ATI GPU on Windows.
        // http://anglebug.com/3721
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && IsWindows());
    
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
    
        constexpr char kVS[] =
            "#version 300 es\n"
            "uniform float redVS; \n"
            "uniform block0 {\n"
            "    float val0;\n"
            "};\n"
            "uniform float greenVS; \n"
            "uniform float blueVS; \n"
            "in vec4 position;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "    gl_Position = position;\n"
            "    color = vec4(redVS + val0, greenVS, blueVS, 1.0f);\n"
            "}";
    
        constexpr char kFS[] =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform float redFS; \n"
            "uniform float greenFS; \n"
            "uniform block1 {\n"
            "    float val1;\n"
            "    float val2;\n"
            "};\n"
            "uniform float blueFS; \n"
            "in vec4 color;\n"
            "out vec4 colorOut;\n"
            "void main() {\n"
            "    colorOut = vec4(color.r + redFS,\n"
            "                    color.g + greenFS + val1,\n"
            "                    color.b + blueFS + val2, \n"
            "                    color.a);\n"
            "}";
    
        // Init and draw with the program.
        ANGLE_GL_PROGRAM(program, kVS, kFS);
    
        float block0Data[4] = {-0.7f, 1.0f, 1.0f, 1.0f};
        float block1Data[4] = {0.4f, -0.8f, 1.0f, 1.0f};
        GLuint bindIndex0   = 5;
        GLuint bindIndex1   = 2;
    
        GLBuffer ubo0;
        glBindBuffer(GL_UNIFORM_BUFFER, ubo0.get());
        glBufferData(GL_UNIFORM_BUFFER, sizeof(block0Data), &block0Data, GL_STATIC_DRAW);
        glBindBufferRange(GL_UNIFORM_BUFFER, bindIndex0, ubo0.get(), 0, sizeof(block0Data));
        ASSERT_GL_NO_ERROR();
    
        GLBuffer ubo1;
        glBindBuffer(GL_UNIFORM_BUFFER, ubo1.get());
        glBufferData(GL_UNIFORM_BUFFER, sizeof(block1Data), &block1Data, GL_STATIC_DRAW);
        glBindBufferRange(GL_UNIFORM_BUFFER, bindIndex1, ubo1.get(), 0, sizeof(block1Data));
        ASSERT_GL_NO_ERROR();
    
        GLint block0Index = glGetUniformBlockIndex(program.get(), "block0");
        ASSERT_NE(-1, block0Index);
    
        GLint block1Index = glGetUniformBlockIndex(program.get(), "block1");
        ASSERT_NE(-1, block1Index);
    
        glUniformBlockBinding(program.get(), block0Index, bindIndex0);
        glUniformBlockBinding(program.get(), block1Index, bindIndex1);
        ASSERT_GL_NO_ERROR();
    
        GLint redVSLoc = glGetUniformLocation(program.get(), "redVS");
        ASSERT_NE(-1, redVSLoc);
        GLint greenVSLoc = glGetUniformLocation(program.get(), "greenVS");
        ASSERT_NE(-1, greenVSLoc);
        GLint blueVSLoc = glGetUniformLocation(program.get(), "blueVS");
        ASSERT_NE(-1, blueVSLoc);
        GLint redFSLoc = glGetUniformLocation(program.get(), "redFS");
        ASSERT_NE(-1, redFSLoc);
        GLint greenFSLoc = glGetUniformLocation(program.get(), "greenFS");
        ASSERT_NE(-1, greenFSLoc);
        GLint blueFSLoc = glGetUniformLocation(program.get(), "blueFS");
        ASSERT_NE(-1, blueFSLoc);
    
        glUseProgram(program.get());
        glUniform1f(redVSLoc, 0.6f);
        glUniform1f(greenVSLoc, 0.2f);
        glUniform1f(blueVSLoc, 1.1f);
        glUniform1f(redFSLoc, 0.1f);
        glUniform1f(greenFSLoc, 0.4f);
        glUniform1f(blueFSLoc, 0.7f);
        ASSERT_GL_NO_ERROR();
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        drawQuad(program.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary and draw.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
    
        redVSLoc = glGetUniformLocation(program.get(), "redVS");
        ASSERT_NE(-1, redVSLoc);
        greenVSLoc = glGetUniformLocation(program.get(), "greenVS");
        ASSERT_NE(-1, greenVSLoc);
        blueVSLoc = glGetUniformLocation(program.get(), "blueVS");
        ASSERT_NE(-1, blueVSLoc);
        redFSLoc = glGetUniformLocation(program.get(), "redFS");
        ASSERT_NE(-1, redFSLoc);
        greenFSLoc = glGetUniformLocation(program.get(), "greenFS");
        ASSERT_NE(-1, greenFSLoc);
        blueFSLoc = glGetUniformLocation(program.get(), "blueFS");
        ASSERT_NE(-1, blueFSLoc);
    
        glUseProgram(binaryProgram.get());
        glUniform1f(redVSLoc, 0.2f);
        glUniform1f(greenVSLoc, -0.6f);
        glUniform1f(blueVSLoc, 1.0f);
        glUniform1f(redFSLoc, 1.5f);
        glUniform1f(greenFSLoc, 0.2f);
        glUniform1f(blueFSLoc, 0.8f);
        ASSERT_GL_NO_ERROR();
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        drawQuad(binaryProgram.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
    }
    
    // Test that sampler texelFetch references are saved and loaded correctly
    TEST_P(ProgramBinaryTest, SRGBDecodeWithSamplerAndTexelFetchTest)
    {
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_sRGB_decode") ||
                           getClientMajorVersion() < 3);
    
        // These OpenGL drivers appear not to respect the texelFetch exception
        // http://anglebug.com/4991
        ANGLE_SKIP_TEST_IF(IsOpenGL() && IsIntel() && IsWindows());
        ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD() && IsWindows());
        ANGLE_SKIP_TEST_IF(IsOpenGL() && (IsNVIDIA() || IsARM64()) && IsOSX());
        ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsNexus5X());
    
        constexpr char kVS[] =
            "#version 300 es\n"
            "precision highp float;\n"
            "in vec4 position;\n"
            "\n"
            "void main()\n"
            "{\n"
            "   gl_Position = vec4(position.xy, 0.0, 1.0);\n"
            "}\n";
    
        constexpr char kFS[] =
            "#version 300 es\n"
            "precision highp float;\n"
            "uniform sampler2D tex;\n"
            "in vec2 texcoord;\n"
            "out vec4 out_color;\n"
            "\n"
            "void main()\n"
            "{\n"
            "   out_color = texelFetch(tex, ivec2(0, 0), 0);\n"
            "}\n";
    
        GLProgram program;
        program.makeRaster(kVS, kFS);
        ASSERT_NE(0u, program.get());
    
        GLuint reloadedProgram = glCreateProgram();
        saveAndLoadProgram(program.get(), reloadedProgram);
    
        GLint textureLocation = glGetUniformLocation(reloadedProgram, "tex");
        ASSERT_NE(-1, textureLocation);
    
        GLColor linearColor(64, 127, 191, 255);
        GLColor srgbColor(13, 54, 133, 255);
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex.get());
        glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8_ALPHA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     &linearColor);
        ASSERT_GL_NO_ERROR();
    
        GLSampler sampler;
        glBindSampler(0, sampler.get());
        glSamplerParameteri(sampler.get(), GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
    
        glUseProgram(reloadedProgram);
        glUniform1i(textureLocation, 0);
    
        glDisable(GL_DEPTH_TEST);
        drawQuad(reloadedProgram, "position", 0.5f);
    
        EXPECT_PIXEL_COLOR_NEAR(0, 0, srgbColor, 1.0);
    
        glSamplerParameteri(sampler.get(), GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
        drawQuad(reloadedProgram, "position", 0.5f);
    
        EXPECT_PIXEL_COLOR_NEAR(0, 0, srgbColor, 1.0);
    
        glDeleteProgram(reloadedProgram);
    }
    
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProgramBinaryES3Test);
    ANGLE_INSTANTIATE_TEST_ES3(ProgramBinaryES3Test);
    
    class ProgramBinaryES31Test : public ANGLETest
    {
      protected:
        ProgramBinaryES31Test()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
    
            // Test flakiness was noticed when reusing displays.
            forceNewDisplay();
        }
    };
    
    // Tests that saving and loading a program attached with computer shader.
    TEST_P(ProgramBinaryES31Test, ProgramBinaryWithComputeShader)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
        // http://anglebug.com/4092
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        constexpr char kCS[] =
            "#version 310 es\n"
            "layout(local_size_x=4, local_size_y=3, local_size_z=1) in;\n"
            "uniform block {\n"
            "    vec2 f;\n"
            "};\n"
            "uniform vec2 g;\n"
            "uniform highp sampler2D tex;\n"
            "void main() {\n"
            "    vec4 color = texture(tex, f + g);\n"
            "}";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
        ASSERT_GL_NO_ERROR();
    
        // Dispatch compute with the loaded binary program
        glUseProgram(binaryProgram.get());
        glDispatchCompute(8, 4, 2);
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests that saving and loading a program attached with computer shader.
    TEST_P(ProgramBinaryES31Test, ProgramBinaryWithAtomicCounterComputeShader)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
    
        constexpr char kComputeShader[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(binding = 0, offset = 4) uniform atomic_uint ac[2];
    void main() {
        atomicCounterIncrement(ac[0]);
        atomicCounterDecrement(ac[1]);
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShader);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
        ASSERT_GL_NO_ERROR();
    
        // Dispatch compute with the loaded binary program
        glUseProgram(binaryProgram);
    
        // The initial value of 'ac[0]' is 3u, 'ac[1]' is 1u.
        unsigned int bufferData[3] = {11u, 3u, 1u};
        GLBuffer atomicCounterBuffer;
        glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
        glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(bufferData), bufferData, GL_STATIC_DRAW);
    
        glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicCounterBuffer);
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
    
        glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
        void *mappedBuffer =
            glMapBufferRange(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint) * 3, GL_MAP_READ_BIT);
        memcpy(bufferData, mappedBuffer, sizeof(bufferData));
        glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);
    
        EXPECT_EQ(11u, bufferData[0]);
        EXPECT_EQ(4u, bufferData[1]);
        EXPECT_EQ(0u, bufferData[2]);
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests that image texture works correctly when loading a program from binary.
    TEST_P(ProgramBinaryES31Test, ImageTextureBinding)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
    
        const char kComputeShader[] =
            R"(#version 310 es
            layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
            layout(r32ui, binding = 1) writeonly uniform highp uimage2D writeImage;
            void main()
            {
                imageStore(writeImage, ivec2(gl_LocalInvocationID.xy), uvec4(200u));
            })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShader);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
        ASSERT_GL_NO_ERROR();
    
        // Dispatch compute with the loaded binary program
        glUseProgram(binaryProgram.get());
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
        constexpr GLuint kInputValue = 100u;
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &kInputValue);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(1, texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        GLuint outputValue;
        glReadPixels(0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &outputValue);
        EXPECT_EQ(200u, outputValue);
        ASSERT_GL_NO_ERROR();
    }
    
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProgramBinaryES31Test);
    ANGLE_INSTANTIATE_TEST_ES31(ProgramBinaryES31Test);
    
    class ProgramBinaryTransformFeedbackTest : public ANGLETest
    {
      protected:
        ProgramBinaryTransformFeedbackTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void testSetUp() override
        {
            constexpr char kVS[] = R"(#version 300 es
    in vec4 inputAttribute;
    out vec4 outputVarying;
    void main()
    {
        outputVarying = inputAttribute;
    })";
    
            constexpr char kFS[] = R"(#version 300 es
    precision highp float;
    out vec4 outputColor;
    void main()
    {
        outputColor = vec4(1,0,0,1);
    })";
    
            std::vector<std::string> transformFeedbackVaryings;
            transformFeedbackVaryings.push_back("outputVarying");
    
            mProgram = CompileProgramWithTransformFeedback(kVS, kFS, transformFeedbackVaryings,
                                                           GL_SEPARATE_ATTRIBS);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            ASSERT_GL_NO_ERROR();
        }
    
        void testTearDown() override { glDeleteProgram(mProgram); }
    
        GLint getAvailableProgramBinaryFormatCount() const
        {
            GLint formatCount;
            glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
            return formatCount;
        }
    
        GLuint mProgram;
    };
    
    // This tests the assumption that float attribs of different size
    // should not internally cause a vertex shader recompile (for conversion).
    TEST_P(ProgramBinaryTransformFeedbackTest, GetTransformFeedbackVarying)
    {
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_get_program_binary"));
    
        ANGLE_SKIP_TEST_IF(!getAvailableProgramBinaryFormatCount());
    
        // http://anglebug.com/3690
        ANGLE_SKIP_TEST_IF(IsAndroid() && (IsPixel2() || IsPixel2XL()) && IsVulkan());
        // http://anglebug.com/4092
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
    
        std::vector<uint8_t> binary(0);
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        // Save the program binary out
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
        binary.resize(programLength);
        glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        glDeleteProgram(mProgram);
    
        // Load program binary
        mProgram = glCreateProgram();
        glProgramBinaryOES(mProgram, binaryFormat, binary.data(), writtenLength);
    
        // Ensure the loaded binary is linked
        GLint linkStatus;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus);
        EXPECT_TRUE(linkStatus != 0);
    
        // Query information about the transform feedback varying
        char varyingName[64];
        GLsizei varyingSize = 0;
        GLenum varyingType  = GL_NONE;
    
        glGetTransformFeedbackVarying(mProgram, 0, 64, &writtenLength, &varyingSize, &varyingType,
                                      varyingName);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(13, writtenLength);
        EXPECT_STREQ("outputVarying", varyingName);
        EXPECT_EQ(1, varyingSize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, varyingType);
    
        EXPECT_GL_NO_ERROR();
    }
    
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProgramBinaryTransformFeedbackTest);
    ANGLE_INSTANTIATE_TEST_ES3(ProgramBinaryTransformFeedbackTest);
    
    // For the ProgramBinariesAcrossPlatforms tests, we need two sets of params:
    // - a set to save the program binary
    // - a set to load the program binary
    // We combine these into one struct extending PlatformParameters so we can reuse existing ANGLE test
    // macros
    struct PlatformsWithLinkResult : PlatformParameters
    {
        PlatformsWithLinkResult(PlatformParameters saveParams,
                                PlatformParameters loadParamsIn,
                                bool expectedLinkResultIn)
        {
            majorVersion       = saveParams.majorVersion;
            minorVersion       = saveParams.minorVersion;
            eglParameters      = saveParams.eglParameters;
            loadParams         = loadParamsIn;
            expectedLinkResult = expectedLinkResultIn;
        }
    
        PlatformParameters loadParams;
        bool expectedLinkResult;
    };
    
    // Provide a custom gtest parameter name function for PlatformsWithLinkResult
    // to avoid returning the same parameter name twice. Such a conflict would happen
    // between ES2_D3D11_to_ES2D3D11 and ES2_D3D11_to_ES3D3D11 as they were both
    // named ES2_D3D11
    std::ostream &operator<<(std::ostream &stream, const PlatformsWithLinkResult &platform)
    {
        const PlatformParameters &platform1 = platform;
        const PlatformParameters &platform2 = platform.loadParams;
        stream << platform1 << "_to_" << platform2;
        return stream;
    }
    
    class ProgramBinariesAcrossPlatforms : public testing::TestWithParam<PlatformsWithLinkResult>
    {
      public:
        void SetUp() override
        {
            mOSWindow   = OSWindow::New();
            bool result = mOSWindow->initialize("ProgramBinariesAcrossRenderersTests", 100, 100);
    
            if (result == false)
            {
                FAIL() << "Failed to create OS window";
            }
    
            mEntryPointsLib.reset(
                angle::OpenSharedLibrary(ANGLE_EGL_LIBRARY_NAME, angle::SearchType::ModuleDir));
        }
    
        EGLWindow *createAndInitEGLWindow(angle::PlatformParameters &param)
        {
            EGLWindow *eglWindow = EGLWindow::New(param.majorVersion, param.minorVersion);
            ConfigParameters configParams;
            bool result = eglWindow->initializeGL(mOSWindow, mEntryPointsLib.get(), param.driver,
                                                  param.eglParameters, configParams);
            if (!result)
            {
                EGLWindow::Delete(&eglWindow);
            }
    
            angle::LoadGLES(eglGetProcAddress);
    
            return eglWindow;
        }
    
        void destroyEGLWindow(EGLWindow **eglWindow)
        {
            ASSERT_NE(nullptr, *eglWindow);
            (*eglWindow)->destroyGL();
            EGLWindow::Delete(eglWindow);
        }
    
        GLuint createES2ProgramFromSource()
        {
            return CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        }
    
        GLuint createES3ProgramFromSource()
        {
            return CompileProgram(essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
        }
    
        void drawWithProgram(GLuint program)
        {
            glClearColor(0, 0, 0, 1);
            glClear(GL_COLOR_BUFFER_BIT);
    
            GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
    
            glUseProgram(program);
    
            const GLfloat vertices[] = {
                -1.0f, 1.0f, 0.5f, -1.0f, -1.0f, 0.5f, 1.0f, -1.0f, 0.5f,
    
                -1.0f, 1.0f, 0.5f, 1.0f,  -1.0f, 0.5f, 1.0f, 1.0f,  0.5f,
            };
    
            glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
            glEnableVertexAttribArray(positionLocation);
    
            glDrawArrays(GL_TRIANGLES, 0, 6);
    
            glDisableVertexAttribArray(positionLocation);
            glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
    
            EXPECT_PIXEL_EQ(mOSWindow->getWidth() / 2, mOSWindow->getHeight() / 2, 255, 0, 0, 255);
        }
    
        void TearDown() override
        {
            mOSWindow->destroy();
            OSWindow::Delete(&mOSWindow);
        }
    
        OSWindow *mOSWindow = nullptr;
        std::unique_ptr<angle::Library> mEntryPointsLib;
    };
    
    // Tries to create a program binary using one set of platform params, then load it using a different
    // sent of params
    TEST_P(ProgramBinariesAcrossPlatforms, CreateAndReloadBinary)
    {
        angle::PlatformParameters firstRenderer  = GetParam();
        angle::PlatformParameters secondRenderer = GetParam().loadParams;
        bool expectedLinkResult                  = GetParam().expectedLinkResult;
    
        // First renderer not supported, skipping test.
        ANGLE_SKIP_TEST_IF(!(IsPlatformAvailable(firstRenderer)));
    
        // Second renderer not supported, skipping test.
        ANGLE_SKIP_TEST_IF(!(IsPlatformAvailable(secondRenderer)));
    
        EGLWindow *eglWindow = nullptr;
        std::vector<uint8_t> binary(0);
        GLuint program = 0;
    
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        // Create a EGL window with the first renderer
        eglWindow = createAndInitEGLWindow(firstRenderer);
        if (eglWindow == nullptr)
        {
            FAIL() << "Failed to create EGL window";
        }
    
        // If the test is trying to use both the default GPU and WARP, but the default GPU *IS* WARP,
        // then our expectations for the test results will be invalid.
        if (firstRenderer.eglParameters.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE &&
            secondRenderer.eglParameters.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE)
        {
            std::string rendererString =
                std::string(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
            angle::ToLower(&rendererString);
    
            auto basicRenderPos     = rendererString.find(std::string("microsoft basic render"));
            auto softwareAdapterPos = rendererString.find(std::string("software adapter"));
    
            // The first renderer is using WARP, even though we didn't explictly request it
            // We should skip this test
            ANGLE_SKIP_TEST_IF(basicRenderPos != std::string::npos ||
                               softwareAdapterPos != std::string::npos);
        }
    
        // Create a program
        if (firstRenderer.majorVersion == 3)
        {
            program = createES3ProgramFromSource();
        }
        else
        {
            program = createES2ProgramFromSource();
        }
    
        if (program == 0)
        {
            destroyEGLWindow(&eglWindow);
            FAIL() << "Failed to create program from source";
        }
    
        // Draw using the program to ensure it works as expected
        drawWithProgram(program);
        EXPECT_GL_NO_ERROR();
    
        // Save the program binary out from this renderer
        glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        EXPECT_GL_NO_ERROR();
        binary.resize(programLength);
        glGetProgramBinaryOES(program, programLength, &writtenLength, &binaryFormat, binary.data());
        EXPECT_GL_NO_ERROR();
    
        // Destroy the first renderer
        glDeleteProgram(program);
        destroyEGLWindow(&eglWindow);
    
        // Create an EGL window with the second renderer
        eglWindow = createAndInitEGLWindow(secondRenderer);
        if (eglWindow == nullptr)
        {
            FAIL() << "Failed to create EGL window";
        }
    
        program = glCreateProgram();
        glProgramBinaryOES(program, binaryFormat, binary.data(), writtenLength);
    
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_EQ(expectedLinkResult, (linkStatus != 0));
    
        if (linkStatus != 0)
        {
            // If the link was successful, then we should try to draw using the program to ensure it
            // works as expected
            drawWithProgram(program);
            EXPECT_GL_NO_ERROR();
        }
    
        // Destroy the second renderer
        glDeleteProgram(program);
        destroyEGLWindow(&eglWindow);
    }
    
    // clang-format off
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProgramBinariesAcrossPlatforms);
    ANGLE_INSTANTIATE_TEST(ProgramBinariesAcrossPlatforms,
                           //                     | Save the program   | Load the program      | Expected
                           //                     | using these params | using these params    | link result
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D11(),            true         ), // Loading + reloading binary should work
                           PlatformsWithLinkResult(ES3_D3D11(),         ES3_D3D11(),            true         ), // Loading + reloading binary should work
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D9(),             false        ), // Switching from D3D11 to D3D9 shouldn't work
                           PlatformsWithLinkResult(ES2_D3D9(),          ES2_D3D11(),            false        ), // Switching from D3D9 to D3D11 shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11(),         ES3_D3D11(),            false        ), // Switching to newer client version shouldn't work
                           PlatformsWithLinkResult(ES3_VULKAN(),        ES31_VULKAN(),          false        ), // Switching to newer client version shouldn't work with Vulkan
                           );
    // clang-format on