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

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  • Author : Cody Northrop
    Date : 2020-06-05 15:38:47
    Hash : 5d7014e4
    Message : Unmap buffers targeted by glBufferData When glBufferData is called on a mapped buffer, per the OpenGL ES 3.0 spec it is implicitly unmapped. Later calls to glMapBufferRange should not throw an error. This CL unmaps the buffer in BufferData if it is already mapped. Also adds a new test that verfies the behavior. Test: angle_end2end_tests --gtest_filter=BufferDataTestES3.BufferDataUnmap/* Test: Angry Birds 2 MEC Bug: angleproject:4599 Bug: b/157672184 Change-Id: I1a1e458aa5f50da4dfde9f6847f71cd5b6f6c08a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2233365 Commit-Queue: Cody Northrop <cnorthrop@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Manh Nguyen <nguyenmh@google.com>

  • 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();
    }
    
    // Test to verify mapping a buffer after copying to it contains flushed/updated data
    TEST_P(BufferDataTestES3, CopyBufferSubDataMapReadTest)
    {
        const char simpleVertex[]   = R"(attribute vec2 position;
    attribute vec4 color;
    varying vec4 vColor;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        vColor = color;
    }
    )";
        const char simpleFragment[] = R"(precision mediump float;
    varying vec4 vColor;
    void main()
    {
        gl_FragColor = vColor;
    }
    )";
    
        const uint32_t numComponents = 3;
        const uint32_t width         = 4;
        const uint32_t height        = 4;
        const size_t numElements     = width * height * numComponents;
        std::vector<uint8_t> srcData(numElements);
        std::vector<uint8_t> dstData(numElements);
    
        for (uint8_t i = 0; i < srcData.size(); i++)
        {
            srcData[i] = 128;
        }
        for (uint8_t i = 0; i < dstData.size(); i++)
        {
            dstData[i] = 0;
        }
    
        GLBuffer srcBuffer;
        GLBuffer dstBuffer;
    
        glBindBuffer(GL_ARRAY_BUFFER, srcBuffer);
        glBufferData(GL_ARRAY_BUFFER, srcData.size(), srcData.data(), GL_STATIC_DRAW);
        ASSERT_GL_NO_ERROR();
    
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dstBuffer);
        glBufferData(GL_PIXEL_UNPACK_BUFFER, dstData.size(), dstData.data(), GL_STATIC_READ);
        ASSERT_GL_NO_ERROR();
    
        ANGLE_GL_PROGRAM(program, simpleVertex, simpleFragment);
        glUseProgram(program);
    
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
    
        glBindBuffer(GL_ARRAY_BUFFER, srcBuffer);
        glVertexAttribPointer(colorLoc, 3, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
        glEnableVertexAttribArray(colorLoc);
    
        drawQuad(program, "position", 0.5f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        glCopyBufferSubData(GL_ARRAY_BUFFER, GL_PIXEL_UNPACK_BUFFER, 0, 0, numElements);
    
        // With GL_MAP_READ_BIT, we expect the data to be flushed and updated to match srcData
        uint8_t *data = reinterpret_cast<uint8_t *>(
            glMapBufferRange(GL_PIXEL_UNPACK_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_PIXEL_UNPACK_BUFFER);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test to verify mapping a buffer after copying to it contains expected data
    // with GL_MAP_UNSYNCHRONIZED_BIT
    TEST_P(BufferDataTestES3, MapBufferUnsynchronizedReadTest)
    {
        const char simpleVertex[]   = R"(attribute vec2 position;
    attribute vec4 color;
    varying vec4 vColor;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        vColor = color;
    }
    )";
        const char simpleFragment[] = R"(precision mediump float;
    varying vec4 vColor;
    void main()
    {
        gl_FragColor = vColor;
    }
    )";
    
        const uint32_t numComponents = 3;
        const uint32_t width         = 4;
        const uint32_t height        = 4;
        const size_t numElements     = width * height * numComponents;
        std::vector<uint8_t> srcData(numElements);
        std::vector<uint8_t> dstData(numElements);
    
        for (uint8_t i = 0; i < srcData.size(); i++)
        {
            srcData[i] = 128;
        }
        for (uint8_t i = 0; i < dstData.size(); i++)
        {
            dstData[i] = 0;
        }
    
        GLBuffer srcBuffer;
        GLBuffer dstBuffer;
    
        glBindBuffer(GL_ARRAY_BUFFER, srcBuffer);
        glBufferData(GL_ARRAY_BUFFER, srcData.size(), srcData.data(), GL_STATIC_DRAW);
        ASSERT_GL_NO_ERROR();
    
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dstBuffer);
        glBufferData(GL_PIXEL_UNPACK_BUFFER, dstData.size(), dstData.data(), GL_STATIC_READ);
        ASSERT_GL_NO_ERROR();
    
        ANGLE_GL_PROGRAM(program, simpleVertex, simpleFragment);
        glUseProgram(program);
    
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
    
        glBindBuffer(GL_ARRAY_BUFFER, srcBuffer);
        glVertexAttribPointer(colorLoc, 3, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
        glEnableVertexAttribArray(colorLoc);
    
        drawQuad(program, "position", 0.5f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        glCopyBufferSubData(GL_ARRAY_BUFFER, GL_PIXEL_UNPACK_BUFFER, 0, 0, numElements);
    
        // Synchronize.
        glFinish();
    
        // Map with GL_MAP_UNSYNCHRONIZED_BIT and overwrite buffers data with srcData
        uint8_t *data = reinterpret_cast<uint8_t *>(glMapBufferRange(
            GL_PIXEL_UNPACK_BUFFER, 0, numElements, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT));
        EXPECT_GL_NO_ERROR();
        memcpy(data, srcData.data(), srcData.size());
        glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
        EXPECT_GL_NO_ERROR();
    
        // Map without GL_MAP_UNSYNCHRONIZED_BIT and read data. We expect it to be srcData
        data = reinterpret_cast<uint8_t *>(
            glMapBufferRange(GL_PIXEL_UNPACK_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_PIXEL_UNPACK_BUFFER);
        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();
    }
    
    // Ensures that calling glBufferData on a mapped buffer results in an unmapped buffer
    TEST_P(BufferDataTestES3, BufferDataUnmap)
    {
        // Per the OpenGL ES 3.0 spec, buffers are implicity unmapped when a call to
        // BufferData happens on a mapped buffer:
        //
        //    If any portion of the buffer object is mapped in the current context or
        //    any context current to another thread, it is as though UnmapBuffer
        //    (see section 2.10.3) is executed in each such context prior to deleting
        //    the existing data store.
        //
    
        std::vector<uint8_t> data1(16);
        std::vector<uint8_t> data2(16);
    
        GLBuffer dataBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, dataBuffer);
        glBufferData(GL_ARRAY_BUFFER, data1.size(), data1.data(), GL_STATIC_DRAW);
    
        // Map the buffer once
        void *mappedBuffer =
            glMapBufferRange(GL_ARRAY_BUFFER, 0, data1.size(),
                             GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT |
                                 GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
    
        // Then repopulate the buffer. This should cause the buffer to become unmapped.
        glBufferData(GL_ARRAY_BUFFER, data2.size(), data2.data(), GL_STATIC_DRAW);
        ASSERT_GL_NO_ERROR();
    
        // Try to unmap the buffer, this should fail
        bool result = glUnmapBuffer(GL_ARRAY_BUFFER);
        ASSERT_EQ(result, false);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Try to map the buffer again, which should succeed
        mappedBuffer = glMapBufferRange(GL_ARRAY_BUFFER, 0, data2.size(),
                                        GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT |
                                            GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
        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