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

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  • Author : Yuly Novikov
    Date : 2020-03-26 22:44:15
    Hash : 7d8c2f2e
    Message : Hide SwiftShader OS Window in dEQP and end2end tests This prevents a race between starting Xvfb on test bots and X11 calls in X11Window::setVisible(), which used to cause flaky hangs on Linux SwANGLE bots. Unfortunately, in order to hide SwiftShader OS window, it must be a separate window from other backends, so it is no longer possible to have a single window for all backends, even if we don't reuse EGL Display. The only platform that still uses a single OS Window is Android, since there is only one system window per test application. In addition, all the tests that make OS Window visible explicitly, no longer do this for SwiftShader device. Bug: angleproject:4434 Change-Id: I1a067c22bfeee9288046b9d9566740731c0d627c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2125945 Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/DrawBuffersTest.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"
    
    using namespace angle;
    
    class DrawBuffersTest : public ANGLETest
    {
      protected:
        DrawBuffersTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        void testTearDown() override
        {
            glDeleteFramebuffers(1, &mFBO);
            glDeleteFramebuffers(1, &mReadFramebuffer);
            glDeleteTextures(4, mTextures);
        }
    
        // We must call a different DrawBuffers method depending on extension support. Use this
        // method instead of calling on directly.
        void setDrawBuffers(GLsizei n, const GLenum *drawBufs)
        {
            if (IsGLExtensionEnabled("GL_EXT_draw_buffers"))
            {
                glDrawBuffersEXT(n, drawBufs);
            }
            else
            {
                ASSERT_GE(getClientMajorVersion(), 3);
                glDrawBuffers(n, drawBufs);
            }
        }
    
        // Use this method to filter if we can support these tests.
        bool setupTest()
        {
            if (getClientMajorVersion() < 3 && (!EnsureGLExtensionEnabled("GL_EXT_draw_buffers") ||
                                                !EnsureGLExtensionEnabled("GL_ANGLE_framebuffer_blit")))
            {
                return false;
            }
    
            // This test seems to fail on an nVidia machine when the window is hidden
            setWindowVisible(getOSWindow(), true);
    
            glGenFramebuffers(1, &mFBO);
            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
    
            glGenTextures(4, mTextures);
    
            for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++)
            {
                glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                             GL_UNSIGNED_BYTE, nullptr);
            }
    
            glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
    
            glGenFramebuffers(1, &mReadFramebuffer);
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer);
    
            return true;
        }
    
        void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut)
        {
            std::stringstream strstr;
    
            strstr << "#version 300 es\n"
                      "precision highp float;\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    strstr << "layout(location = " << index
                           << ") "
                              "out vec4 value"
                           << index << ";\n";
                }
            }
    
            strstr << "void main()\n"
                      "{\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    unsigned int r = (index + 1) & 1;
                    unsigned int g = (index + 1) & 2;
                    unsigned int b = (index + 1) & 4;
    
                    strstr << "    value" << index << " = vec4(" << r << ".0, " << g << ".0, " << b
                           << ".0, 1.0);\n";
                }
            }
    
            strstr << "}\n";
    
            *programOut = CompileProgram(essl3_shaders::vs::Simple(), strstr.str().c_str());
            if (*programOut == 0)
            {
                FAIL() << "shader compilation failed.";
            }
        }
    
        void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut)
        {
            std::stringstream strstr;
    
            strstr << "#extension GL_EXT_draw_buffers : enable\n"
                      "precision highp float;\n"
                      "void main()\n"
                      "{\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    unsigned int r = (index + 1) & 1;
                    unsigned int g = (index + 1) & 2;
                    unsigned int b = (index + 1) & 4;
    
                    strstr << "    gl_FragData[" << index << "] = vec4(" << r << ".0, " << g << ".0, "
                           << b << ".0, 1.0);\n";
                }
            }
    
            strstr << "}\n";
    
            *programOut = CompileProgram(essl1_shaders::vs::Simple(), strstr.str().c_str());
            if (*programOut == 0)
            {
                FAIL() << "shader compilation failed.";
            }
        }
    
        void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut)
        {
            if (getClientMajorVersion() == 3)
            {
                setupMRTProgramESSL3(bufferEnabled, programOut);
            }
            else
            {
                ASSERT_EQ(getClientMajorVersion(), 2);
                setupMRTProgramESSL1(bufferEnabled, programOut);
            }
        }
    
        const char *positionAttrib()
        {
            if (getClientMajorVersion() == 3)
            {
                return essl3_shaders::PositionAttrib();
            }
            else
            {
                return essl1_shaders::PositionAttrib();
            }
        }
    
        static GLColor getColorForIndex(unsigned int index)
        {
            GLubyte r = (((index + 1) & 1) > 0) ? 255 : 0;
            GLubyte g = (((index + 1) & 2) > 0) ? 255 : 0;
            GLubyte b = (((index + 1) & 4) > 0) ? 255 : 0;
            return GLColor(r, g, b, 255u);
        }
    
        void verifyAttachment2DColor(unsigned int index,
                                     GLuint textureName,
                                     GLenum target,
                                     GLint level,
                                     GLColor color)
        {
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureName,
                                   level);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, color)
                << "index " << index;
        }
    
        void verifyAttachment2DUnwritten(unsigned int index, GLuint texture, GLenum target, GLint level)
        {
            verifyAttachment2DColor(index, texture, target, level, GLColor::transparentBlack);
        }
    
        void verifyAttachment2D(unsigned int index, GLuint texture, GLenum target, GLint level)
        {
            verifyAttachment2DColor(index, texture, target, level, getColorForIndex(index));
        }
    
        void verifyAttachmentLayer(unsigned int index, GLuint texture, GLint level, GLint layer)
        {
            glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, layer);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
        }
    
        GLuint mFBO             = 0;
        GLuint mReadFramebuffer = 0;
        GLuint mTextures[4]     = {};
        GLint mMaxDrawBuffers   = 0;
    };
    
    class DrawBuffersWebGL2Test : public DrawBuffersTest
    {
      public:
        DrawBuffersWebGL2Test()
        {
            setWebGLCompatibilityEnabled(true);
            setRobustResourceInit(true);
        }
    };
    
    // Verify that GL_MAX_DRAW_BUFFERS returns the expected values for D3D11
    TEST_P(DrawBuffersTest, VerifyD3DLimits)
    {
        EGLPlatformParameters platform = GetParam().eglParameters;
    
        ANGLE_SKIP_TEST_IF(platform.renderer != EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
    
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
    
        if (platform.majorVersion == 9 && platform.minorVersion == 3)
        {
            // D3D11 Feature Level 9_3 supports 4 draw buffers
            ASSERT_EQ(mMaxDrawBuffers, 4);
        }
        else
        {
            // D3D11 Feature Level 10_0+ supports 8 draw buffers
            ASSERT_EQ(mMaxDrawBuffers, 8);
        }
    }
    
    TEST_P(DrawBuffersTest, Gaps)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (http://anglebug.com/1535)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
        // http://anglebug.com/3423
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
    
        // Fails on Intel Ubuntu 19.04 Mesa 19.0.2 Vulkan. http://anglebug.com/3616
        ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
    
        bool flags[8] = {false, true};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
        setDrawBuffers(2, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, FirstAndLast)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
        // http://anglebug.com/3423
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
    
        bool flags[8] = {true, false, false, true};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
    
        setDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
        verifyAttachment2D(3, mTextures[1], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, FirstHalfNULL)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
        // http://anglebug.com/3423
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
    
        // Fails on Intel Ubuntu 19.04 Mesa 19.0.2 Vulkan. http://anglebug.com/3616
        ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsVulkan());
    
        bool flags[8]  = {false};
        GLenum bufs[8] = {GL_NONE};
    
        GLuint halfMaxDrawBuffers = static_cast<GLuint>(mMaxDrawBuffers) / 2;
    
        for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex,
                                   GL_TEXTURE_2D, mTextures[texIndex], 0);
            flags[texIndex + halfMaxDrawBuffers] = true;
            bufs[texIndex + halfMaxDrawBuffers]  = GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex;
        }
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        setDrawBuffers(mMaxDrawBuffers, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
        {
            verifyAttachment2D(texIndex + halfMaxDrawBuffers, mTextures[texIndex], GL_TEXTURE_2D, 0);
        }
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Test that non-zero draw buffers can be queried on the default framebuffer
    TEST_P(DrawBuffersTest, DefaultFramebufferDrawBufferQuery)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
        GLint drawbuffer = 0;
        glGetIntegerv(GL_DRAW_BUFFER1, &drawbuffer);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(GL_NONE, drawbuffer);
    }
    
    // Same as above but adds a state change from a program with different masks after a clear.
    TEST_P(DrawBuffersWebGL2Test, TwoProgramsWithDifferentOutputsAndClear)
    {
        // TODO(http://anglebug.com/2872): Broken on the GL back-end.
        ANGLE_SKIP_TEST_IF(IsOpenGL());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
        // http://anglebug.com/3423
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
    
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
        ASSERT_GE(mMaxDrawBuffers, 4);
    
        bool flags[8]      = {false};
        GLenum someBufs[4] = {GL_NONE};
        GLenum allBufs[4]  = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2,
                             GL_COLOR_ATTACHMENT3};
    
        constexpr GLuint kMaxBuffers     = 4;
        constexpr GLuint kHalfMaxBuffers = 2;
    
        // Enable all draw buffers.
        for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
                                   mTextures[texIndex], 0);
            someBufs[texIndex] =
                texIndex >= kHalfMaxBuffers ? GL_COLOR_ATTACHMENT0 + texIndex : GL_NONE;
    
            // Mask out the first two buffers.
            flags[texIndex] = texIndex >= kHalfMaxBuffers;
        }
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        // Now set up a second simple program that draws to FragColor. Should be broadcast.
        ANGLE_GL_PROGRAM(simpleProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
    
        // Draw with simple program.
        drawQuad(simpleProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        // Clear draw buffers.
        setDrawBuffers(kMaxBuffers, someBufs);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        ASSERT_GL_NO_ERROR();
    
        // Verify first is drawn red, second is untouched, and last two are cleared green.
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack);
        verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
    
        // Draw with MRT program.
        setDrawBuffers(kMaxBuffers, someBufs);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        // Only the last two attachments should be updated.
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack);
        verifyAttachment2D(2, mTextures[2], GL_TEXTURE_2D, 0);
        verifyAttachment2D(3, mTextures[3], GL_TEXTURE_2D, 0);
    
        // Active draw buffers with no fragment output is not allowed.
        setDrawBuffers(kMaxBuffers, allBufs);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
        // Exception: when RASTERIZER_DISCARD is enabled.
        glEnable(GL_RASTERIZER_DISCARD);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_NO_ERROR();
        glDisable(GL_RASTERIZER_DISCARD);
        // Exception: when all 4 channels of color mask are set to false.
        glColorMask(false, false, false, false);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_NO_ERROR();
        glColorMask(false, true, false, false);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
        glColorMask(true, true, true, true);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Clear again. All attachments should be cleared.
        glClear(GL_COLOR_BUFFER_BIT);
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // Bind two render targets but use a shader which writes only to the first one.
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
    
        bool flags[8] = {true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_NONE,
            GL_NONE,
        };
    
        setDrawBuffers(4, bufs);
    
        // This call should not crash when we dynamically generate the HLSL code.
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, BroadcastGLFragColor)
    {
        // Broadcast is not supported on GLES 3.0.
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // Bind two render targets. gl_FragColor should be broadcast to both.
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
    
        const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
    
        constexpr char kFS[] =
            "#extension GL_EXT_draw_buffers : enable\n"
            "precision highp float;\n"
            "uniform float u_zero;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1, 0, 0, 1);\n"
            "    if (u_zero < 1.0)\n"
            "    {\n"
            "        return;\n"
            "    }\n"
            "}\n";
    
        GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFS);
        if (program == 0)
        {
            FAIL() << "shader compilation failed.";
        }
    
        setDrawBuffers(2, bufs);
        drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
        verifyAttachment2D(0, mTextures[1], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    class DrawBuffersTestES3 : public DrawBuffersTest
    {};
    
    // Test that binding multiple layers of a 3D texture works correctly
    TEST_P(DrawBuffersTestES3, 3DTextures)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_3D, texture.get());
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(),
                     0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
    
        bool flags[8] = {true, true, true, true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_COLOR_ATTACHMENT2,
            GL_COLOR_ATTACHMENT3,
        };
    
        glDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachmentLayer(0, texture.get(), 0, 0);
        verifyAttachmentLayer(1, texture.get(), 0, 1);
        verifyAttachmentLayer(2, texture.get(), 0, 2);
        verifyAttachmentLayer(3, texture.get(), 0, 3);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Test that binding multiple layers of a 2D array texture works correctly
    TEST_P(DrawBuffersTestES3, 2DArrayTextures)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get());
        glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
                     getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
    
        bool flags[8] = {true, true, true, true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_COLOR_ATTACHMENT2,
            GL_COLOR_ATTACHMENT3,
        };
    
        glDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachmentLayer(0, texture.get(), 0, 0);
        verifyAttachmentLayer(1, texture.get(), 0, 1);
        verifyAttachmentLayer(2, texture.get(), 0, 2);
        verifyAttachmentLayer(3, texture.get(), 0, 3);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(DrawBuffersTest,
                           ANGLE_ALL_TEST_PLATFORMS_ES2,
                           ANGLE_ALL_TEST_PLATFORMS_ES3,
                           WithNoTransformFeedback(ES2_VULKAN()));
    ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersWebGL2Test);
    
    ANGLE_INSTANTIATE_TEST_ES3(DrawBuffersTestES3);