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

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  • Author : Jamie Madill
    Date : 2018-12-29 10:29:33
    Hash : ba319ba3
    Message : Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/BlendFuncExtendedTest.cpp
  • //
    // Copyright 2018 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.
    //
    // BlendFuncExtendedTest
    //   Test EXT_blend_func_extended
    
    #include "test_utils/ANGLETest.h"
    
    #include "util/shader_utils.h"
    
    #include <algorithm>
    #include <cmath>
    #include <fstream>
    
    using namespace angle;
    
    namespace
    {
    
    // Partial implementation of weight function for GLES 2 blend equation that
    // is dual-source aware.
    template <int factor, int index>
    float Weight(const float /*dst*/[4], const float src[4], const float src1[4])
    {
        if (factor == GL_SRC_COLOR)
            return src[index];
        if (factor == GL_SRC_ALPHA)
            return src[3];
        if (factor == GL_SRC1_COLOR_EXT)
            return src1[index];
        if (factor == GL_SRC1_ALPHA_EXT)
            return src1[3];
        if (factor == GL_ONE_MINUS_SRC1_COLOR_EXT)
            return 1.0f - src1[index];
        if (factor == GL_ONE_MINUS_SRC1_ALPHA_EXT)
            return 1.0f - src1[3];
        return 0.0f;
    }
    
    GLubyte ScaleChannel(float weight)
    {
        return static_cast<GLubyte>(std::floor(std::max(0.0f, std::min(1.0f, weight)) * 255.0f));
    }
    
    // Implementation of GLES 2 blend equation that is dual-source aware.
    template <int RGBs, int RGBd, int As, int Ad>
    void BlendEquationFuncAdd(const float dst[4],
                              const float src[4],
                              const float src1[4],
                              angle::GLColor *result)
    {
        float r[4];
        r[0] = src[0] * Weight<RGBs, 0>(dst, src, src1) + dst[0] * Weight<RGBd, 0>(dst, src, src1);
        r[1] = src[1] * Weight<RGBs, 1>(dst, src, src1) + dst[1] * Weight<RGBd, 1>(dst, src, src1);
        r[2] = src[2] * Weight<RGBs, 2>(dst, src, src1) + dst[2] * Weight<RGBd, 2>(dst, src, src1);
        r[3] = src[3] * Weight<As, 3>(dst, src, src1) + dst[3] * Weight<Ad, 3>(dst, src, src1);
    
        result->R = ScaleChannel(r[0]);
        result->G = ScaleChannel(r[1]);
        result->B = ScaleChannel(r[2]);
        result->A = ScaleChannel(r[3]);
    }
    
    void CheckPixels(GLint x,
                     GLint y,
                     GLsizei width,
                     GLsizei height,
                     GLint tolerance,
                     const angle::GLColor &color)
    {
        for (GLint yy = 0; yy < height; ++yy)
        {
            for (GLint xx = 0; xx < width; ++xx)
            {
                const auto px = x + xx;
                const auto py = y + yy;
                EXPECT_PIXEL_COLOR_NEAR(px, py, color, 1);
            }
        }
    }
    
    const GLuint kWidth  = 100;
    const GLuint kHeight = 100;
    
    class EXTBlendFuncExtendedTest : public ANGLETest
    {};
    
    class EXTBlendFuncExtendedTestES3 : public ANGLETest
    {};
    
    class EXTBlendFuncExtendedDrawTest : public ANGLETest
    {
      protected:
        EXTBlendFuncExtendedDrawTest() : mProgram(0)
        {
            setWindowWidth(kWidth);
            setWindowHeight(kHeight);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glGenBuffers(1, &mVBO);
            glBindBuffer(GL_ARRAY_BUFFER, mVBO);
    
            static const float vertices[] = {
                1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
            };
            glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteBuffers(1, &mVBO);
            if (mProgram)
            {
                glDeleteProgram(mProgram);
            }
    
            ASSERT_GL_NO_ERROR();
    
            ANGLETest::TearDown();
        }
    
        void makeProgram(const char *vertSource, const char *fragSource)
        {
            mProgram = CompileProgram(vertSource, fragSource);
    
            ASSERT_NE(0u, mProgram);
        }
    
        void drawTest()
        {
            glUseProgram(mProgram);
    
            GLint position = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
            GLint src0     = glGetUniformLocation(mProgram, "src0");
            GLint src1     = glGetUniformLocation(mProgram, "src1");
            ASSERT_GL_NO_ERROR();
    
            glBindBuffer(GL_ARRAY_BUFFER, mVBO);
            glEnableVertexAttribArray(position);
            glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, 0, 0);
            ASSERT_GL_NO_ERROR();
    
            static const float kDst[4]  = {0.5f, 0.5f, 0.5f, 0.5f};
            static const float kSrc0[4] = {1.0f, 1.0f, 1.0f, 1.0f};
            static const float kSrc1[4] = {0.3f, 0.6f, 0.9f, 0.7f};
    
            glUniform4f(src0, kSrc0[0], kSrc0[1], kSrc0[2], kSrc0[3]);
            glUniform4f(src1, kSrc1[0], kSrc1[1], kSrc1[2], kSrc1[3]);
            ASSERT_GL_NO_ERROR();
    
            glEnable(GL_BLEND);
            glBlendEquation(GL_FUNC_ADD);
            glViewport(0, 0, kWidth, kHeight);
            glClearColor(kDst[0], kDst[1], kDst[2], kDst[3]);
            ASSERT_GL_NO_ERROR();
    
            {
                glBlendFuncSeparate(GL_SRC1_COLOR_EXT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC1_COLOR_EXT,
                                    GL_ONE_MINUS_SRC1_ALPHA_EXT);
    
                glClear(GL_COLOR_BUFFER_BIT);
                glDrawArrays(GL_TRIANGLES, 0, 6);
                ASSERT_GL_NO_ERROR();
    
                // verify
                angle::GLColor color;
                BlendEquationFuncAdd<GL_SRC1_COLOR_EXT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC1_COLOR_EXT,
                                     GL_ONE_MINUS_SRC1_ALPHA_EXT>(kDst, kSrc0, kSrc1, &color);
    
                CheckPixels(kWidth / 4, (3 * kHeight) / 4, 1, 1, 1, color);
                CheckPixels(kWidth - 1, 0, 1, 1, 1, color);
            }
    
            {
                glBlendFuncSeparate(GL_ONE_MINUS_SRC1_COLOR_EXT, GL_ONE_MINUS_SRC_ALPHA,
                                    GL_ONE_MINUS_SRC_COLOR, GL_SRC1_ALPHA_EXT);
    
                glClear(GL_COLOR_BUFFER_BIT);
                glDrawArrays(GL_TRIANGLES, 0, 6);
                ASSERT_GL_NO_ERROR();
    
                // verify
                angle::GLColor color;
                BlendEquationFuncAdd<GL_ONE_MINUS_SRC1_COLOR_EXT, GL_ONE_MINUS_SRC_ALPHA,
                                     GL_ONE_MINUS_SRC_COLOR, GL_SRC1_ALPHA_EXT>(kDst, kSrc0, kSrc1,
                                                                                &color);
    
                CheckPixels(kWidth / 4, (3 * kHeight) / 4, 1, 1, 1, color);
                CheckPixels(kWidth - 1, 0, 1, 1, 1, color);
            }
        }
    
        GLuint mVBO;
        GLuint mProgram;
    };
    
    class EXTBlendFuncExtendedDrawTestES3 : public EXTBlendFuncExtendedDrawTest
    {
      protected:
        EXTBlendFuncExtendedDrawTestES3() : EXTBlendFuncExtendedDrawTest(), mIsES31OrNewer(false) {}
    
        void SetUp() override
        {
            EXTBlendFuncExtendedDrawTest::SetUp();
            if (getClientMajorVersion() > 3 || getClientMinorVersion() >= 1)
            {
                mIsES31OrNewer = true;
            }
        }
        void checkOutputIndexQuery(const char *name, GLint expectedIndex)
        {
            GLint index = glGetFragDataIndexEXT(mProgram, name);
            EXPECT_EQ(expectedIndex, index);
            if (mIsES31OrNewer)
            {
                index = glGetProgramResourceLocationIndexEXT(mProgram, GL_PROGRAM_OUTPUT, name);
                EXPECT_EQ(expectedIndex, index);
            }
            else
            {
                glGetProgramResourceLocationIndexEXT(mProgram, GL_PROGRAM_OUTPUT, name);
                EXPECT_GL_ERROR(GL_INVALID_OPERATION);
            }
        }
    
      private:
        bool mIsES31OrNewer;
    };
    
    }  // namespace
    
    // Test EXT_blend_func_extended related gets.
    TEST_P(EXTBlendFuncExtendedTest, TestMaxDualSourceDrawBuffers)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_blend_func_extended"));
    
        GLint maxDualSourceDrawBuffers = 0;
        glGetIntegerv(GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT, &maxDualSourceDrawBuffers);
        EXPECT_GT(maxDualSourceDrawBuffers, 0);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test a shader with EXT_blend_func_extended and gl_SecondaryFragColorEXT.
    // Outputs to primary color buffer using primary and secondary colors.
    TEST_P(EXTBlendFuncExtendedDrawTest, FragColor)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_blend_func_extended"));
    
        const char *kFragColorShader =
            "#extension GL_EXT_blend_func_extended : require\n"
            "precision mediump float;\n"
            "uniform vec4 src0;\n"
            "uniform vec4 src1;\n"
            "void main() {\n"
            "  gl_FragColor = src0;\n"
            "  gl_SecondaryFragColorEXT = src1;\n"
            "}\n";
    
        makeProgram(essl1_shaders::vs::Simple(), kFragColorShader);
    
        drawTest();
    }
    
    // Test a shader with EXT_blend_func_extended and gl_FragData.
    // Outputs to a color buffer using primary and secondary frag data.
    TEST_P(EXTBlendFuncExtendedDrawTest, FragData)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_blend_func_extended"));
    
        const char *kFragColorShader =
            "#extension GL_EXT_blend_func_extended : require\n"
            "precision mediump float;\n"
            "uniform vec4 src0;\n"
            "uniform vec4 src1;\n"
            "void main() {\n"
            "  gl_FragData[0] = src0;\n"
            "  gl_SecondaryFragDataEXT[0] = src1;\n"
            "}\n";
    
        makeProgram(essl1_shaders::vs::Simple(), kFragColorShader);
    
        drawTest();
    }
    
    // Test an ESSL 3.00 shader that uses two fragment outputs with locations specified in the shader.
    TEST_P(EXTBlendFuncExtendedDrawTestES3, FragmentOutputLocationsInShader)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_blend_func_extended"));
    
        const char *kFragColorShader = R"(#version 300 es
    #extension GL_EXT_blend_func_extended : require
    precision mediump float;
    uniform vec4 src0;
    uniform vec4 src1;
    layout(location = 0, index = 1) out vec4 outSrc1;
    layout(location = 0, index = 0) out vec4 outSrc0;
    void main() {
        outSrc0 = src0;
        outSrc1 = src1;
    })";
    
        makeProgram(essl3_shaders::vs::Simple(), kFragColorShader);
    
        checkOutputIndexQuery("outSrc0", 0);
        checkOutputIndexQuery("outSrc1", 1);
    
        drawTest();
    }
    
    // Test an ESSL 3.00 shader that uses two fragment outputs with locations specified through the API.
    TEST_P(EXTBlendFuncExtendedDrawTestES3, FragmentOutputLocationAPI)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_blend_func_extended"));
    
        constexpr char kFS[] = R"(#version 300 es
    #extension GL_EXT_blend_func_extended : require
    precision mediump float;
    uniform vec4 src0;
    uniform vec4 src1;
    out vec4 outSrc1;
    out vec4 outSrc0;
    void main() {
        outSrc0 = src0;
        outSrc1 = src1;
    })";
    
        mProgram = CompileProgram(essl3_shaders::vs::Simple(), kFS, [](GLuint program) {
            glBindFragDataLocationIndexedEXT(program, 0, 0, "outSrc0");
            glBindFragDataLocationIndexedEXT(program, 0, 1, "outSrc1");
        });
    
        ASSERT_NE(0u, mProgram);
    
        checkOutputIndexQuery("outSrc0", 0);
        checkOutputIndexQuery("outSrc1", 1);
    
        drawTest();
    }
    
    // Test an ESSL 3.00 shader that uses two fragment outputs, with location for one specified through
    // the API and location for another being set automatically.
    TEST_P(EXTBlendFuncExtendedDrawTestES3, FragmentOutputLocationsAPIAndAutomatic)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_blend_func_extended"));
    
        constexpr char kFS[] = R"(#version 300 es
    #extension GL_EXT_blend_func_extended : require
    precision mediump float;
    uniform vec4 src0;
    uniform vec4 src1;
    out vec4 outSrc1;
    out vec4 outSrc0;
    void main() {
        outSrc0 = src0;
        outSrc1 = src1;
    })";
    
        mProgram = CompileProgram(essl3_shaders::vs::Simple(), kFS, [](GLuint program) {
            glBindFragDataLocationIndexedEXT(program, 0, 1, "outSrc1");
        });
    
        ASSERT_NE(0u, mProgram);
    
        checkOutputIndexQuery("outSrc0", 0);
        checkOutputIndexQuery("outSrc1", 1);
    
        drawTest();
    }
    
    // Test an ESSL 3.00 shader that uses two array fragment outputs with locations specified through
    // the API.
    TEST_P(EXTBlendFuncExtendedDrawTestES3, FragmentArrayOutputLocationsAPI)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_blend_func_extended"));
    
        // TODO: Investigate this mac-only failure.  http://angleproject.com/1085
        ANGLE_SKIP_TEST_IF(IsOSX());
    
        constexpr char kFS[] = R"(#version 300 es
    #extension GL_EXT_blend_func_extended : require
    precision mediump float;
    uniform vec4 src0;
    uniform vec4 src1;
    out vec4 outSrc1[1];
    out vec4 outSrc0[1];
    void main() {
        outSrc0[0] = src0;
        outSrc1[0] = src1;
    })";
    
        mProgram = CompileProgram(essl3_shaders::vs::Simple(), kFS, [](GLuint program) {
            // Specs aren't very clear on what kind of name should be used when binding location for
            // array variables. We only allow names that do include the "[0]" suffix.
            glBindFragDataLocationIndexedEXT(program, 0, 0, "outSrc0[0]");
            glBindFragDataLocationIndexedEXT(program, 0, 1, "outSrc1[0]");
        });
    
        ASSERT_NE(0u, mProgram);
    
        // The extension spec is not very clear on what name can be used for the queries for array
        // variables. We're checking that the queries work in the same way as specified in OpenGL 4.4
        // page 107.
        checkOutputIndexQuery("outSrc0[0]", 0);
        checkOutputIndexQuery("outSrc1[0]", 1);
        checkOutputIndexQuery("outSrc0", 0);
        checkOutputIndexQuery("outSrc1", 1);
    
        // These queries use an out of range array index so they should return -1.
        checkOutputIndexQuery("outSrc0[1]", -1);
        checkOutputIndexQuery("outSrc1[1]", -1);
    
        drawTest();
    }
    
    // Test an ESSL 3.00 program with a link-time fragment output location conflict.
    TEST_P(EXTBlendFuncExtendedTestES3, FragmentOutputLocationConflict)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_blend_func_extended"));
    
        constexpr char kFS[] = R"(#version 300 es
    #extension GL_EXT_blend_func_extended : require
    precision mediump float;
    uniform vec4 src0;
    uniform vec4 src1;
    out vec4 out0;
    out vec4 out1;
    void main() {
        out0 = src0;
        out1 = src1;
    })";
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, essl3_shaders::vs::Simple());
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
        ASSERT_NE(0u, vs);
        ASSERT_NE(0u, fs);
    
        GLuint program = glCreateProgram();
        glAttachShader(program, vs);
        glDeleteShader(vs);
        glAttachShader(program, fs);
        glDeleteShader(fs);
    
        glBindFragDataLocationIndexedEXT(program, 0, 0, "out0");
        glBindFragDataLocationIndexedEXT(program, 0, 0, "out1");
    
        // The program should fail to link.
        glLinkProgram(program);
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_EQ(0, linkStatus);
    
        glDeleteProgram(program);
    }
    
    // Test an ESSL 3.00 program with some bindings set for nonexistent variables. These should not
    // create link-time conflicts.
    TEST_P(EXTBlendFuncExtendedTestES3, FragmentOutputLocationForNonexistentOutput)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_blend_func_extended"));
    
        constexpr char kFS[] = R"(#version 300 es
    #extension GL_EXT_blend_func_extended : require
    precision mediump float;
    uniform vec4 src0;
    out vec4 out0;
    void main() {
        out0 = src0;
    })";
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, essl3_shaders::vs::Simple());
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
        ASSERT_NE(0u, vs);
        ASSERT_NE(0u, fs);
    
        GLuint program = glCreateProgram();
        glAttachShader(program, vs);
        glDeleteShader(vs);
        glAttachShader(program, fs);
        glDeleteShader(fs);
    
        glBindFragDataLocationIndexedEXT(program, 0, 0, "out0");
        glBindFragDataLocationIndexedEXT(program, 0, 0, "out1");
        glBindFragDataLocationIndexedEXT(program, 0, 0, "out2[0]");
    
        // The program should link successfully - conflicting location for nonexistent variables out1 or
        // out2 should not be an issue.
        glLinkProgram(program);
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_NE(0, linkStatus);
    
        glDeleteProgram(program);
    }
    
    // Test mixing shader-assigned and automatic output locations.
    TEST_P(EXTBlendFuncExtendedTestES3, FragmentOutputLocationsPartiallyAutomatic)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_blend_func_extended"));
    
        GLint maxDrawBuffers;
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
        ANGLE_SKIP_TEST_IF(maxDrawBuffers < 4);
    
        constexpr char kFS[] = R"(#version 300 es
    #extension GL_EXT_blend_func_extended : require
    precision mediump float;
    uniform vec4 src0;
    uniform vec4 src1;
    uniform vec4 src2;
    uniform vec4 src3;
    layout(location=0) out vec4 out0;
    layout(location=3) out vec4 out3;
    out vec4 out12[2];
    void main() {
        out0 = src0;
        out12[0] = src1;
        out12[1] = src2;
        out3 = src3;
    })";
    
        GLuint program = CompileProgram(essl3_shaders::vs::Simple(), kFS);
        ASSERT_NE(0u, program);
    
        GLint location = glGetFragDataLocation(program, "out0");
        EXPECT_EQ(0, location);
        location = glGetFragDataLocation(program, "out12");
        EXPECT_EQ(1, location);
        location = glGetFragDataLocation(program, "out3");
        EXPECT_EQ(3, location);
    
        glDeleteProgram(program);
    }
    
    // Test a fragment output array that doesn't fit because contiguous locations are not available.
    TEST_P(EXTBlendFuncExtendedTestES3, FragmentOutputArrayDoesntFit)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_blend_func_extended"));
    
        GLint maxDrawBuffers;
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
        ANGLE_SKIP_TEST_IF(maxDrawBuffers < 4);
    
        std::stringstream fragShader;
        fragShader << R"(#version 300 es
    #extension GL_EXT_blend_func_extended : require
    precision mediump float;
    layout(location=2) out vec4 out0;
    out vec4 outArray[)"
                   << (maxDrawBuffers - 1) << R"(];
    void main() {
        out0 = vec4(1.0);
        outArray[0] = vec4(1.0);
    })";
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, essl3_shaders::vs::Simple());
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fragShader.str().c_str());
        ASSERT_NE(0u, vs);
        ASSERT_NE(0u, fs);
    
        GLuint program = glCreateProgram();
        glAttachShader(program, vs);
        glDeleteShader(vs);
        glAttachShader(program, fs);
        glDeleteShader(fs);
    
        // The program should not link - there's no way to fit "outArray" into available output
        // locations.
        glLinkProgram(program);
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_EQ(0, linkStatus);
    
        glDeleteProgram(program);
    }
    
    ANGLE_INSTANTIATE_TEST(EXTBlendFuncExtendedTest,
                           ES2_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGL(),
                           ES3_OPENGLES(),
                           ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(EXTBlendFuncExtendedTestES3,
                           ES3_OPENGL(),
                           ES3_OPENGLES(),
                           ES31_OPENGL(),
                           ES31_OPENGLES());
    ANGLE_INSTANTIATE_TEST(EXTBlendFuncExtendedDrawTest,
                           ES2_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGL(),
                           ES3_OPENGLES(),
                           ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(EXTBlendFuncExtendedDrawTestES3,
                           ES3_OPENGL(),
                           ES3_OPENGLES(),
                           ES31_OPENGL(),
                           ES31_OPENGLES());