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

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  • Author : Tobin Ehlis
    Date : 2019-11-13 11:36:35
    Hash : c1776c61
    Message : Vulkan:Add Swiftshader configs Add Swiftshader configs to existing test instantiation macros for all ESX variants. This causes Swiftshader to be used to run end2end tests. Added detection code to know when tests are running on Swiftshader and skipping a number of fails initially. Note that when running ANGLE end2end tests within Chromium build on Win32 bots there were crashes with Swiftshader config for tests that should have been skipped. Due to this, just skipping Swiftshader configs on Win32 for now. Bug: angleproject:4081 Bug: angleproject:4092 Change-Id: I32527a62304c5fad90f645b372edf9411ca2b212 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1914126 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@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)
    {
        // http://anglebug.com/4092
        ANGLE_SKIP_TEST_IF(isSwiftshader());
        // 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_ES2(BufferDataTest);
    ANGLE_INSTANTIATE_TEST_ES3(BufferDataTestES3);
    ANGLE_INSTANTIATE_TEST_ES3(IndexedBufferCopyTest);
    
    #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());
        // http://anglebug.com/4092
        ANGLE_SKIP_TEST_IF(IsWindows() && (IsVulkan() || IsOpenGL()));
    
        // 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_ES3(BufferDataOverflowTest);
    
    #endif  // _WIN64