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

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  • Author : Mohan Maiya
    Date : 2021-04-02 12:19:33
    Hash : c8ee13c7
    Message : Vulkan: Fix a validation bug in glBeginTransformFeedback Add logic to check the program or the pipeline before erroring out when validating glBeginTransformFeedeback. Bug: angleproject:5557 Test: ProgramPipelineXFBTest31.VaryingIOBlockSeparableProgramWithXFB* Change-Id: I0df8a8d87b3632745bc91dc2673f2fac31c6cdb1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2743440 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Mohan Maiya <m.maiya@samsung.com>

  • src/tests/gl_tests/ProgramPipelineTest.cpp
  • //
    // Copyright 2017 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.
    //
    // ProgramPipelineTest:
    //   Various tests related to Program Pipeline.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    class ProgramPipelineTest : public ANGLETest
    {
      protected:
        ProgramPipelineTest()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    // Verify that program pipeline is not supported in version lower than ES31.
    TEST_P(ProgramPipelineTest, GenerateProgramPipelineObject)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        GLuint pipeline;
        glGenProgramPipelines(1, &pipeline);
        if (getClientMajorVersion() < 3 || getClientMinorVersion() < 1)
        {
            EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        }
        else
        {
            EXPECT_GL_NO_ERROR();
    
            glDeleteProgramPipelines(1, &pipeline);
            EXPECT_GL_NO_ERROR();
        }
    }
    
    // Verify that program pipeline errors out without GL_EXT_separate_shader_objects extension.
    TEST_P(ProgramPipelineTest, GenerateProgramPipelineObjectEXT)
    {
        GLuint pipeline;
        glGenProgramPipelinesEXT(1, &pipeline);
        if (!IsGLExtensionEnabled("GL_EXT_separate_shader_objects"))
        {
            EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        }
        else
        {
            EXPECT_GL_NO_ERROR();
    
            glDeleteProgramPipelinesEXT(1, &pipeline);
            EXPECT_GL_NO_ERROR();
        }
    }
    
    class ProgramPipelineTest31 : public ProgramPipelineTest
    {
      protected:
        ~ProgramPipelineTest31()
        {
            glDeleteProgram(mVertProg);
            glDeleteProgram(mFragProg);
            glDeleteProgramPipelines(1, &mPipeline);
        }
    
        void bindProgramPipeline(const GLchar *vertString, const GLchar *fragString);
        void drawQuadWithPPO(const std::string &positionAttribName,
                             const GLfloat positionAttribZ,
                             const GLfloat positionAttribXYScale);
    
        GLuint mVertProg;
        GLuint mFragProg;
        GLuint mPipeline;
    };
    
    class ProgramPipelineXFBTest31 : public ProgramPipelineTest31
    {
      protected:
        void testSetUp() override
        {
            glGenBuffers(1, &mTransformFeedbackBuffer);
            glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
            glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, nullptr,
                         GL_STATIC_DRAW);
    
            glGenTransformFeedbacks(1, &mTransformFeedback);
    
            ASSERT_GL_NO_ERROR();
        }
        void testTearDown() override
        {
            if (mTransformFeedbackBuffer != 0)
            {
                glDeleteBuffers(1, &mTransformFeedbackBuffer);
                mTransformFeedbackBuffer = 0;
            }
    
            if (mTransformFeedback != 0)
            {
                glDeleteTransformFeedbacks(1, &mTransformFeedback);
                mTransformFeedback = 0;
            }
        }
    
        void bindProgramPipelineWithXFBVaryings(const GLchar *vertString,
                                                const GLchar *fragStringconst,
                                                const std::vector<std::string> &tfVaryings,
                                                GLenum bufferMode);
    
        static const size_t mTransformFeedbackBufferSize = 1 << 24;
        GLuint mTransformFeedbackBuffer;
        GLuint mTransformFeedback;
    };
    
    void ProgramPipelineTest31::bindProgramPipeline(const GLchar *vertString, const GLchar *fragString)
    {
        mVertProg = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vertString);
        ASSERT_NE(mVertProg, 0u);
        mFragProg = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fragString);
        ASSERT_NE(mFragProg, 0u);
    
        // Generate a program pipeline and attach the programs to their respective stages
        glGenProgramPipelines(1, &mPipeline);
        EXPECT_GL_NO_ERROR();
        glUseProgramStages(mPipeline, GL_VERTEX_SHADER_BIT, mVertProg);
        EXPECT_GL_NO_ERROR();
        glUseProgramStages(mPipeline, GL_FRAGMENT_SHADER_BIT, mFragProg);
        EXPECT_GL_NO_ERROR();
        glBindProgramPipeline(mPipeline);
        EXPECT_GL_NO_ERROR();
    }
    
    void ProgramPipelineXFBTest31::bindProgramPipelineWithXFBVaryings(
        const GLchar *vertString,
        const GLchar *fragString,
        const std::vector<std::string> &tfVaryings,
        GLenum bufferMode)
    {
        mVertProg = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vertString);
        ASSERT_NE(mVertProg, 0u);
        mFragProg = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fragString);
        ASSERT_NE(mFragProg, 0u);
    
        if (tfVaryings.size() > 0)
        {
            std::vector<const char *> constCharTFVaryings;
    
            for (const std::string &transformFeedbackVarying : tfVaryings)
            {
                constCharTFVaryings.push_back(transformFeedbackVarying.c_str());
            }
    
            glTransformFeedbackVaryings(mVertProg, static_cast<GLsizei>(tfVaryings.size()),
                                        &constCharTFVaryings[0], bufferMode);
            glLinkProgram(mVertProg);
        }
        // Generate a program pipeline and attach the programs to their respective stages
        glGenProgramPipelines(1, &mPipeline);
        EXPECT_GL_NO_ERROR();
        glUseProgramStages(mPipeline, GL_VERTEX_SHADER_BIT, mVertProg);
        EXPECT_GL_NO_ERROR();
        glUseProgramStages(mPipeline, GL_FRAGMENT_SHADER_BIT, mFragProg);
        EXPECT_GL_NO_ERROR();
        glBindProgramPipeline(mPipeline);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test generate or delete program pipeline.
    TEST_P(ProgramPipelineTest31, GenOrDeleteProgramPipelineTest)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        GLuint pipeline;
        glGenProgramPipelines(-1, &pipeline);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
        glGenProgramPipelines(0, &pipeline);
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgramPipelines(-1, &pipeline);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
        glDeleteProgramPipelines(0, &pipeline);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test BindProgramPipeline.
    TEST_P(ProgramPipelineTest31, BindProgramPipelineTest)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        glBindProgramPipeline(0);
        EXPECT_GL_NO_ERROR();
    
        glBindProgramPipeline(2);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        GLuint pipeline;
        glGenProgramPipelines(1, &pipeline);
        glBindProgramPipeline(pipeline);
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgramPipelines(1, &pipeline);
        glBindProgramPipeline(pipeline);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Test IsProgramPipeline
    TEST_P(ProgramPipelineTest31, IsProgramPipelineTest)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        EXPECT_GL_FALSE(glIsProgramPipeline(0));
        EXPECT_GL_NO_ERROR();
    
        EXPECT_GL_FALSE(glIsProgramPipeline(2));
        EXPECT_GL_NO_ERROR();
    
        GLuint pipeline;
        glGenProgramPipelines(1, &pipeline);
        glBindProgramPipeline(pipeline);
        EXPECT_GL_TRUE(glIsProgramPipeline(pipeline));
        EXPECT_GL_NO_ERROR();
    
        glBindProgramPipeline(0);
        glDeleteProgramPipelines(1, &pipeline);
        EXPECT_GL_FALSE(glIsProgramPipeline(pipeline));
        EXPECT_GL_NO_ERROR();
    }
    
    // Simulates a call to glCreateShaderProgramv()
    GLuint createShaderProgram(GLenum type, const GLchar *shaderString)
    {
        GLShader shader(type);
        if (!shader.get())
        {
            return 0;
        }
    
        glShaderSource(shader, 1, &shaderString, nullptr);
        glCompileShader(shader);
    
        GLuint program = glCreateProgram();
    
        if (program)
        {
            GLint compiled;
            glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
            glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
            if (compiled)
            {
                glAttachShader(program, shader);
                glLinkProgram(program);
                glDetachShader(program, shader);
            }
        }
    
        EXPECT_GL_NO_ERROR();
    
        return program;
    }
    
    void ProgramPipelineTest31::drawQuadWithPPO(const std::string &positionAttribName,
                                                const GLfloat positionAttribZ,
                                                const GLfloat positionAttribXYScale)
    {
        return drawQuadPPO(mVertProg, positionAttribName, positionAttribZ, positionAttribXYScale);
    }
    
    // Test glUseProgramStages
    TEST_P(ProgramPipelineTest31, UseProgramStages)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // Create two separable program objects from a
        // single source string respectively (vertSrc and fragSrc)
        const GLchar *vertString = essl31_shaders::vs::Simple();
        const GLchar *fragString = essl31_shaders::fs::Red();
    
        mVertProg = createShaderProgram(GL_VERTEX_SHADER, vertString);
        ASSERT_NE(mVertProg, 0u);
        mFragProg = createShaderProgram(GL_FRAGMENT_SHADER, fragString);
        ASSERT_NE(mFragProg, 0u);
    
        // Generate a program pipeline and attach the programs to their respective stages
        GLuint pipeline;
        glGenProgramPipelines(1, &pipeline);
        EXPECT_GL_NO_ERROR();
        glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT, mVertProg);
        EXPECT_GL_NO_ERROR();
        glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, mFragProg);
        EXPECT_GL_NO_ERROR();
        glBindProgramPipeline(pipeline);
        EXPECT_GL_NO_ERROR();
    
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Test glUseProgramStages
    TEST_P(ProgramPipelineTest31, UseCreateShaderProgramv)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // Create two separable program objects from a
        // single source string respectively (vertSrc and fragSrc)
        const GLchar *vertString = essl31_shaders::vs::Simple();
        const GLchar *fragString = essl31_shaders::fs::Red();
    
        bindProgramPipeline(vertString, fragString);
    
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Test glUniform
    TEST_P(ProgramPipelineTest31, FragmentStageUniformTest)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // Create two separable program objects from a
        // single source string respectively (vertSrc and fragSrc)
        const GLchar *vertString = essl31_shaders::vs::Simple();
        const GLchar *fragString = R"(#version 310 es
    precision highp float;
    uniform float redColorIn;
    uniform float greenColorIn;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = vec4(redColorIn, greenColorIn, 0.0, 1.0);
    })";
    
        bindProgramPipeline(vertString, fragString);
    
        // Set the output color to yellow
        GLint location = glGetUniformLocation(mFragProg, "redColorIn");
        glActiveShaderProgram(mPipeline, mFragProg);
        glUniform1f(location, 1.0);
        location = glGetUniformLocation(mFragProg, "greenColorIn");
        glActiveShaderProgram(mPipeline, mFragProg);
        glUniform1f(location, 1.0);
    
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
    
        glClearColor(0.0, 0.0, 0.0, 0.0);
        glClear(GL_COLOR_BUFFER_BIT);
    
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
    
        glClearColor(0.0, 0.0, 0.0, 0.0);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Set the output color to red
        location = glGetUniformLocation(mFragProg, "redColorIn");
        glActiveShaderProgram(mPipeline, mFragProg);
        glUniform1f(location, 1.0);
        location = glGetUniformLocation(mFragProg, "greenColorIn");
        glActiveShaderProgram(mPipeline, mFragProg);
        glUniform1f(location, 0.0);
    
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        glDeleteProgram(mVertProg);
        glDeleteProgram(mFragProg);
    }
    
    // Test varyings
    TEST_P(ProgramPipelineTest31, ProgramPipelineVaryings)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // Create two separable program objects from a
        // single source string respectively (vertSrc and fragSrc)
        const GLchar *vertString = essl31_shaders::vs::Passthrough();
        const GLchar *fragString = R"(#version 310 es
    precision highp float;
    in vec4 v_position;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = round(v_position);
    })";
    
        bindProgramPipeline(vertString, fragString);
    
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    
        int w = getWindowWidth() - 2;
        int h = getWindowHeight() - 2;
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
    }
    
    // Creates a program pipeline with a 2D texture and renders with it.
    TEST_P(ProgramPipelineTest31, DrawWith2DTexture)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        const GLchar *vertString = R"(#version 310 es
    precision highp float;
    in vec4 a_position;
    out vec2 texCoord;
    void main()
    {
        gl_Position = a_position;
        texCoord = vec2(a_position.x, a_position.y) * 0.5 + vec2(0.5);
    })";
    
        const GLchar *fragString = R"(#version 310 es
    precision highp float;
    in vec2 texCoord;
    uniform sampler2D tex;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = texture(tex, texCoord);
    })";
    
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        bindProgramPipeline(vertString, fragString);
    
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    
        int w = getWindowWidth() - 2;
        int h = getWindowHeight() - 2;
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
    }
    
    // Test modifying a shader after it has been detached from a pipeline
    TEST_P(ProgramPipelineTest31, DetachAndModifyShader)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        const GLchar *vertString = essl31_shaders::vs::Simple();
        const GLchar *fragString = essl31_shaders::fs::Green();
    
        GLShader vertShader(GL_VERTEX_SHADER);
        GLShader fragShader(GL_FRAGMENT_SHADER);
        mVertProg = glCreateProgram();
        mFragProg = glCreateProgram();
    
        // Compile and link a separable vertex shader
        glShaderSource(vertShader, 1, &vertString, nullptr);
        glCompileShader(vertShader);
        glProgramParameteri(mVertProg, GL_PROGRAM_SEPARABLE, GL_TRUE);
        glAttachShader(mVertProg, vertShader);
        glLinkProgram(mVertProg);
        EXPECT_GL_NO_ERROR();
    
        // Compile and link a separable fragment shader
        glShaderSource(fragShader, 1, &fragString, nullptr);
        glCompileShader(fragShader);
        glProgramParameteri(mFragProg, GL_PROGRAM_SEPARABLE, GL_TRUE);
        glAttachShader(mFragProg, fragShader);
        glLinkProgram(mFragProg);
        EXPECT_GL_NO_ERROR();
    
        // Generate a program pipeline and attach the programs
        glGenProgramPipelines(1, &mPipeline);
        glUseProgramStages(mPipeline, GL_VERTEX_SHADER_BIT, mVertProg);
        glUseProgramStages(mPipeline, GL_FRAGMENT_SHADER_BIT, mFragProg);
        glBindProgramPipeline(mPipeline);
        EXPECT_GL_NO_ERROR();
    
        // Draw once to ensure this worked fine
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Detach the fragment shader and modify it such that it no longer fits with this pipeline
        glDetachShader(mFragProg, fragShader);
    
        // Add an input to the fragment shader, which will make it incompatible
        const GLchar *fragString2 = R"(#version 310 es
    precision highp float;
    in vec4 color;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = color;
    })";
        glShaderSource(fragShader, 1, &fragString2, nullptr);
        glCompileShader(fragShader);
    
        // Link and draw with the program again, which should be fine since the shader was detached
        glLinkProgram(mFragProg);
    
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test binding two programs that use a texture as different types
    TEST_P(ProgramPipelineTest31, DifferentTextureTypes)
    {
        // Only the Vulkan backend supports PPO
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // Per the OpenGL ES 3.1 spec:
        //
        // It is not allowed to have variables of different sampler types pointing to the same texture
        // image unit within a program object. This situation can only be detected at the next rendering
        // command issued which triggers shader invocations, and an INVALID_OPERATION error will then
        // be generated
        //
    
        // Create a vertex shader that uses the texture as 2D
        const GLchar *vertString = R"(#version 310 es
    precision highp float;
    in vec4 a_position;
    uniform sampler2D tex2D;
    layout(location = 0) out vec4 texColorOut;
    layout(location = 1) out vec2 texCoordOut;
    void main()
    {
        gl_Position = a_position;
        vec2 texCoord = vec2(a_position.x, a_position.y) * 0.5 + vec2(0.5);
        texColorOut = textureLod(tex2D, texCoord, 0.0);
        texCoordOut = texCoord;
    })";
    
        // Create a fragment shader that uses the texture as Cube
        const GLchar *fragString = R"(#version 310 es
    precision highp float;
    layout(location = 0) in vec4 texColor;
    layout(location = 1) in vec2 texCoord;
    uniform samplerCube texCube;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = texture(texCube, vec3(texCoord.x, texCoord.y, 0.0));
    })";
    
        // Create and populate the 2D texture
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        // Create a pipeline that uses the bad combination.  This should fail to link the pipeline.
        bindProgramPipeline(vertString, fragString);
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Update the fragment shader to correctly use 2D texture
        const GLchar *fragString2 = R"(#version 310 es
    precision highp float;
    layout(location = 0) in vec4 texColor;
    layout(location = 1) in vec2 texCoord;
    uniform sampler2D tex2D;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = texture(tex2D, texCoord);
    })";
    
        // Bind the pipeline again, which should succeed.
        bindProgramPipeline(vertString, fragString2);
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests that we receive a PPO link validation error when attempting to draw with the bad PPO
    TEST_P(ProgramPipelineTest31, VerifyPpoLinkErrorSignalledCorrectly)
    {
        // Create pipeline that should fail link
        // Bind program
        // Draw
        // Unbind program
        // Draw  <<--- expect a link validation error here
    
        // Only the Vulkan backend supports PPOs
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // Create two separable program objects from a
        // single source string respectively (vertSrc and fragSrc)
        const GLchar *vertString = essl31_shaders::vs::Simple();
        const GLchar *fragString = essl31_shaders::fs::Red();
        // Create a fragment shader that takes a color input
        // This should cause the PPO link to fail, since the varyings don't match (no output from VS).
        const GLchar *fragStringBad = R"(#version 310 es
    precision highp float;
    layout(location = 0) in vec4 colorIn;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = colorIn;
    })";
        bindProgramPipeline(vertString, fragStringBad);
    
        ANGLE_GL_PROGRAM(program, vertString, fragString);
        drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw with the PPO, which should generate an error due to the link failure.
        glUseProgram(0);
        ASSERT_GL_NO_ERROR();
        drawQuadWithPPO(essl1_shaders::PositionAttrib(), 0.5f, 1.0f);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Tests creating two program pipelines with a common shader and a varying location mismatch.
    TEST_P(ProgramPipelineTest31, VaryingLocationMismatch)
    {
        // Only the Vulkan backend supports PPOs
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        // http://anglebug.com/5506
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        // Create a fragment shader using the varying location "5".
        const char *kFS = R"(#version 310 es
    precision mediump float;
    layout(location = 5) in vec4 color;
    out vec4 colorOut;
    void main()
    {
        colorOut = color;
    })";
    
        // Create a pipeline with a vertex shader using varying location "5". Should succeed.
        const char *kVSGood = R"(#version 310 es
    precision mediump float;
    layout(location = 5) out vec4 color;
    in vec4 position;
    uniform float uniOne;
    void main()
    {
        gl_Position = position;
        color = vec4(0, uniOne, 0, 1);
    })";
    
        mVertProg = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &kVSGood);
        ASSERT_NE(mVertProg, 0u);
        mFragProg = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &kFS);
        ASSERT_NE(mFragProg, 0u);
    
        // Generate a program pipeline and attach the programs to their respective stages
        glGenProgramPipelines(1, &mPipeline);
        glUseProgramStages(mPipeline, GL_VERTEX_SHADER_BIT, mVertProg);
        glUseProgramStages(mPipeline, GL_FRAGMENT_SHADER_BIT, mFragProg);
        glBindProgramPipeline(mPipeline);
        ASSERT_GL_NO_ERROR();
    
        GLint location = glGetUniformLocation(mVertProg, "uniOne");
        ASSERT_NE(-1, location);
        glActiveShaderProgram(mPipeline, mVertProg);
        glUniform1f(location, 1.0);
        ASSERT_GL_NO_ERROR();
    
        drawQuadWithPPO("position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Create a pipeline with a vertex shader using varying location "3". Should fail.
        const char *kVSBad = R"(#version 310 es
    precision mediump float;
    layout(location = 3) out vec4 color;
    in vec4 position;
    uniform float uniOne;
    void main()
    {
        gl_Position = position;
        color = vec4(0, uniOne, 0, 1);
    })";
    
        glDeleteProgram(mVertProg);
        mVertProg = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &kVSBad);
        ASSERT_NE(mVertProg, 0u);
    
        glUseProgramStages(mPipeline, GL_VERTEX_SHADER_BIT, mVertProg);
        ASSERT_GL_NO_ERROR();
    
        drawQuadWithPPO("position", 0.5f, 1.0f);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Test that a shader IO block varying with separable program links
    // successfully.
    TEST_P(ProgramPipelineTest31, VaryingIOBlockSeparableProgram)
    {
        // Only the Vulkan backend supports PPOs
        ANGLE_SKIP_TEST_IF(!IsVulkan());
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_shader_io_blocks"));
    
        constexpr char kVS[] =
            R"(#version 310 es
            #extension GL_EXT_shader_io_blocks : require
    
            precision highp float;
            in vec4 inputAttribute;
            out Block_inout { vec4 value; } user_out;
    
            void main()
            {
                gl_Position    = inputAttribute;
                user_out.value = vec4(4.0, 5.0, 6.0, 7.0);
            })";
    
        constexpr char kFS[] =
            R"(#version 310 es
            #extension GL_EXT_shader_io_blocks : require
    
            precision highp float;
            layout(location = 0) out mediump vec4 color;
            in Block_inout { vec4 value; } user_in;
    
            void main()
            {
                color = vec4(1, 0, 0, 1);
            })";
    
        bindProgramPipeline(kVS, kFS);
        drawQuadWithPPO("inputAttribute", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Test that a shader IO block varying with separable program links
    // successfully.
    TEST_P(ProgramPipelineXFBTest31, VaryingIOBlockSeparableProgramWithXFB)
    {
        // Only the Vulkan backend supports PPOs
        ANGLE_SKIP_TEST_IF(!IsVulkan());
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_shader_io_blocks"));
        // http://anglebug.com/5486
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        constexpr char kVS[] =
            R"(#version 310 es
            #extension GL_EXT_shader_io_blocks : require
    
            precision highp float;
            in vec4 inputAttribute;
            out Block_inout { vec4 value; } user_out;
    
            void main()
            {
                gl_Position    = inputAttribute;
                user_out.value = vec4(4.0, 5.0, 6.0, 7.0);
            })";
    
        constexpr char kFS[] =
            R"(#version 310 es
            #extension GL_EXT_shader_io_blocks : require
    
            precision highp float;
            layout(location = 0) out mediump vec4 color;
            in Block_inout { vec4 value; } user_in;
    
            void main()
            {
                color = vec4(1, 0, 0, 1);
            })";
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("Block_inout.value");
        bindProgramPipelineWithXFBVaryings(kVS, kFS, tfVaryings, GL_INTERLEAVED_ATTRIBS);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuadWithPPO("inputAttribute", 0.5f, 1.0f);
        glEndTransformFeedback();
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        void *mappedBuffer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(float) * 4, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, mappedBuffer);
    
        float *mappedFloats = static_cast<float *>(mappedBuffer);
        for (unsigned int cnt = 0; cnt < 4; ++cnt)
        {
            EXPECT_EQ(4 + cnt, mappedFloats[cnt]);
        }
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test modifying a shader and re-linking it updates the PPO too
    TEST_P(ProgramPipelineTest31, ModifyAndRelinkShader)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        const GLchar *vertString      = essl31_shaders::vs::Simple();
        const GLchar *fragStringGreen = essl31_shaders::fs::Green();
        const GLchar *fragStringRed   = essl31_shaders::fs::Red();
    
        GLShader vertShader(GL_VERTEX_SHADER);
        GLShader fragShader(GL_FRAGMENT_SHADER);
        mVertProg = glCreateProgram();
        mFragProg = glCreateProgram();
    
        // Compile and link a separable vertex shader
        glShaderSource(vertShader, 1, &vertString, nullptr);
        glCompileShader(vertShader);
        glProgramParameteri(mVertProg, GL_PROGRAM_SEPARABLE, GL_TRUE);
        glAttachShader(mVertProg, vertShader);
        glLinkProgram(mVertProg);
        EXPECT_GL_NO_ERROR();
    
        // Compile and link a separable fragment shader
        glShaderSource(fragShader, 1, &fragStringGreen, nullptr);
        glCompileShader(fragShader);
        glProgramParameteri(mFragProg, GL_PROGRAM_SEPARABLE, GL_TRUE);
        glAttachShader(mFragProg, fragShader);
        glLinkProgram(mFragProg);
        EXPECT_GL_NO_ERROR();
    
        // Generate a program pipeline and attach the programs
        glGenProgramPipelines(1, &mPipeline);
        glUseProgramStages(mPipeline, GL_VERTEX_SHADER_BIT, mVertProg);
        glUseProgramStages(mPipeline, GL_FRAGMENT_SHADER_BIT, mFragProg);
        glBindProgramPipeline(mPipeline);
        EXPECT_GL_NO_ERROR();
    
        // Draw once to ensure this worked fine
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Detach the fragment shader and modify it such that it no longer fits with this pipeline
        glDetachShader(mFragProg, fragShader);
    
        // Modify the FS and re-link it
        glShaderSource(fragShader, 1, &fragStringRed, nullptr);
        glCompileShader(fragShader);
        glProgramParameteri(mFragProg, GL_PROGRAM_SEPARABLE, GL_TRUE);
        glAttachShader(mFragProg, fragShader);
        glLinkProgram(mFragProg);
        EXPECT_GL_NO_ERROR();
    
        // Draw with the PPO again and verify it's now red
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Test that a PPO can be used when the attached shader programs are created with glProgramBinary().
    // This validates the necessary programs' information is serialized/deserialized so they can be
    // linked by the PPO during glDrawArrays.
    TEST_P(ProgramPipelineTest31, ProgramBinary)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        const GLchar *vertString = R"(#version 310 es
    precision highp float;
    in vec4 a_position;
    out vec2 texCoord;
    void main()
    {
        gl_Position = a_position;
        texCoord = vec2(a_position.x, a_position.y) * 0.5 + vec2(0.5);
    })";
    
        const GLchar *fragString = R"(#version 310 es
    precision highp float;
    in vec2 texCoord;
    uniform sampler2D tex;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = texture(tex, texCoord);
    })";
    
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        mVertProg = glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &vertString);
        ASSERT_NE(mVertProg, 0u);
        mFragProg = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fragString);
        ASSERT_NE(mFragProg, 0u);
    
        // Save the VS program binary out
        std::vector<uint8_t> vsBinary(0);
        GLint vsProgramLength = 0;
        GLint vsWrittenLength = 0;
        GLenum vsBinaryFormat = 0;
        glGetProgramiv(mVertProg, GL_PROGRAM_BINARY_LENGTH, &vsProgramLength);
        ASSERT_GL_NO_ERROR();
        vsBinary.resize(vsProgramLength);
        glGetProgramBinary(mVertProg, vsProgramLength, &vsWrittenLength, &vsBinaryFormat,
                           vsBinary.data());
        ASSERT_GL_NO_ERROR();
    
        // Save the FS program binary out
        std::vector<uint8_t> fsBinary(0);
        GLint fsProgramLength = 0;
        GLint fsWrittenLength = 0;
        GLenum fsBinaryFormat = 0;
        glGetProgramiv(mFragProg, GL_PROGRAM_BINARY_LENGTH, &fsProgramLength);
        ASSERT_GL_NO_ERROR();
        fsBinary.resize(fsProgramLength);
        glGetProgramBinary(mFragProg, fsProgramLength, &fsWrittenLength, &fsBinaryFormat,
                           fsBinary.data());
        ASSERT_GL_NO_ERROR();
    
        mVertProg = glCreateProgram();
        glProgramBinary(mVertProg, vsBinaryFormat, vsBinary.data(), vsWrittenLength);
        mFragProg = glCreateProgram();
        glProgramBinary(mFragProg, fsBinaryFormat, fsBinary.data(), fsWrittenLength);
    
        // Generate a program pipeline and attach the programs to their respective stages
        glGenProgramPipelines(1, &mPipeline);
        EXPECT_GL_NO_ERROR();
        glUseProgramStages(mPipeline, GL_VERTEX_SHADER_BIT, mVertProg);
        EXPECT_GL_NO_ERROR();
        glUseProgramStages(mPipeline, GL_FRAGMENT_SHADER_BIT, mFragProg);
        EXPECT_GL_NO_ERROR();
        glBindProgramPipeline(mPipeline);
        EXPECT_GL_NO_ERROR();
    
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    
        int w = getWindowWidth() - 2;
        int h = getWindowHeight() - 2;
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
    }
    
    // Test that updating a sampler uniform in a separable program behaves correctly with PPOs.
    TEST_P(ProgramPipelineTest31, SampleTextureAThenTextureB)
    {
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        constexpr int kWidth  = 2;
        constexpr int kHeight = 2;
    
        const GLchar *vertString = R"(#version 310 es
    precision highp float;
    in vec2 a_position;
    out vec2 texCoord;
    void main()
    {
        gl_Position = vec4(a_position, 0, 1);
        texCoord = a_position * 0.5 + vec2(0.5);
    })";
    
        const GLchar *fragString = R"(#version 310 es
    precision highp float;
    in vec2 texCoord;
    uniform sampler2D tex;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = texture(tex, texCoord);
    })";
    
        std::array<GLColor, kWidth *kHeight> redColor = {
            {GLColor::red, GLColor::red, GLColor::red, GLColor::red}};
        std::array<GLColor, kWidth *kHeight> greenColor = {
            {GLColor::green, GLColor::green, GLColor::green, GLColor::green}};
    
        // Create a red texture and bind to texture unit 0
        GLTexture redTex;
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, redTex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kWidth, kHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     redColor.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        ASSERT_GL_NO_ERROR();
        // Create a green texture and bind to texture unit 1
        GLTexture greenTex;
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, greenTex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kWidth, kHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     greenColor.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glActiveTexture(GL_TEXTURE0);
        ASSERT_GL_NO_ERROR();
    
        bindProgramPipeline(vertString, fragString);
    
        GLint location1 = glGetUniformLocation(mFragProg, "tex");
        ASSERT_NE(location1, -1);
        glActiveShaderProgram(mPipeline, mFragProg);
        ASSERT_GL_NO_ERROR();
    
        glEnable(GL_BLEND);
        glBlendEquation(GL_FUNC_ADD);
        glBlendFunc(GL_ONE, GL_ONE);
    
        // Draw red
        glUniform1i(location1, 0);
        ASSERT_GL_NO_ERROR();
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    
        // Draw green
        glUniform1i(location1, 1);
        ASSERT_GL_NO_ERROR();
        drawQuadWithPPO("a_position", 0.5f, 1.0f);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_RECT_EQ(0, 0, kWidth, kHeight, GLColor::yellow);
    }
    
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProgramPipelineTest);
    ANGLE_INSTANTIATE_TEST_ES3_AND_ES31(ProgramPipelineTest);
    
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProgramPipelineTest31);
    ANGLE_INSTANTIATE_TEST_ES31(ProgramPipelineTest31);
    
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(ProgramPipelineXFBTest31);
    ANGLE_INSTANTIATE_TEST_ES31(ProgramPipelineXFBTest31);
    
    }  // namespace