Hash :
584f1b78
Author :
Date :
2021-10-14T17:55:47
metal: fix crash when checking for flat attributes
We can frontload the check of whether or not a shader program uses flat
interpolation for its attributes.
This prevents a crash where an application does:
glAttachShader
glLinkProgram
glDetachShader
glDeleteShader
and the check tries to look at the shader attachments (which are no
longer valid).
Also add some tests to ensure that detaching shaders after program link
doesn't cause crashes on indexed draws, and that the flat attribute
detection works across program save/load.
Bug: angleproject:6526
Signed-off-by: Steven Noonan <steven@valvesoftware.com>
Change-Id: I70990808fdfd17608b4b720461cae1a0bdd064b8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3224663
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Kyle Piddington <kpiddington@apple.com>
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
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//
// 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.
//
// DrawElementsTest:
// Tests for indexed draws.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class DrawElementsTest : public ANGLETest
{
protected:
DrawElementsTest() : mProgram(0u)
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
~DrawElementsTest()
{
for (GLuint indexBuffer : mIndexBuffers)
{
if (indexBuffer != 0)
{
glDeleteBuffers(1, &indexBuffer);
}
}
for (GLuint vertexArray : mVertexArrays)
{
if (vertexArray != 0)
{
glDeleteVertexArrays(1, &vertexArray);
}
}
for (GLuint vertexBuffer : mVertexBuffers)
{
if (vertexBuffer != 0)
{
glDeleteBuffers(1, &vertexBuffer);
}
}
if (mProgram != 0u)
{
glDeleteProgram(mProgram);
}
}
std::vector<GLuint> mIndexBuffers;
std::vector<GLuint> mVertexArrays;
std::vector<GLuint> mVertexBuffers;
GLuint mProgram;
};
class WebGLDrawElementsTest : public DrawElementsTest
{
public:
WebGLDrawElementsTest() { setWebGLCompatibilityEnabled(true); }
};
// Test no error is generated when using client-side arrays, indices = nullptr and count = 0
TEST_P(DrawElementsTest, ClientSideNullptrArrayZeroCount)
{
constexpr char kVS[] =
"attribute vec3 a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Blue());
GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program.get());
const auto &vertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
ASSERT_GL_NO_ERROR();
// "If drawElements is called with a count greater than zero, and no WebGLBuffer is bound to the
// ELEMENT_ARRAY_BUFFER binding point, an INVALID_OPERATION error is generated."
glDrawElements(GL_TRIANGLES, 1, GL_UNSIGNED_BYTE, nullptr);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// count == 0 so it's fine to have no element array buffer bound.
glDrawElements(GL_TRIANGLES, 0, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
}
// Test uploading part of an index buffer after deleting a vertex array
// previously used for DrawElements.
TEST_P(DrawElementsTest, DeleteVertexArrayAndUploadIndex)
{
const auto &vertices = GetIndexedQuadVertices();
const auto &indices = GetQuadIndices();
ANGLE_GL_PROGRAM(programDrawRed, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
glUseProgram(programDrawRed);
GLint posLocation = glGetAttribLocation(programDrawRed, essl3_shaders::PositionAttrib());
ASSERT_NE(-1, posLocation);
GLuint vertexArray;
glGenVertexArrays(1, &vertexArray);
glBindVertexArray(vertexArray);
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
GLBuffer indexBuffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
GL_STATIC_DRAW);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
glDeleteVertexArrays(1, &vertexArray);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
// Could crash here if the observer binding from the vertex array doesn't get
// removed on vertex array destruction.
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(indices[0]) * 3, indices.data());
ASSERT_GL_NO_ERROR();
}
// Test a state desync that can occur when using a streaming index buffer in GL in concert with
// deleting the applied index buffer.
TEST_P(DrawElementsTest, DeletingAfterStreamingIndexes)
{
// Init program
constexpr char kVS[] =
"attribute vec2 position;\n"
"attribute vec2 testFlag;\n"
"varying vec2 v_data;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" v_data = testFlag;\n"
"}";
constexpr char kFS[] =
"varying highp vec2 v_data;\n"
"void main() {\n"
" gl_FragColor = vec4(v_data, 0, 1);\n"
"}";
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(0u, mProgram);
glUseProgram(mProgram);
GLint positionLocation = glGetAttribLocation(mProgram, "position");
ASSERT_NE(-1, positionLocation);
GLint testFlagLocation = glGetAttribLocation(mProgram, "testFlag");
ASSERT_NE(-1, testFlagLocation);
mIndexBuffers.resize(3u);
glGenBuffers(3, &mIndexBuffers[0]);
mVertexArrays.resize(2);
glGenVertexArrays(2, &mVertexArrays[0]);
mVertexBuffers.resize(2);
glGenBuffers(2, &mVertexBuffers[0]);
std::vector<GLuint> indexData[2];
indexData[0].push_back(0);
indexData[0].push_back(1);
indexData[0].push_back(2);
indexData[0].push_back(2);
indexData[0].push_back(3);
indexData[0].push_back(0);
indexData[1] = indexData[0];
for (GLuint &item : indexData[1])
{
item += 4u;
}
std::vector<GLfloat> positionData = {// quad verts
-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
// Repeat position data
-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
std::vector<GLfloat> testFlagData = {// red
1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
// green
0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indexData[0].size(), &indexData[0][0],
GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[2]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indexData[0].size(), &indexData[0][0],
GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indexData[1].size(), &indexData[1][0],
GL_STATIC_DRAW);
// Initialize first vertex array with second index buffer
glBindVertexArray(mVertexArrays[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[1]);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * positionData.size(), &positionData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(positionLocation);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * testFlagData.size(), &testFlagData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(testFlagLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(testFlagLocation);
// Initialize second vertex array with first index buffer
glBindVertexArray(mVertexArrays[1]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[0]);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[0]);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(positionLocation);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[1]);
glVertexAttribPointer(testFlagLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(testFlagLocation);
ASSERT_GL_NO_ERROR();
glBindVertexArray(mVertexArrays[0]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glBindVertexArray(mVertexArrays[1]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glBindVertexArray(mVertexArrays[0]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Trigger the bug here.
glDeleteBuffers(1, &mIndexBuffers[2]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Verify that detaching shaders after linking doesn't break draw calls
TEST_P(DrawElementsTest, DrawWithDetachedShaders)
{
const auto &vertices = GetIndexedQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
GLBuffer indexBuffer;
const auto &indices = GetQuadIndices();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(),
GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
GLuint vertexShader = CompileShader(GL_VERTEX_SHADER, essl3_shaders::vs::Simple());
GLuint fragmentShader = CompileShader(GL_FRAGMENT_SHADER, essl3_shaders::fs::Red());
ASSERT_NE(0u, vertexShader);
ASSERT_NE(0u, fragmentShader);
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
GLint linkStatus;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
EXPECT_EQ(GL_TRUE, linkStatus);
glDetachShader(program, vertexShader);
glDetachShader(program, fragmentShader);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
ASSERT_GL_NO_ERROR();
glUseProgram(program);
GLint posLocation = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
ASSERT_NE(-1, posLocation);
GLVertexArray vertexArray;
glBindVertexArray(vertexArray);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
ASSERT_GL_NO_ERROR();
glDeleteProgram(program);
ASSERT_GL_NO_ERROR();
}
// Test drawing to part of the indices in an index buffer, and then all of them.
TEST_P(DrawElementsTest, PartOfIndexBufferThenAll)
{
// Init program
constexpr char kVS[] =
"attribute vec2 position;\n"
"attribute vec2 testFlag;\n"
"varying vec2 v_data;\n"
"void main() {\n"
" gl_Position = vec4(position, 0, 1);\n"
" v_data = testFlag;\n"
"}";
constexpr char kFS[] =
"varying highp vec2 v_data;\n"
"void main() {\n"
" gl_FragColor = vec4(v_data, 0, 1);\n"
"}";
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(0u, mProgram);
glUseProgram(mProgram);
GLint positionLocation = glGetAttribLocation(mProgram, "position");
ASSERT_NE(-1, positionLocation);
GLint testFlagLocation = glGetAttribLocation(mProgram, "testFlag");
ASSERT_NE(-1, testFlagLocation);
mIndexBuffers.resize(1);
glGenBuffers(1, &mIndexBuffers[0]);
mVertexArrays.resize(1);
glGenVertexArrays(1, &mVertexArrays[0]);
mVertexBuffers.resize(2);
glGenBuffers(2, &mVertexBuffers[0]);
std::vector<GLubyte> indexData[2];
indexData[0].push_back(0);
indexData[0].push_back(1);
indexData[0].push_back(2);
indexData[0].push_back(2);
indexData[0].push_back(3);
indexData[0].push_back(0);
indexData[0].push_back(4);
indexData[0].push_back(5);
indexData[0].push_back(6);
indexData[0].push_back(6);
indexData[0].push_back(7);
indexData[0].push_back(4);
// Make a copy:
indexData[1] = indexData[0];
std::vector<GLfloat> positionData = {// quad verts
-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
// Repeat position data
-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f};
std::vector<GLfloat> testFlagData = {// red
1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
// green
0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte) * indexData[0].size(), &indexData[0][0],
GL_STATIC_DRAW);
glBindVertexArray(mVertexArrays[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffers[0]);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * positionData.size(), &positionData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(positionLocation);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * testFlagData.size(), &testFlagData[0],
GL_STATIC_DRAW);
glVertexAttribPointer(testFlagLocation, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, nullptr);
glEnableVertexAttribArray(testFlagLocation);
ASSERT_GL_NO_ERROR();
// Draw with just the second set of 6 items, then first 6, and then the entire index buffer
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(6));
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_BYTE, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Reload the buffer again with a copy of the same data
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte) * indexData[1].size(), &indexData[1][0],
GL_STATIC_DRAW);
// Draw with just the first 6 indices, and then with the entire index buffer
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_BYTE, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
// Reload the buffer again with a copy of the same data
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte) * indexData[0].size(), &indexData[0][0],
GL_STATIC_DRAW);
// This time, do not check color between draws (which causes a flush):
// Draw with just the second set of 6 items, then first 6, and then the entire index buffer
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void *>(6));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, nullptr);
glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_BYTE, nullptr);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test that the offset in the index buffer is forced to be a multiple of the element size
TEST_P(WebGLDrawElementsTest, DrawElementsTypeAlignment)
{
constexpr char kVS[] =
"attribute vec3 a_pos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(a_pos, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, kVS, essl1_shaders::fs::Blue());
GLint posLocation = glGetAttribLocation(program, "a_pos");
ASSERT_NE(-1, posLocation);
glUseProgram(program);
const auto &vertices = GetQuadVertices();
GLBuffer vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLocation);
GLBuffer indexBuffer;
const GLubyte indices1[] = {0, 0, 0, 0, 0, 0};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices1), indices1, GL_STATIC_DRAW);
ASSERT_GL_NO_ERROR();
const char *zeroIndices = nullptr;
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, zeroIndices);
ASSERT_GL_NO_ERROR();
const GLushort indices2[] = {0, 0, 0, 0, 0, 0};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices2), indices2, GL_STATIC_DRAW);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, zeroIndices + 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(DrawElementsTest);
ANGLE_INSTANTIATE_TEST_ES3(DrawElementsTest);
ANGLE_INSTANTIATE_TEST_ES2(WebGLDrawElementsTest);
} // namespace