Hash :
1a01b4b3
Author :
Date :
2019-11-11T16:41:07
Refactor end2end test macros This is a foundational CL to enabling the end2end tests on swiftshader. Refactored infrastructure with new ANGLE_INSTANTIATE_TEST_ES* macros that will run tests over all various combinations of all platforms for different ES versions. Just skipping failing tests initially to get the refactor landed. Bug: angleproject:4081 Bug: angleproject:4092 Change-Id: I017f6c3267179e49b6ae08cc7488096b423dcdb5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1904635 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
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//
// 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.
//
// RobustBufferAccessBehaviorTest:
// Various tests related for GL_KHR_robust_buffer_access_behavior.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "util/EGLWindow.h"
#include <array>
using namespace angle;
namespace
{
class RobustBufferAccessBehaviorTest : public ANGLETest
{
protected:
RobustBufferAccessBehaviorTest() : mProgram(0), mTestAttrib(-1)
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
// Test flakiness was noticed when reusing displays.
forceNewDisplay();
}
void testTearDown() override { glDeleteProgram(mProgram); }
bool initExtension()
{
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
if (!IsEGLDisplayExtensionEnabled(display, "EGL_EXT_create_context_robustness"))
{
return false;
}
setRobustAccess(true);
if (!IsGLExtensionEnabled("GL_KHR_robust_buffer_access_behavior"))
{
return false;
}
return true;
}
void initBasicProgram()
{
constexpr char kVS[] =
"precision mediump float;\n"
"attribute vec4 position;\n"
"attribute vec4 vecRandom;\n"
"varying vec4 v_color;\n"
"bool testFloatComponent(float component) {\n"
" return (component == 0.2 || component == 0.0);\n"
"}\n"
"bool testLastFloatComponent(float component) {\n"
" return testFloatComponent(component) || component == 1.0;\n"
"}\n"
"void main() {\n"
" if (testFloatComponent(vecRandom.x) &&\n"
" testFloatComponent(vecRandom.y) &&\n"
" testFloatComponent(vecRandom.z) &&\n"
" testLastFloatComponent(vecRandom.w)) {\n"
" v_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
" } else {\n"
" v_color = vec4(1.0, 0.0, 0.0, 1.0);\n"
" }\n"
" gl_Position = position;\n"
"}\n";
constexpr char kFS[] =
"precision mediump float;\n"
"varying vec4 v_color;\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
"}\n";
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(0u, mProgram);
mTestAttrib = glGetAttribLocation(mProgram, "vecRandom");
ASSERT_NE(-1, mTestAttrib);
glUseProgram(mProgram);
}
void runIndexOutOfRangeTests(GLenum drawType)
{
if (mProgram == 0)
{
initBasicProgram();
}
GLBuffer bufferIncomplete;
glBindBuffer(GL_ARRAY_BUFFER, bufferIncomplete);
std::array<GLfloat, 12> randomData = {
{0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f, 0.2f}};
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * randomData.size(), randomData.data(),
drawType);
glEnableVertexAttribArray(mTestAttrib);
glVertexAttribPointer(mTestAttrib, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
glClearColor(0.0, 0.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawIndexedQuad(mProgram, "position", 0.5f);
int width = getWindowWidth();
int height = getWindowHeight();
GLenum result = glGetError();
// For D3D dynamic draw, we still return invalid operation. Once we force the index buffer
// to clamp any out of range indices instead of invalid operation, this part can be removed.
// We can always get GL_NO_ERROR.
if (result == GL_INVALID_OPERATION)
{
EXPECT_PIXEL_COLOR_EQ(width * 1 / 4, height * 1 / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(width * 1 / 4, height * 3 / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(width * 3 / 4, height * 1 / 4, GLColor::blue);
EXPECT_PIXEL_COLOR_EQ(width * 3 / 4, height * 3 / 4, GLColor::blue);
}
else
{
EXPECT_GLENUM_EQ(GL_NO_ERROR, result);
EXPECT_PIXEL_COLOR_EQ(width * 1 / 4, height * 1 / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width * 1 / 4, height * 3 / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width * 3 / 4, height * 1 / 4, GLColor::green);
EXPECT_PIXEL_COLOR_EQ(width * 3 / 4, height * 3 / 4, GLColor::green);
}
}
GLuint mProgram;
GLint mTestAttrib;
};
// Test that static draw with out-of-bounds reads will not read outside of the data store of the
// buffer object and will not result in GL interruption or termination when
// GL_KHR_robust_buffer_access_behavior is supported.
TEST_P(RobustBufferAccessBehaviorTest, DrawElementsIndexOutOfRangeWithStaticDraw)
{
ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsWindows() && IsOpenGL());
// Failing on NV after changing shard count of angle_end2end_tests. http://anglebug.com/2799
// Also failing on AMD after a validation change. http://anglebug.com/3042
ANGLE_SKIP_TEST_IF(IsD3D11_FL93());
ANGLE_SKIP_TEST_IF(!initExtension());
runIndexOutOfRangeTests(GL_STATIC_DRAW);
}
// Test that dynamic draw with out-of-bounds reads will not read outside of the data store of the
// buffer object and will not result in GL interruption or termination when
// GL_KHR_robust_buffer_access_behavior is supported.
TEST_P(RobustBufferAccessBehaviorTest, DrawElementsIndexOutOfRangeWithDynamicDraw)
{
ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsWindows() && IsOpenGL());
ANGLE_SKIP_TEST_IF(!initExtension());
runIndexOutOfRangeTests(GL_DYNAMIC_DRAW);
}
// Test that vertex buffers are rebound with the correct offsets in subsequent calls in the D3D11
// backend. http://crbug.com/837002
TEST_P(RobustBufferAccessBehaviorTest, D3D11StateSynchronizationOrderBug)
{
ANGLE_SKIP_TEST_IF(!initExtension());
glDisable(GL_DEPTH_TEST);
// 2 quads, the first one red, the second one green
const std::array<angle::Vector4, 16> vertices{
angle::Vector4(-1.0f, 1.0f, 0.5f, 1.0f), // v0
angle::Vector4(1.0f, 0.0f, 0.0f, 1.0f), // c0
angle::Vector4(-1.0f, -1.0f, 0.5f, 1.0f), // v1
angle::Vector4(1.0f, 0.0f, 0.0f, 1.0f), // c1
angle::Vector4(1.0f, -1.0f, 0.5f, 1.0f), // v2
angle::Vector4(1.0f, 0.0f, 0.0f, 1.0f), // c2
angle::Vector4(1.0f, 1.0f, 0.5f, 1.0f), // v3
angle::Vector4(1.0f, 0.0f, 0.0f, 1.0f), // c3
angle::Vector4(-1.0f, 1.0f, 0.5f, 1.0f), // v4
angle::Vector4(0.0f, 1.0f, 0.0f, 1.0f), // c4
angle::Vector4(-1.0f, -1.0f, 0.5f, 1.0f), // v5
angle::Vector4(0.0f, 1.0f, 0.0f, 1.0f), // c5
angle::Vector4(1.0f, -1.0f, 0.5f, 1.0f), // v6
angle::Vector4(0.0f, 1.0f, 0.0f, 1.0f), // c6
angle::Vector4(1.0f, 1.0f, 0.5f, 1.0f), // v7
angle::Vector4(0.0f, 1.0f, 0.0f, 1.0f), // c7
};
GLBuffer vb;
glBindBuffer(GL_ARRAY_BUFFER, vb);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices.data(), GL_STATIC_DRAW);
const std::array<GLushort, 12> indicies{
0, 1, 2, 0, 2, 3, // quad0
4, 5, 6, 4, 6, 7, // quad1
};
GLBuffer ib;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies.data(), GL_STATIC_DRAW);
constexpr char kVS[] = R"(
precision highp float;
attribute vec4 a_position;
attribute vec4 a_color;
varying vec4 v_color;
void main()
{
gl_Position = a_position;
v_color = a_color;
})";
constexpr char kFS[] = R"(
precision highp float;
varying vec4 v_color;
void main()
{
gl_FragColor = v_color;
})";
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
GLint positionLocation = glGetAttribLocation(program, "a_position");
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, sizeof(angle::Vector4) * 2, 0);
GLint colorLocation = glGetAttribLocation(program, "a_color");
glEnableVertexAttribArray(colorLocation);
glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(angle::Vector4) * 2,
reinterpret_cast<const void *>(sizeof(angle::Vector4)));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT,
reinterpret_cast<const void *>(sizeof(GLshort) * 6));
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT,
reinterpret_cast<const void *>(sizeof(GLshort) * 6));
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Covers drawing with a very large vertex range which overflows GLsizei. http://crbug.com/842028
TEST_P(RobustBufferAccessBehaviorTest, VeryLargeVertexCountWithDynamicVertexData)
{
ANGLE_SKIP_TEST_IF(!initExtension());
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_element_index_uint"));
constexpr GLsizei kIndexCount = 32;
std::array<GLuint, kIndexCount> indices = {{}};
for (GLsizei index = 0; index < kIndexCount; ++index)
{
indices[index] = ((std::numeric_limits<GLuint>::max() - 2) / kIndexCount) * index;
}
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(),
GL_STATIC_DRAW);
std::array<GLfloat, 256> vertexData = {{}};
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(GLfloat), vertexData.data(),
GL_DYNAMIC_DRAW);
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glUseProgram(program);
GLint attribLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
ASSERT_NE(-1, attribLoc);
glVertexAttribPointer(attribLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(attribLoc);
ASSERT_GL_NO_ERROR();
glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_INT, nullptr);
// This may or may not generate an error, but it should not crash.
}
// Test that robust access works even if there's no data uploaded to the vertex buffer at all.
TEST_P(RobustBufferAccessBehaviorTest, NoBufferData)
{
// http://crbug.com/889303: Possible driver bug on NVIDIA Shield TV.
// http://anglebug.com/2861: Fails abnormally on Android
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
ANGLE_SKIP_TEST_IF(!initExtension());
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glUseProgram(program);
glEnableVertexAttribArray(0);
GLBuffer buf;
glBindBuffer(GL_ARRAY_BUFFER, buf);
glVertexAttribPointer(0, 1, GL_FLOAT, false, 0, nullptr);
ASSERT_GL_NO_ERROR();
std::array<GLubyte, 1u> indices = {0};
glDrawElements(GL_POINTS, indices.size(), GL_UNSIGNED_BYTE, indices.data());
ASSERT_GL_NO_ERROR();
}
constexpr char kWebGLVS[] = R"(attribute vec2 position;
attribute vec4 aOne;
attribute vec4 aTwo;
varying vec4 v;
uniform vec2 comparison;
bool isRobust(vec4 value) {
// The valid buffer range is filled with this value.
if (value.xy == comparison)
return true;
// Checking the w value is a bit complex.
return (value.xyz == vec3(0, 0, 0));
}
void main() {
gl_Position = vec4(position, 0, 1);
if (isRobust(aOne) && isRobust(aTwo)) {
v = vec4(0, 1, 0, 1);
} else {
v = vec4(1, 0, 0, 1);
}
})";
constexpr char kWebGLFS[] = R"(precision mediump float;
varying vec4 v;
void main() {
gl_FragColor = v;
})";
// Test buffer with interleaved (3+2) float vectors. Adapted from WebGL test
// conformance/rendering/draw-arrays-out-of-bounds.html
TEST_P(RobustBufferAccessBehaviorTest, InterleavedAttributes)
{
ANGLE_SKIP_TEST_IF(!initExtension());
ANGLE_GL_PROGRAM(program, kWebGLVS, kWebGLFS);
glUseProgram(program);
constexpr GLint kPosLoc = 0;
constexpr GLint kOneLoc = 1;
constexpr GLint kTwoLoc = 2;
ASSERT_EQ(kPosLoc, glGetAttribLocation(program, "position"));
ASSERT_EQ(kOneLoc, glGetAttribLocation(program, "aOne"));
ASSERT_EQ(kTwoLoc, glGetAttribLocation(program, "aTwo"));
// Create a buffer of 200 valid sets of quad lists.
constexpr size_t kNumQuads = 200;
using QuadVerts = std::array<Vector3, 6>;
std::vector<QuadVerts> quadVerts(kNumQuads, GetQuadVertices());
GLBuffer positionBuf;
glBindBuffer(GL_ARRAY_BUFFER, positionBuf);
glBufferData(GL_ARRAY_BUFFER, kNumQuads * sizeof(QuadVerts), quadVerts.data(), GL_STATIC_DRAW);
glVertexAttribPointer(kPosLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(kPosLoc);
constexpr GLfloat kDefaultFloat = 0.2f;
std::vector<Vector4> defaultFloats(kNumQuads * 2, Vector4(kDefaultFloat));
GLBuffer vbo;
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// enough for 9 vertices, so 3 triangles
glBufferData(GL_ARRAY_BUFFER, 9 * 5 * sizeof(GLfloat), defaultFloats.data(), GL_STATIC_DRAW);
// bind first 3 elements, with a stride of 5 float elements
glVertexAttribPointer(kOneLoc, 3, GL_FLOAT, GL_FALSE, 5 * 4, 0);
// bind 2 elements, starting after the first 3; same stride of 5 float elements
glVertexAttribPointer(kTwoLoc, 2, GL_FLOAT, GL_FALSE, 5 * 4,
reinterpret_cast<const GLvoid *>(3 * 4));
glEnableVertexAttribArray(kOneLoc);
glEnableVertexAttribArray(kTwoLoc);
// set test uniform
GLint uniLoc = glGetUniformLocation(program, "comparison");
ASSERT_NE(-1, uniLoc);
glUniform2f(uniLoc, kDefaultFloat, kDefaultFloat);
// Draw out of bounds.
glDrawArrays(GL_TRIANGLES, 0, 10000);
GLenum err = glGetError();
if (err == GL_NO_ERROR)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err);
}
glDrawArrays(GL_TRIANGLES, (kNumQuads - 1) * 6, 6);
err = glGetError();
if (err == GL_NO_ERROR)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err);
}
}
// Tests redefining an empty buffer. Adapted from WebGL test
// conformance/rendering/draw-arrays-out-of-bounds.html
TEST_P(RobustBufferAccessBehaviorTest, EmptyBuffer)
{
ANGLE_SKIP_TEST_IF(!initExtension());
// AMD GL does not support robustness. http://anglebug.com/3099
ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
// http://anglebug.com/2861: Fails abnormally on Android
ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
ANGLE_GL_PROGRAM(program, kWebGLVS, kWebGLFS);
glUseProgram(program);
constexpr GLint kPosLoc = 0;
constexpr GLint kOneLoc = 1;
constexpr GLint kTwoLoc = 2;
ASSERT_EQ(kPosLoc, glGetAttribLocation(program, "position"));
ASSERT_EQ(kOneLoc, glGetAttribLocation(program, "aOne"));
ASSERT_EQ(kTwoLoc, glGetAttribLocation(program, "aTwo"));
// Create a buffer of 200 valid sets of quad lists.
constexpr size_t kNumQuads = 200;
using QuadVerts = std::array<Vector3, 6>;
std::vector<QuadVerts> quadVerts(kNumQuads, GetQuadVertices());
GLBuffer positionBuf;
glBindBuffer(GL_ARRAY_BUFFER, positionBuf);
glBufferData(GL_ARRAY_BUFFER, kNumQuads * sizeof(QuadVerts), quadVerts.data(), GL_STATIC_DRAW);
glVertexAttribPointer(kPosLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(kPosLoc);
// set test uniform
GLint uniLoc = glGetUniformLocation(program, "comparison");
ASSERT_NE(-1, uniLoc);
glUniform2f(uniLoc, 0, 0);
// Define empty buffer.
GLBuffer buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
glVertexAttribPointer(kOneLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(kOneLoc);
glDrawArrays(GL_TRIANGLES, 0, 3);
GLenum err = glGetError();
if (err == GL_NO_ERROR)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err);
}
// Redefine buffer with 3 float vectors.
constexpr GLfloat kFloats[] = {0, 0.5, 0, -0.5, -0.5, 0, 0.5, -0.5, 0};
glBufferData(GL_ARRAY_BUFFER, sizeof(kFloats), kFloats, GL_STATIC_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 3);
ASSERT_GL_NO_ERROR();
}
// Tests robust buffer access with dynamic buffer usage.
TEST_P(RobustBufferAccessBehaviorTest, DynamicBuffer)
{
ANGLE_SKIP_TEST_IF(!initExtension());
ANGLE_GL_PROGRAM(program, kWebGLVS, kWebGLFS);
glUseProgram(program);
constexpr GLint kPosLoc = 0;
constexpr GLint kOneLoc = 1;
constexpr GLint kTwoLoc = 2;
ASSERT_EQ(kPosLoc, glGetAttribLocation(program, "position"));
ASSERT_EQ(kOneLoc, glGetAttribLocation(program, "aOne"));
ASSERT_EQ(kTwoLoc, glGetAttribLocation(program, "aTwo"));
// Create a buffer of 200 valid sets of quad lists.
constexpr size_t kNumQuads = 200;
using QuadVerts = std::array<Vector3, 6>;
std::vector<QuadVerts> quadVerts(kNumQuads, GetQuadVertices());
GLBuffer positionBuf;
glBindBuffer(GL_ARRAY_BUFFER, positionBuf);
glBufferData(GL_ARRAY_BUFFER, kNumQuads * sizeof(QuadVerts), quadVerts.data(), GL_STATIC_DRAW);
glVertexAttribPointer(kPosLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(kPosLoc);
constexpr GLfloat kDefaultFloat = 0.2f;
std::vector<Vector4> defaultFloats(kNumQuads * 2, Vector4(kDefaultFloat));
GLBuffer vbo;
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// enough for 9 vertices, so 3 triangles
glBufferData(GL_ARRAY_BUFFER, 9 * 5 * sizeof(GLfloat), defaultFloats.data(), GL_DYNAMIC_DRAW);
// bind first 3 elements, with a stride of 5 float elements
glVertexAttribPointer(kOneLoc, 3, GL_FLOAT, GL_FALSE, 5 * 4, 0);
// bind 2 elements, starting after the first 3; same stride of 5 float elements
glVertexAttribPointer(kTwoLoc, 2, GL_FLOAT, GL_FALSE, 5 * 4,
reinterpret_cast<const GLvoid *>(3 * 4));
glEnableVertexAttribArray(kOneLoc);
glEnableVertexAttribArray(kTwoLoc);
// set test uniform
GLint uniLoc = glGetUniformLocation(program, "comparison");
ASSERT_NE(-1, uniLoc);
glUniform2f(uniLoc, kDefaultFloat, kDefaultFloat);
// Draw out of bounds.
glDrawArrays(GL_TRIANGLES, 0, 10000);
GLenum err = glGetError();
if (err == GL_NO_ERROR)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err);
}
glDrawArrays(GL_TRIANGLES, (kNumQuads - 1) * 6, 6);
err = glGetError();
if (err == GL_NO_ERROR)
{
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
else
{
EXPECT_GLENUM_EQ(GL_INVALID_OPERATION, err);
}
}
ANGLE_INSTANTIATE_TEST_ES2_AND_ES3_AND_ES31(RobustBufferAccessBehaviorTest);
} // namespace