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

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  • Author : Yuly Novikov
    Date : 2019-08-07 18:29:13
    Hash : 7424fe8b
    Message : Skip BufferDataOverflowTest.VertexBufferIntegerOverflow on Win NVIDIA D3D11. Due to flaky timeout. Bug: angleproject:3786 Change-Id: I9881dcf4bcb2c958c7e5d26cba635d9cf3ff7f1a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1743050 Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/gl_tests/BufferDataTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    #include "util/random_utils.h"
    
    #include <stdint.h>
    
    using namespace angle;
    
    class BufferDataTest : public ANGLETest
    {
      protected:
        BufferDataTest()
        {
            setWindowWidth(16);
            setWindowHeight(16);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
    
            mBuffer         = 0;
            mProgram        = 0;
            mAttribLocation = -1;
        }
    
        void testSetUp() override
        {
            constexpr char kVS[] = R"(attribute vec4 position;
    attribute float in_attrib;
    varying float v_attrib;
    void main()
    {
        v_attrib = in_attrib;
        gl_Position = position;
    })";
    
            constexpr char kFS[] = R"(precision mediump float;
    varying float v_attrib;
    void main()
    {
        gl_FragColor = vec4(v_attrib, 0, 0, 1);
    })";
    
            glGenBuffers(1, &mBuffer);
            ASSERT_NE(mBuffer, 0U);
    
            mProgram = CompileProgram(kVS, kFS);
            ASSERT_NE(mProgram, 0U);
    
            mAttribLocation = glGetAttribLocation(mProgram, "in_attrib");
            ASSERT_NE(mAttribLocation, -1);
    
            glClearColor(0, 0, 0, 0);
            glClearDepthf(0.0);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            glDisable(GL_DEPTH_TEST);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void testTearDown() override
        {
            glDeleteBuffers(1, &mBuffer);
            glDeleteProgram(mProgram);
        }
    
        GLuint mBuffer;
        GLuint mProgram;
        GLint mAttribLocation;
    };
    
    // Disabled in debug because it's way too slow.
    #if !defined(NDEBUG)
    #    define MAYBE_NULLData DISABLED_NULLData
    #else
    #    define MAYBE_NULLData NULLData
    #endif  // !defined(NDEBUG)
    
    TEST_P(BufferDataTest, MAYBE_NULLData)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        EXPECT_GL_NO_ERROR();
    
        const int numIterations = 128;
        for (int i = 0; i < numIterations; ++i)
        {
            GLsizei bufferSize = sizeof(GLfloat) * (i + 1);
            glBufferData(GL_ARRAY_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
            EXPECT_GL_NO_ERROR();
    
            for (int j = 0; j < bufferSize; j++)
            {
                for (int k = 0; k < bufferSize - j; k++)
                {
                    glBufferSubData(GL_ARRAY_BUFFER, k, j, nullptr);
                    ASSERT_GL_NO_ERROR();
                }
            }
        }
    }
    
    TEST_P(BufferDataTest, ZeroNonNULLData)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        EXPECT_GL_NO_ERROR();
    
        char *zeroData = new char[0];
        glBufferData(GL_ARRAY_BUFFER, 0, zeroData, GL_STATIC_DRAW);
        EXPECT_GL_NO_ERROR();
    
        glBufferSubData(GL_ARRAY_BUFFER, 0, 0, zeroData);
        EXPECT_GL_NO_ERROR();
    
        delete[] zeroData;
    }
    
    TEST_P(BufferDataTest, NULLResolvedData)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_DYNAMIC_DRAW);
    
        glUseProgram(mProgram);
        glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
        glEnableVertexAttribArray(mAttribLocation);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    
        drawQuad(mProgram, "position", 0.5f);
    }
    
    // Internally in D3D, we promote dynamic data to static after many draw loops. This code tests
    // path.
    TEST_P(BufferDataTest, RepeatedDrawWithDynamic)
    {
        std::vector<GLfloat> data;
        for (int i = 0; i < 16; ++i)
        {
            data.push_back(static_cast<GLfloat>(i));
        }
    
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), GL_DYNAMIC_DRAW);
        glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glEnableVertexAttribArray(mAttribLocation);
    
        for (int drawCount = 0; drawCount < 40; ++drawCount)
        {
            drawQuad(mProgram, "position", 0.5f);
        }
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Tests for a bug where vertex attribute translation was not being invalidated when switching to
    // DYNAMIC
    TEST_P(BufferDataTest, RepeatedDrawDynamicBug)
    {
        // http://anglebug.com/2843: Seems to be an Intel driver bug.
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel() && IsWindows());
    
        glUseProgram(mProgram);
    
        GLint positionLocation = glGetAttribLocation(mProgram, "position");
        ASSERT_NE(-1, positionLocation);
    
        auto quadVertices = GetQuadVertices();
        for (angle::Vector3 &vertex : quadVertices)
        {
            vertex.x() *= 1.0f;
            vertex.y() *= 1.0f;
            vertex.z() = 0.0f;
        }
    
        // Set up quad vertices with DYNAMIC data
        GLBuffer positionBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * quadVertices.size() * 3, quadVertices.data(),
                     GL_DYNAMIC_DRAW);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        EXPECT_GL_NO_ERROR();
    
        // Set up color data so red is drawn
        std::vector<GLfloat> data(6, 1.0f);
    
        // Set data to DYNAMIC
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), GL_DYNAMIC_DRAW);
        glVertexAttribPointer(mAttribLocation, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(mAttribLocation);
        EXPECT_GL_NO_ERROR();
    
        // Draw enough times to promote data to DIRECT mode
        for (int i = 0; i < 20; i++)
        {
            glDrawArrays(GL_TRIANGLES, 0, 6);
        }
    
        // Verify red was drawn
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Set up color value so black is drawn
        std::fill(data.begin(), data.end(), 0.0f);
    
        // Update the data, changing back to DYNAMIC mode.
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * data.size(), data.data(), GL_DYNAMIC_DRAW);
    
        // This draw should produce a black quad
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
        EXPECT_GL_NO_ERROR();
    }
    
    class IndexedBufferCopyTest : public ANGLETest
    {
      protected:
        IndexedBufferCopyTest()
        {
            setWindowWidth(16);
            setWindowHeight(16);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        void testSetUp() override
        {
            constexpr char kVS[] = R"(attribute vec3 in_attrib;
    varying vec3 v_attrib;
    void main()
    {
        v_attrib = in_attrib;
        gl_Position = vec4(0.0, 0.0, 0.5, 1.0);
        gl_PointSize = 100.0;
    })";
    
            constexpr char kFS[] = R"(precision mediump float;
    varying vec3 v_attrib;
    void main()
    {
        gl_FragColor = vec4(v_attrib, 1);
    })";
    
            glGenBuffers(2, mBuffers);
            ASSERT_NE(mBuffers[0], 0U);
            ASSERT_NE(mBuffers[1], 0U);
    
            glGenBuffers(1, &mElementBuffer);
            ASSERT_NE(mElementBuffer, 0U);
    
            mProgram = CompileProgram(kVS, kFS);
            ASSERT_NE(mProgram, 0U);
    
            mAttribLocation = glGetAttribLocation(mProgram, "in_attrib");
            ASSERT_NE(mAttribLocation, -1);
    
            glClearColor(0, 0, 0, 0);
            glDisable(GL_DEPTH_TEST);
            glClear(GL_COLOR_BUFFER_BIT);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void testTearDown() override
        {
            glDeleteBuffers(2, mBuffers);
            glDeleteBuffers(1, &mElementBuffer);
            glDeleteProgram(mProgram);
        }
    
        GLuint mBuffers[2];
        GLuint mElementBuffer;
        GLuint mProgram;
        GLint mAttribLocation;
    };
    
    // The following test covers an ANGLE bug where our index ranges
    // weren't updated from CopyBufferSubData calls
    // https://code.google.com/p/angleproject/issues/detail?id=709
    TEST_P(IndexedBufferCopyTest, IndexRangeBug)
    {
        // TODO(geofflang): Figure out why this fails on AMD OpenGL (http://anglebug.com/1291)
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
    
        unsigned char vertexData[] = {255, 0, 0, 0, 0, 0};
        unsigned int indexData[]   = {0, 1};
    
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[0]);
        glBufferData(GL_ARRAY_BUFFER, sizeof(char) * 6, vertexData, GL_STATIC_DRAW);
    
        glUseProgram(mProgram);
        glVertexAttribPointer(mAttribLocation, 3, GL_UNSIGNED_BYTE, GL_TRUE, 3, nullptr);
        glEnableVertexAttribArray(mAttribLocation);
    
        ASSERT_GL_NO_ERROR();
    
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mElementBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * 1, indexData, GL_STATIC_DRAW);
    
        glUseProgram(mProgram);
    
        ASSERT_GL_NO_ERROR();
    
        glDrawElements(GL_POINTS, 1, GL_UNSIGNED_INT, nullptr);
    
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        glBindBuffer(GL_COPY_READ_BUFFER, mBuffers[1]);
        glBufferData(GL_COPY_READ_BUFFER, 4, &indexData[1], GL_STATIC_DRAW);
    
        glBindBuffer(GL_COPY_WRITE_BUFFER, mElementBuffer);
    
        glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, sizeof(int));
    
        ASSERT_GL_NO_ERROR();
    
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
    
        unsigned char newData[] = {0, 255, 0};
        glBufferSubData(GL_ARRAY_BUFFER, 3, 3, newData);
    
        glDrawElements(GL_POINTS, 1, GL_UNSIGNED_INT, nullptr);
    
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    class BufferDataTestES3 : public BufferDataTest
    {};
    
    // The following test covers an ANGLE bug where the buffer storage
    // is not resized by Buffer11::getLatestBufferStorage when needed.
    // https://code.google.com/p/angleproject/issues/detail?id=897
    TEST_P(BufferDataTestES3, BufferResizing)
    {
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        ASSERT_GL_NO_ERROR();
    
        // Allocate a buffer with one byte
        uint8_t singleByte[] = {0xaa};
        glBufferData(GL_ARRAY_BUFFER, 1, singleByte, GL_STATIC_DRAW);
    
        // Resize the buffer
        // To trigger the bug, the buffer need to be big enough because some hardware copy buffers
        // by chunks of pages instead of the minimum number of bytes needed.
        const size_t numBytes = 4096 * 4;
        glBufferData(GL_ARRAY_BUFFER, numBytes, nullptr, GL_STATIC_DRAW);
    
        // Copy the original data to the buffer
        uint8_t srcBytes[numBytes];
        for (size_t i = 0; i < numBytes; ++i)
        {
            srcBytes[i] = static_cast<uint8_t>(i);
        }
    
        void *dest = glMapBufferRange(GL_ARRAY_BUFFER, 0, numBytes,
                                      GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
    
        ASSERT_GL_NO_ERROR();
    
        memcpy(dest, srcBytes, numBytes);
        glUnmapBuffer(GL_ARRAY_BUFFER);
    
        EXPECT_GL_NO_ERROR();
    
        // Create a new buffer and copy the data to it
        GLuint readBuffer;
        glGenBuffers(1, &readBuffer);
        glBindBuffer(GL_COPY_WRITE_BUFFER, readBuffer);
        uint8_t zeros[numBytes];
        for (size_t i = 0; i < numBytes; ++i)
        {
            zeros[i] = 0;
        }
        glBufferData(GL_COPY_WRITE_BUFFER, numBytes, zeros, GL_STATIC_DRAW);
        glCopyBufferSubData(GL_ARRAY_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, numBytes);
    
        ASSERT_GL_NO_ERROR();
    
        // Read back the data and compare it to the original
        uint8_t *data = reinterpret_cast<uint8_t *>(
            glMapBufferRange(GL_COPY_WRITE_BUFFER, 0, numBytes, GL_MAP_READ_BIT));
    
        ASSERT_GL_NO_ERROR();
    
        for (size_t i = 0; i < numBytes; ++i)
        {
            EXPECT_EQ(srcBytes[i], data[i]);
        }
        glUnmapBuffer(GL_COPY_WRITE_BUFFER);
    
        glDeleteBuffers(1, &readBuffer);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Verify the functionality of glMapBufferRange()'s GL_MAP_UNSYNCHRONIZED_BIT
    // NOTE: On Vulkan, if we ever use memory that's not `VK_MEMORY_PROPERTY_HOST_COHERENT_BIT`, then
    // this could incorrectly pass.
    TEST_P(BufferDataTestES3, MapBufferRangeUnsynchronizedBit)
    {
        // We can currently only control the behavior of the Vulkan backend's synchronizing operation's
        ANGLE_SKIP_TEST_IF(!IsVulkan());
    
        const size_t numElements = 10;
        std::vector<uint8_t> srcData(numElements);
        std::vector<uint8_t> dstData(numElements);
    
        for (uint8_t i = 0; i < srcData.size(); i++)
        {
            srcData[i] = i;
        }
        for (uint8_t i = 0; i < dstData.size(); i++)
        {
            dstData[i] = static_cast<uint8_t>(i + dstData.size());
        }
    
        GLBuffer srcBuffer;
        GLBuffer dstBuffer;
    
        glBindBuffer(GL_COPY_READ_BUFFER, srcBuffer);
        ASSERT_GL_NO_ERROR();
        glBindBuffer(GL_COPY_WRITE_BUFFER, dstBuffer);
        ASSERT_GL_NO_ERROR();
    
        glBufferData(GL_COPY_READ_BUFFER, srcData.size(), srcData.data(), GL_STATIC_DRAW);
        ASSERT_GL_NO_ERROR();
        glBufferData(GL_COPY_WRITE_BUFFER, dstData.size(), dstData.data(), GL_STATIC_READ);
        ASSERT_GL_NO_ERROR();
    
        glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, numElements);
    
        // With GL_MAP_UNSYNCHRONIZED_BIT, we expect the data to be stale and match dstData
        // NOTE: We are specifying GL_MAP_WRITE_BIT so we can use GL_MAP_UNSYNCHRONIZED_BIT. This is
        // venturing into undefined behavior, since we are actually planning on reading from this
        // pointer.
        auto *data = reinterpret_cast<uint8_t *>(glMapBufferRange(
            GL_COPY_WRITE_BUFFER, 0, numElements, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT));
        EXPECT_GL_NO_ERROR();
        for (size_t i = 0; i < numElements; ++i)
        {
            EXPECT_EQ(dstData[i], data[i]);
        }
        glUnmapBuffer(GL_COPY_WRITE_BUFFER);
        EXPECT_GL_NO_ERROR();
    
        // Without GL_MAP_UNSYNCHRONIZED_BIT, we expect the data to be copied and match srcData
        data = reinterpret_cast<uint8_t *>(
            glMapBufferRange(GL_COPY_WRITE_BUFFER, 0, numElements, GL_MAP_READ_BIT));
        EXPECT_GL_NO_ERROR();
        for (size_t i = 0; i < numElements; ++i)
        {
            EXPECT_EQ(srcData[i], data[i]);
        }
        glUnmapBuffer(GL_COPY_WRITE_BUFFER);
        EXPECT_GL_NO_ERROR();
    }
    
    // Verify OES_mapbuffer is present if EXT_map_buffer_range is.
    TEST_P(BufferDataTest, ExtensionDependency)
    {
        if (IsGLExtensionEnabled("GL_EXT_map_buffer_range"))
        {
            ASSERT_TRUE(IsGLExtensionEnabled("GL_OES_mapbuffer"));
        }
    }
    
    // Test mapping with the OES extension.
    TEST_P(BufferDataTest, MapBufferOES)
    {
        if (!IsGLExtensionEnabled("GL_EXT_map_buffer_range"))
        {
            // Needed for test validation.
            return;
        }
    
        std::vector<uint8_t> data(1024);
        FillVectorWithRandomUBytes(&data);
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
        glBufferData(GL_ARRAY_BUFFER, data.size(), nullptr, GL_STATIC_DRAW);
    
        // Validate that other map flags don't work.
        void *badMapPtr = glMapBufferOES(GL_ARRAY_BUFFER, GL_MAP_READ_BIT);
        EXPECT_EQ(nullptr, badMapPtr);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        // Map and write.
        void *mapPtr = glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
        ASSERT_NE(nullptr, mapPtr);
        ASSERT_GL_NO_ERROR();
        memcpy(mapPtr, data.data(), data.size());
        glUnmapBufferOES(GL_ARRAY_BUFFER);
    
        // Validate data with EXT_map_buffer_range
        void *readMapPtr = glMapBufferRangeEXT(GL_ARRAY_BUFFER, 0, data.size(), GL_MAP_READ_BIT_EXT);
        ASSERT_NE(nullptr, readMapPtr);
        ASSERT_GL_NO_ERROR();
        std::vector<uint8_t> actualData(data.size());
        memcpy(actualData.data(), readMapPtr, data.size());
        glUnmapBufferOES(GL_ARRAY_BUFFER);
    
        EXPECT_EQ(data, actualData);
    }
    
    // Tests a bug where copying buffer data immediately after creation hit a nullptr in D3D11.
    TEST_P(BufferDataTestES3, NoBufferInitDataCopyBug)
    {
        constexpr GLsizei size = 64;
    
        GLBuffer sourceBuffer;
        glBindBuffer(GL_COPY_READ_BUFFER, sourceBuffer);
        glBufferData(GL_COPY_READ_BUFFER, size, nullptr, GL_STATIC_DRAW);
    
        GLBuffer destBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, destBuffer);
        glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_STATIC_DRAW);
    
        glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_ARRAY_BUFFER, 0, 0, size);
        ASSERT_GL_NO_ERROR();
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(BufferDataTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_OPENGL(),
                           ES2_OPENGLES(),
                           ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(BufferDataTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES(), ES3_VULKAN());
    ANGLE_INSTANTIATE_TEST(IndexedBufferCopyTest,
                           ES3_D3D11(),
                           ES3_OPENGL(),
                           ES3_OPENGLES(),
                           ES3_VULKAN());
    
    #ifdef _WIN64
    
    // Test a bug where an integer overflow bug could trigger a crash in D3D.
    // The test uses 8 buffers with a size just under 0x2000000 to overflow max uint
    // (with the internal D3D rounding to 16-byte values) and trigger the bug.
    // Only handle this bug on 64-bit Windows for now. Harder to repro on 32-bit.
    class BufferDataOverflowTest : public ANGLETest
    {
      protected:
        BufferDataOverflowTest() {}
    };
    
    // See description above.
    TEST_P(BufferDataOverflowTest, VertexBufferIntegerOverflow)
    {
        // http://anglebug.com/3786: flaky timeout on Win10 FYI x64 Release (NVIDIA GeForce GTX 1660)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsD3D11());
    
        // These values are special, to trigger the rounding bug.
        unsigned int numItems       = 0x7FFFFFE;
        constexpr GLsizei bufferCnt = 8;
    
        std::vector<GLBuffer> buffers(bufferCnt);
    
        std::stringstream vertexShaderStr;
    
        for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
        {
            vertexShaderStr << "attribute float attrib" << bufferIndex << ";\n";
        }
    
        vertexShaderStr << "attribute vec2 position;\n"
                           "varying float v_attrib;\n"
                           "void main() {\n"
                           "  gl_Position = vec4(position, 0, 1);\n"
                           "  v_attrib = 0.0;\n";
    
        for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
        {
            vertexShaderStr << "v_attrib += attrib" << bufferIndex << ";\n";
        }
    
        vertexShaderStr << "}";
    
        constexpr char kFS[] =
            "varying highp float v_attrib;\n"
            "void main() {\n"
            "  gl_FragColor = vec4(v_attrib, 0, 0, 1);\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderStr.str().c_str(), kFS);
        glUseProgram(program.get());
    
        std::vector<GLfloat> data(numItems, 1.0f);
    
        for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
        {
            glBindBuffer(GL_ARRAY_BUFFER, buffers[bufferIndex].get());
            glBufferData(GL_ARRAY_BUFFER, numItems * sizeof(float), &data[0], GL_DYNAMIC_DRAW);
    
            std::stringstream attribNameStr;
            attribNameStr << "attrib" << bufferIndex;
    
            GLint attribLocation = glGetAttribLocation(program.get(), attribNameStr.str().c_str());
            ASSERT_NE(-1, attribLocation);
    
            glVertexAttribPointer(attribLocation, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
            glEnableVertexAttribArray(attribLocation);
        }
    
        GLint positionLocation = glGetAttribLocation(program.get(), "position");
        ASSERT_NE(-1, positionLocation);
        glDisableVertexAttribArray(positionLocation);
        glVertexAttrib2f(positionLocation, 1.0f, 1.0f);
    
        EXPECT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, numItems);
        EXPECT_GL_ERROR(GL_OUT_OF_MEMORY);
    
        // Test that a small draw still works.
        for (GLsizei bufferIndex = 0; bufferIndex < bufferCnt; ++bufferIndex)
        {
            std::stringstream attribNameStr;
            attribNameStr << "attrib" << bufferIndex;
            GLint attribLocation = glGetAttribLocation(program.get(), attribNameStr.str().c_str());
            ASSERT_NE(-1, attribLocation);
            glDisableVertexAttribArray(attribLocation);
        }
    
        glDrawArrays(GL_TRIANGLES, 0, 3);
        EXPECT_GL_ERROR(GL_NO_ERROR);
    }
    
    // Tests a security bug in our CopyBufferSubData validation (integer overflow).
    TEST_P(BufferDataOverflowTest, CopySubDataValidation)
    {
        GLBuffer readBuffer, writeBuffer;
    
        glBindBuffer(GL_COPY_READ_BUFFER, readBuffer.get());
        glBindBuffer(GL_COPY_WRITE_BUFFER, writeBuffer.get());
    
        constexpr int bufSize = 100;
    
        glBufferData(GL_COPY_READ_BUFFER, bufSize, nullptr, GL_STATIC_DRAW);
        glBufferData(GL_COPY_WRITE_BUFFER, bufSize, nullptr, GL_STATIC_DRAW);
    
        GLintptr big = std::numeric_limits<GLintptr>::max() - bufSize + 90;
    
        glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, big, 0, 50);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, big, 50);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    }
    
    ANGLE_INSTANTIATE_TEST(BufferDataOverflowTest, ES3_D3D11());
    
    #endif  // _WIN64