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

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  • Author : Jamie Madill
    Date : 2020-03-23 14:47:03
    Hash : 930b2641
    Message : Allow tests to run on native EGL. Adds support for Linux and Android native EGL testing. This can be useful for doing performance comparisons of ANGLE vs a native GL driver. Only enabled for the trace perf tests due to limitations in the test harness. Bug: angleproject:4596 Change-Id: Iba6d3ccd7c1275cf095893fab824a0ea33dc3a79 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2116254 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/gl_tests/ProgramBinaryTest.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 <stdint.h>
    #include <memory>
    
    #include "common/string_utils.h"
    #include "test_utils/angle_test_configs.h"
    #include "test_utils/gl_raii.h"
    #include "util/EGLWindow.h"
    #include "util/OSWindow.h"
    
    using namespace angle;
    
    class ProgramBinaryTest : public ANGLETest
    {
      protected:
        ProgramBinaryTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
    
            // Test flakiness was noticed when reusing displays.
            forceNewDisplay();
        }
    
        void testSetUp() override
        {
            mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            glGenBuffers(1, &mBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_STATIC_DRAW);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void testTearDown() override
        {
            glDeleteProgram(mProgram);
            glDeleteBuffers(1, &mBuffer);
        }
    
        GLint getAvailableProgramBinaryFormatCount() const
        {
            GLint formatCount;
            glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
            return formatCount;
        }
    
        bool supported() const
        {
            if (!IsGLExtensionEnabled("GL_OES_get_program_binary"))
            {
                std::cout << "Test skipped because GL_OES_get_program_binary is not available."
                          << std::endl;
                return false;
            }
    
            if (getAvailableProgramBinaryFormatCount() == 0)
            {
                std::cout << "Test skipped because no program binary formats are available."
                          << std::endl;
                return false;
            }
    
            return true;
        }
    
        void saveAndLoadProgram(GLuint programToSave, GLuint loadedProgram)
        {
            GLint programLength = 0;
            GLint writtenLength = 0;
            GLenum binaryFormat = 0;
    
            glGetProgramiv(programToSave, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
            EXPECT_GL_NO_ERROR();
    
            std::vector<uint8_t> binary(programLength);
            glGetProgramBinaryOES(programToSave, programLength, &writtenLength, &binaryFormat,
                                  binary.data());
            EXPECT_GL_NO_ERROR();
    
            // The lengths reported by glGetProgramiv and glGetProgramBinaryOES should match
            EXPECT_EQ(programLength, writtenLength);
    
            if (writtenLength)
            {
                glProgramBinaryOES(loadedProgram, binaryFormat, binary.data(), writtenLength);
    
                EXPECT_GL_NO_ERROR();
    
                GLint linkStatus;
                glGetProgramiv(loadedProgram, GL_LINK_STATUS, &linkStatus);
                if (linkStatus == 0)
                {
                    GLint infoLogLength;
                    glGetProgramiv(loadedProgram, GL_INFO_LOG_LENGTH, &infoLogLength);
    
                    if (infoLogLength > 0)
                    {
                        std::vector<GLchar> infoLog(infoLogLength);
                        glGetProgramInfoLog(loadedProgram, static_cast<GLsizei>(infoLog.size()),
                                            nullptr, &infoLog[0]);
                        FAIL() << "program link failed: " << &infoLog[0];
                    }
                    else
                    {
                        FAIL() << "program link failed.";
                    }
                }
                else
                {
                    glUseProgram(loadedProgram);
                    glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
                    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, nullptr);
                    glEnableVertexAttribArray(0);
                    glDrawArrays(GL_POINTS, 0, 1);
    
                    EXPECT_GL_NO_ERROR();
                }
            }
        }
    
        GLuint mProgram;
        GLuint mBuffer;
    };
    
    // This tests the assumption that float attribs of different size
    // should not internally cause a vertex shader recompile (for conversion).
    TEST_P(ProgramBinaryTest, FloatDynamicShaderSize)
    {
        if (!supported())
        {
            return;
        }
    
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
        glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, nullptr);
        glEnableVertexAttribArray(0);
        glDrawArrays(GL_POINTS, 0, 1);
    
        GLint programLength;
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
    
        EXPECT_GL_NO_ERROR();
    
        for (GLsizei size = 1; size <= 3; size++)
        {
            glVertexAttribPointer(0, size, GL_FLOAT, GL_FALSE, 8, nullptr);
            glEnableVertexAttribArray(0);
            glDrawArrays(GL_POINTS, 0, 1);
    
            GLint newProgramLength;
            glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &newProgramLength);
            EXPECT_GL_NO_ERROR();
            EXPECT_EQ(programLength, newProgramLength);
        }
    }
    
    // Tests that switching between signed and unsigned un-normalized data doesn't trigger a bug
    // in the D3D11 back-end.
    TEST_P(ProgramBinaryTest, DynamicShadersSignatureBug)
    {
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
        GLint attribLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, attribLocation);
        glEnableVertexAttribArray(attribLocation);
    
        glVertexAttribPointer(attribLocation, 2, GL_BYTE, GL_FALSE, 0, nullptr);
        glDrawArrays(GL_POINTS, 0, 1);
    
        glVertexAttribPointer(attribLocation, 2, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
        glDrawArrays(GL_POINTS, 0, 1);
    }
    
    // This tests the ability to successfully save and load a program binary.
    TEST_P(ProgramBinaryTest, SaveAndLoadBinary)
    {
        if (!supported())
        {
            return;
        }
    
        GLuint programToLoad = glCreateProgram();
    
        saveAndLoadProgram(mProgram, programToLoad);
    
        glDeleteProgram(programToLoad);
        EXPECT_GL_NO_ERROR();
    }
    
    // This tests the ability to successfully save and load a program binary and then
    // save and load from the same program that was loaded.
    TEST_P(ProgramBinaryTest, SaveAndLoadBinaryTwice)
    {
        if (!supported())
        {
            return;
        }
    
        GLuint programToLoad  = glCreateProgram();
        GLuint programToLoad2 = glCreateProgram();
    
        saveAndLoadProgram(mProgram, programToLoad);
        saveAndLoadProgram(programToLoad, programToLoad2);
    
        glDeleteProgram(programToLoad);
        glDeleteProgram(programToLoad2);
        EXPECT_GL_NO_ERROR();
    }
    
    // Ensures that we init the compiler before calling ProgramBinary.
    TEST_P(ProgramBinaryTest, CallProgramBinaryBeforeLink)
    {
        if (!supported())
        {
            return;
        }
    
        // Initialize a simple program.
        glUseProgram(mProgram);
    
        GLsizei length = 0;
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &length);
        ASSERT_GL_NO_ERROR();
        ASSERT_GT(length, 0);
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binaryBlob(length);
        glGetProgramBinaryOES(mProgram, length, &readLength, &binaryFormat, binaryBlob.data());
        ASSERT_GL_NO_ERROR();
    
        // Shutdown and restart GL entirely.
        recreateTestFixture();
    
        ANGLE_GL_BINARY_OES_PROGRAM(binaryProgram, binaryBlob, binaryFormat);
        ASSERT_GL_NO_ERROR();
    
        drawQuad(binaryProgram, essl1_shaders::PositionAttrib(), 0.5f);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that unlinked programs have a binary size of 0
    TEST_P(ProgramBinaryTest, ZeroSizedUnlinkedBinary)
    {
        ANGLE_SKIP_TEST_IF(!supported());
    
        ANGLE_GL_EMPTY_PROGRAM(program);
        GLsizei length = 0;
        glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &length);
        ASSERT_EQ(0, length);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ProgramBinaryTest);
    
    class ProgramBinaryES3Test : public ANGLETest
    {
      protected:
        ProgramBinaryES3Test()
        {
            // Test flakiness was noticed when reusing displays.
            forceNewDisplay();
        }
    
        void testBinaryAndUBOBlockIndexes(bool drawWithProgramFirst);
    };
    
    void ProgramBinaryES3Test::testBinaryAndUBOBlockIndexes(bool drawWithProgramFirst)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
    
        constexpr char kVS[] =
            "#version 300 es\n"
            "uniform block {\n"
            "    float f;\n"
            "};\n"
            "in vec4 position;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "    gl_Position = position;\n"
            "    color = vec4(f, f, f, 1);\n"
            "}";
    
        constexpr char kFS[] =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in vec4 color;\n"
            "out vec4 colorOut;\n"
            "void main() {\n"
            "    colorOut = color;\n"
            "}";
    
        // Init and draw with the program.
        ANGLE_GL_PROGRAM(program, kVS, kFS);
    
        float fData[4]   = {1.0f, 1.0f, 1.0f, 1.0f};
        GLuint bindIndex = 2;
    
        GLBuffer ubo;
        glBindBuffer(GL_UNIFORM_BUFFER, ubo.get());
        glBufferData(GL_UNIFORM_BUFFER, sizeof(fData), &fData, GL_STATIC_DRAW);
        glBindBufferRange(GL_UNIFORM_BUFFER, bindIndex, ubo.get(), 0, sizeof(fData));
    
        GLint blockIndex = glGetUniformBlockIndex(program.get(), "block");
        ASSERT_NE(-1, blockIndex);
    
        glUniformBlockBinding(program.get(), blockIndex, bindIndex);
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        if (drawWithProgramFirst)
        {
            drawQuad(program.get(), "position", 0.5f);
            ASSERT_GL_NO_ERROR();
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
        }
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary and draw.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        drawQuad(binaryProgram.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    }
    
    // Tests that saving and loading a program perserves uniform block binding info.
    TEST_P(ProgramBinaryES3Test, UniformBlockBindingWithDraw)
    {
        testBinaryAndUBOBlockIndexes(true);
    }
    
    // Same as above, but does not do an initial draw with the program. Covers an ANGLE crash.
    // http://anglebug.com/1637
    TEST_P(ProgramBinaryES3Test, UniformBlockBindingNoDraw)
    {
        testBinaryAndUBOBlockIndexes(false);
    }
    
    // Test the shaders with arrays-of-struct uniforms are properly saved and restored
    TEST_P(ProgramBinaryES3Test, TestArrayOfStructUniform)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
    
        constexpr char kVS[] =
            "#version 300 es\n"
            "in highp vec4 position;\n"
            "out mediump float v_vtxOut;\n"
            "\n"
            "struct structType\n"
            "{\n"
            "    mediump vec4 m0;\n"
            "    mediump vec4 m1;\n"
            "};\n"
            "uniform structType u_var[3];\n"
            "\n"
            "mediump float compare_float(mediump float a, mediump float b)\n"
            "{\n"
            "    return abs(a - b) < 0.05 ? 1.0 : 0.0;\n"
            "}\n"
            "mediump float compare_vec4(mediump vec4 a, mediump vec4 b)\n"
            "{\n"
            "    return compare_float(a.x, b.x)*compare_float(a.y, b.y)*\n"
            "           compare_float(a.z, b.z)*compare_float(a.w, b.w);\n"
            "}\n"
            "\n"
            "void main (void)\n"
            "{\n"
            "    gl_Position = position;\n"
            "    v_vtxOut = 1.0;\n"
            "    v_vtxOut *= compare_vec4(u_var[0].m0, vec4(0.15, 0.52, 0.26, 0.35));\n"
            "    v_vtxOut *= compare_vec4(u_var[0].m1, vec4(0.88, 0.09, 0.30, 0.61));\n"
            "    v_vtxOut *= compare_vec4(u_var[1].m0, vec4(0.85, 0.59, 0.33, 0.71));\n"
            "    v_vtxOut *= compare_vec4(u_var[1].m1, vec4(0.62, 0.89, 0.09, 0.99));\n"
            "    v_vtxOut *= compare_vec4(u_var[2].m0, vec4(0.53, 0.89, 0.01, 0.08));\n"
            "    v_vtxOut *= compare_vec4(u_var[2].m1, vec4(0.26, 0.72, 0.60, 0.12));\n"
            "}";
    
        constexpr char kFS[] =
            "#version 300 es\n"
            "in mediump float v_vtxOut;\n"
            "\n"
            "layout(location = 0) out mediump vec4 dEQP_FragColor;\n"
            "\n"
            "void main (void)\n"
            "{\n"
            "    mediump float result = v_vtxOut;\n"
            "    dEQP_FragColor = vec4(result, result, result, 1.0);\n"
            "}";
    
        // Init and draw with the program.
        ANGLE_GL_PROGRAM(program, kVS, kFS);
    
        glUseProgram(program.get());
    
        int location = glGetUniformLocation(program.get(), "u_var[0].m0");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.15, 0.52, 0.26, 0.35);
        location = glGetUniformLocation(program.get(), "u_var[0].m1");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.88, 0.09, 0.30, 0.61);
        location = glGetUniformLocation(program.get(), "u_var[1].m0");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.85, 0.59, 0.33, 0.71);
        location = glGetUniformLocation(program.get(), "u_var[1].m1");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.62, 0.89, 0.09, 0.99);
        location = glGetUniformLocation(program.get(), "u_var[2].m0");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.53, 0.89, 0.01, 0.08);
        location = glGetUniformLocation(program.get(), "u_var[2].m1");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.26, 0.72, 0.60, 0.12);
        ASSERT_GL_NO_ERROR();
    
        // Clear and draw with the original program:
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        drawQuad(program.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary and draw.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
    
        glUseProgram(binaryProgram.get());
    
        location = glGetUniformLocation(binaryProgram.get(), "u_var[0].m0");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.15, 0.52, 0.26, 0.35);
        location = glGetUniformLocation(binaryProgram.get(), "u_var[0].m1");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.88, 0.09, 0.30, 0.61);
        location = glGetUniformLocation(binaryProgram.get(), "u_var[1].m0");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.85, 0.59, 0.33, 0.71);
        location = glGetUniformLocation(binaryProgram.get(), "u_var[1].m1");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.62, 0.89, 0.09, 0.99);
        location = glGetUniformLocation(binaryProgram.get(), "u_var[2].m0");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.53, 0.89, 0.01, 0.08);
        location = glGetUniformLocation(binaryProgram.get(), "u_var[2].m1");
        ASSERT_NE(location, -1);
        glUniform4f(location, 0.26, 0.72, 0.60, 0.12);
        ASSERT_GL_NO_ERROR();
    
        // Clear and draw with the restored program:
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        drawQuad(binaryProgram.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    }
    
    // Tests the difference between uniform static and active use
    TEST_P(ProgramBinaryES3Test, ActiveUniformShader)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
    
        constexpr char kVS[] =
            "#version 300 es\n"
            "in vec4 position;\n"
            "void main() {\n"
            "    gl_Position = position;\n"
            "}";
    
        constexpr char kFS[] =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform float values[2];\n"
            "out vec4 color;\n"
            "bool isZero(float value) {\n"
            "    return value == 0.0f;\n"
            "}\n"
            "void main() {\n"
            "    color = isZero(values[1]) ? vec4(1.0f,0.0f,0.0f,1.0f) : vec4(0.0f,1.0f,0.0f,1.0f);\n"
            "}";
    
        // Init and draw with the program.
        ANGLE_GL_PROGRAM(program, kVS, kFS);
    
        GLint valuesLoc = glGetUniformLocation(program.get(), "values");
        ASSERT_NE(-1, valuesLoc);
    
        glUseProgram(program.get());
        GLfloat values[2] = {0.5f, 1.0f};
        glUniform1fv(valuesLoc, 2, values);
        ASSERT_GL_NO_ERROR();
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        drawQuad(program.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary and draw.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
    
        valuesLoc = glGetUniformLocation(program.get(), "values");
        ASSERT_NE(-1, valuesLoc);
    
        glUseProgram(binaryProgram.get());
        GLfloat values2[2] = {0.1f, 1.0f};
        glUniform1fv(valuesLoc, 2, values2);
        ASSERT_GL_NO_ERROR();
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        drawQuad(binaryProgram.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Test that uses many uniforms in the shaders
    TEST_P(ProgramBinaryES3Test, BinaryWithLargeUniformCount)
    {
        // Suspecting AMD driver bug - failure seen on bots running on ATI GPU on Windows.
        // http://anglebug.com/3721
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL() && IsWindows());
    
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
    
        constexpr char kVS[] =
            "#version 300 es\n"
            "uniform float redVS; \n"
            "uniform block0 {\n"
            "    float val0;\n"
            "};\n"
            "uniform float greenVS; \n"
            "uniform float blueVS; \n"
            "in vec4 position;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "    gl_Position = position;\n"
            "    color = vec4(redVS + val0, greenVS, blueVS, 1.0f);\n"
            "}";
    
        constexpr char kFS[] =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform float redFS; \n"
            "uniform float greenFS; \n"
            "uniform block1 {\n"
            "    float val1;\n"
            "    float val2;\n"
            "};\n"
            "uniform float blueFS; \n"
            "in vec4 color;\n"
            "out vec4 colorOut;\n"
            "void main() {\n"
            "    colorOut = vec4(color.r + redFS,\n"
            "                    color.g + greenFS + val1,\n"
            "                    color.b + blueFS + val2, \n"
            "                    color.a);\n"
            "}";
    
        // Init and draw with the program.
        ANGLE_GL_PROGRAM(program, kVS, kFS);
    
        float block0Data[4] = {-0.7f, 1.0f, 1.0f, 1.0f};
        float block1Data[4] = {0.4f, -0.8f, 1.0f, 1.0f};
        GLuint bindIndex0   = 5;
        GLuint bindIndex1   = 2;
    
        GLBuffer ubo0;
        glBindBuffer(GL_UNIFORM_BUFFER, ubo0.get());
        glBufferData(GL_UNIFORM_BUFFER, sizeof(block0Data), &block0Data, GL_STATIC_DRAW);
        glBindBufferRange(GL_UNIFORM_BUFFER, bindIndex0, ubo0.get(), 0, sizeof(block0Data));
        ASSERT_GL_NO_ERROR();
    
        GLBuffer ubo1;
        glBindBuffer(GL_UNIFORM_BUFFER, ubo1.get());
        glBufferData(GL_UNIFORM_BUFFER, sizeof(block1Data), &block1Data, GL_STATIC_DRAW);
        glBindBufferRange(GL_UNIFORM_BUFFER, bindIndex1, ubo1.get(), 0, sizeof(block1Data));
        ASSERT_GL_NO_ERROR();
    
        GLint block0Index = glGetUniformBlockIndex(program.get(), "block0");
        ASSERT_NE(-1, block0Index);
    
        GLint block1Index = glGetUniformBlockIndex(program.get(), "block1");
        ASSERT_NE(-1, block1Index);
    
        glUniformBlockBinding(program.get(), block0Index, bindIndex0);
        glUniformBlockBinding(program.get(), block1Index, bindIndex1);
        ASSERT_GL_NO_ERROR();
    
        GLint redVSLoc = glGetUniformLocation(program.get(), "redVS");
        ASSERT_NE(-1, redVSLoc);
        GLint greenVSLoc = glGetUniformLocation(program.get(), "greenVS");
        ASSERT_NE(-1, greenVSLoc);
        GLint blueVSLoc = glGetUniformLocation(program.get(), "blueVS");
        ASSERT_NE(-1, blueVSLoc);
        GLint redFSLoc = glGetUniformLocation(program.get(), "redFS");
        ASSERT_NE(-1, redFSLoc);
        GLint greenFSLoc = glGetUniformLocation(program.get(), "greenFS");
        ASSERT_NE(-1, greenFSLoc);
        GLint blueFSLoc = glGetUniformLocation(program.get(), "blueFS");
        ASSERT_NE(-1, blueFSLoc);
    
        glUseProgram(program.get());
        glUniform1f(redVSLoc, 0.6f);
        glUniform1f(greenVSLoc, 0.2f);
        glUniform1f(blueVSLoc, 1.1f);
        glUniform1f(redFSLoc, 0.1f);
        glUniform1f(greenFSLoc, 0.4f);
        glUniform1f(blueFSLoc, 0.7f);
        ASSERT_GL_NO_ERROR();
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        drawQuad(program.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary and draw.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
    
        redVSLoc = glGetUniformLocation(program.get(), "redVS");
        ASSERT_NE(-1, redVSLoc);
        greenVSLoc = glGetUniformLocation(program.get(), "greenVS");
        ASSERT_NE(-1, greenVSLoc);
        blueVSLoc = glGetUniformLocation(program.get(), "blueVS");
        ASSERT_NE(-1, blueVSLoc);
        redFSLoc = glGetUniformLocation(program.get(), "redFS");
        ASSERT_NE(-1, redFSLoc);
        greenFSLoc = glGetUniformLocation(program.get(), "greenFS");
        ASSERT_NE(-1, greenFSLoc);
        blueFSLoc = glGetUniformLocation(program.get(), "blueFS");
        ASSERT_NE(-1, blueFSLoc);
    
        glUseProgram(binaryProgram.get());
        glUniform1f(redVSLoc, 0.2f);
        glUniform1f(greenVSLoc, -0.6f);
        glUniform1f(blueVSLoc, 1.0f);
        glUniform1f(redFSLoc, 1.5f);
        glUniform1f(greenFSLoc, 0.2f);
        glUniform1f(blueFSLoc, 0.8f);
        ASSERT_GL_NO_ERROR();
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        drawQuad(binaryProgram.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
    }
    
    ANGLE_INSTANTIATE_TEST_ES3(ProgramBinaryES3Test);
    
    class ProgramBinaryES31Test : public ANGLETest
    {
      protected:
        ProgramBinaryES31Test()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
    
            // Test flakiness was noticed when reusing displays.
            forceNewDisplay();
        }
    };
    
    // Tests that saving and loading a program attached with computer shader.
    TEST_P(ProgramBinaryES31Test, ProgramBinaryWithComputeShader)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
        // http://anglebug.com/4092
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        constexpr char kCS[] =
            "#version 310 es\n"
            "layout(local_size_x=4, local_size_y=3, local_size_z=1) in;\n"
            "uniform block {\n"
            "    vec2 f;\n"
            "};\n"
            "uniform vec2 g;\n"
            "uniform highp sampler2D tex;\n"
            "void main() {\n"
            "    vec4 color = texture(tex, f + g);\n"
            "}";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
        ASSERT_GL_NO_ERROR();
    
        // Dispatch compute with the loaded binary program
        glUseProgram(binaryProgram.get());
        glDispatchCompute(8, 4, 2);
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests that saving and loading a program attached with computer shader.
    TEST_P(ProgramBinaryES31Test, ProgramBinaryWithAtomicCounterComputeShader)
    {
        // http://anglebug.com/4092
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan());
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
    
        constexpr char kComputeShader[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(binding = 0, offset = 4) uniform atomic_uint ac[2];
    void main() {
        atomicCounterIncrement(ac[0]);
        atomicCounterDecrement(ac[1]);
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShader);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program, programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
        ASSERT_GL_NO_ERROR();
    
        // Dispatch compute with the loaded binary program
        glUseProgram(binaryProgram);
    
        // The initial value of 'ac[0]' is 3u, 'ac[1]' is 1u.
        unsigned int bufferData[3] = {11u, 3u, 1u};
        GLBuffer atomicCounterBuffer;
        glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
        glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(bufferData), bufferData, GL_STATIC_DRAW);
    
        glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomicCounterBuffer);
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
    
        glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomicCounterBuffer);
        void *mappedBuffer =
            glMapBufferRange(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint) * 3, GL_MAP_READ_BIT);
        memcpy(bufferData, mappedBuffer, sizeof(bufferData));
        glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);
    
        EXPECT_EQ(11u, bufferData[0]);
        EXPECT_EQ(4u, bufferData[1]);
        EXPECT_EQ(0u, bufferData[2]);
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests that image texture works correctly when loading a program from binary.
    TEST_P(ProgramBinaryES31Test, ImageTextureBinding)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(binaryFormatCount == 0);
    
        const char kComputeShader[] =
            R"(#version 310 es
            layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
            layout(r32ui, binding = 1) writeonly uniform highp uimage2D writeImage;
            void main()
            {
                imageStore(writeImage, ivec2(gl_LocalInvocationID.xy), uvec4(200u));
            })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShader);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
        ASSERT_GL_NO_ERROR();
    
        // Dispatch compute with the loaded binary program
        glUseProgram(binaryProgram.get());
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
        constexpr GLuint kInputValue = 100u;
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &kInputValue);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(1, texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        GLuint outputValue;
        glReadPixels(0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &outputValue);
        EXPECT_EQ(200u, outputValue);
        ASSERT_GL_NO_ERROR();
    }
    
    ANGLE_INSTANTIATE_TEST_ES31(ProgramBinaryES31Test);
    
    class ProgramBinaryTransformFeedbackTest : public ANGLETest
    {
      protected:
        ProgramBinaryTransformFeedbackTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void testSetUp() override
        {
            constexpr char kVS[] = R"(#version 300 es
    in vec4 inputAttribute;
    out vec4 outputVarying;
    void main()
    {
        outputVarying = inputAttribute;
    })";
    
            constexpr char kFS[] = R"(#version 300 es
    precision highp float;
    out vec4 outputColor;
    void main()
    {
        outputColor = vec4(1,0,0,1);
    })";
    
            std::vector<std::string> transformFeedbackVaryings;
            transformFeedbackVaryings.push_back("outputVarying");
    
            mProgram = CompileProgramWithTransformFeedback(kVS, kFS, transformFeedbackVaryings,
                                                           GL_SEPARATE_ATTRIBS);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            ASSERT_GL_NO_ERROR();
        }
    
        void testTearDown() override { glDeleteProgram(mProgram); }
    
        GLint getAvailableProgramBinaryFormatCount() const
        {
            GLint formatCount;
            glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
            return formatCount;
        }
    
        GLuint mProgram;
    };
    
    // This tests the assumption that float attribs of different size
    // should not internally cause a vertex shader recompile (for conversion).
    TEST_P(ProgramBinaryTransformFeedbackTest, GetTransformFeedbackVarying)
    {
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_get_program_binary"));
    
        ANGLE_SKIP_TEST_IF(!getAvailableProgramBinaryFormatCount());
    
        // http://anglebug.com/3690
        ANGLE_SKIP_TEST_IF(IsAndroid() && (IsPixel2() || IsPixel2XL()) && IsVulkan());
        // http://anglebug.com/4092
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsOpenGLES());
    
        std::vector<uint8_t> binary(0);
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        // Save the program binary out
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
        binary.resize(programLength);
        glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        glDeleteProgram(mProgram);
    
        // Load program binary
        mProgram = glCreateProgram();
        glProgramBinaryOES(mProgram, binaryFormat, binary.data(), writtenLength);
    
        // Ensure the loaded binary is linked
        GLint linkStatus;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus);
        EXPECT_TRUE(linkStatus != 0);
    
        // Query information about the transform feedback varying
        char varyingName[64];
        GLsizei varyingSize = 0;
        GLenum varyingType  = GL_NONE;
    
        glGetTransformFeedbackVarying(mProgram, 0, 64, &writtenLength, &varyingSize, &varyingType,
                                      varyingName);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(13, writtenLength);
        EXPECT_STREQ("outputVarying", varyingName);
        EXPECT_EQ(1, varyingSize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, varyingType);
    
        EXPECT_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_ES3(ProgramBinaryTransformFeedbackTest);
    
    // For the ProgramBinariesAcrossPlatforms tests, we need two sets of params:
    // - a set to save the program binary
    // - a set to load the program binary
    // We combine these into one struct extending PlatformParameters so we can reuse existing ANGLE test
    // macros
    struct PlatformsWithLinkResult : PlatformParameters
    {
        PlatformsWithLinkResult(PlatformParameters saveParams,
                                PlatformParameters loadParamsIn,
                                bool expectedLinkResultIn)
        {
            majorVersion       = saveParams.majorVersion;
            minorVersion       = saveParams.minorVersion;
            eglParameters      = saveParams.eglParameters;
            loadParams         = loadParamsIn;
            expectedLinkResult = expectedLinkResultIn;
        }
    
        PlatformParameters loadParams;
        bool expectedLinkResult;
    };
    
    // Provide a custom gtest parameter name function for PlatformsWithLinkResult
    // to avoid returning the same parameter name twice. Such a conflict would happen
    // between ES2_D3D11_to_ES2D3D11 and ES2_D3D11_to_ES3D3D11 as they were both
    // named ES2_D3D11
    std::ostream &operator<<(std::ostream &stream, const PlatformsWithLinkResult &platform)
    {
        const PlatformParameters &platform1 = platform;
        const PlatformParameters &platform2 = platform.loadParams;
        stream << platform1 << "_to_" << platform2;
        return stream;
    }
    
    class ProgramBinariesAcrossPlatforms : public testing::TestWithParam<PlatformsWithLinkResult>
    {
      public:
        void SetUp() override
        {
            mOSWindow   = OSWindow::New();
            bool result = mOSWindow->initialize("ProgramBinariesAcrossRenderersTests", 100, 100);
    
            if (result == false)
            {
                FAIL() << "Failed to create OS window";
            }
    
            mEntryPointsLib.reset(
                angle::OpenSharedLibrary(ANGLE_EGL_LIBRARY_NAME, angle::SearchType::ApplicationDir));
        }
    
        EGLWindow *createAndInitEGLWindow(angle::PlatformParameters &param)
        {
            EGLWindow *eglWindow = EGLWindow::New(param.majorVersion, param.minorVersion);
            ConfigParameters configParams;
            bool result = eglWindow->initializeGL(mOSWindow, mEntryPointsLib.get(), param.driver,
                                                  param.eglParameters, configParams);
            if (!result)
            {
                EGLWindow::Delete(&eglWindow);
            }
    
            angle::LoadGLES(eglGetProcAddress);
    
            return eglWindow;
        }
    
        void destroyEGLWindow(EGLWindow **eglWindow)
        {
            ASSERT_NE(nullptr, *eglWindow);
            (*eglWindow)->destroyGL();
            EGLWindow::Delete(eglWindow);
        }
    
        GLuint createES2ProgramFromSource()
        {
            return CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        }
    
        GLuint createES3ProgramFromSource()
        {
            return CompileProgram(essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
        }
    
        void drawWithProgram(GLuint program)
        {
            glClearColor(0, 0, 0, 1);
            glClear(GL_COLOR_BUFFER_BIT);
    
            GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
    
            glUseProgram(program);
    
            const GLfloat vertices[] = {
                -1.0f, 1.0f, 0.5f, -1.0f, -1.0f, 0.5f, 1.0f, -1.0f, 0.5f,
    
                -1.0f, 1.0f, 0.5f, 1.0f,  -1.0f, 0.5f, 1.0f, 1.0f,  0.5f,
            };
    
            glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
            glEnableVertexAttribArray(positionLocation);
    
            glDrawArrays(GL_TRIANGLES, 0, 6);
    
            glDisableVertexAttribArray(positionLocation);
            glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
    
            EXPECT_PIXEL_EQ(mOSWindow->getWidth() / 2, mOSWindow->getHeight() / 2, 255, 0, 0, 255);
        }
    
        void TearDown() override
        {
            mOSWindow->destroy();
            OSWindow::Delete(&mOSWindow);
        }
    
        OSWindow *mOSWindow = nullptr;
        std::unique_ptr<angle::Library> mEntryPointsLib;
    };
    
    // Tries to create a program binary using one set of platform params, then load it using a different
    // sent of params
    TEST_P(ProgramBinariesAcrossPlatforms, CreateAndReloadBinary)
    {
        angle::PlatformParameters firstRenderer  = GetParam();
        angle::PlatformParameters secondRenderer = GetParam().loadParams;
        bool expectedLinkResult                  = GetParam().expectedLinkResult;
    
        // First renderer not supported, skipping test.
        ANGLE_SKIP_TEST_IF(!(IsPlatformAvailable(firstRenderer)));
    
        // Second renderer not supported, skipping test.
        ANGLE_SKIP_TEST_IF(!(IsPlatformAvailable(secondRenderer)));
    
        EGLWindow *eglWindow = nullptr;
        std::vector<uint8_t> binary(0);
        GLuint program = 0;
    
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        // Create a EGL window with the first renderer
        eglWindow = createAndInitEGLWindow(firstRenderer);
        if (eglWindow == nullptr)
        {
            FAIL() << "Failed to create EGL window";
            return;
        }
    
        // If the test is trying to use both the default GPU and WARP, but the default GPU *IS* WARP,
        // then our expectations for the test results will be invalid.
        if (firstRenderer.eglParameters.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE &&
            secondRenderer.eglParameters.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE)
        {
            std::string rendererString =
                std::string(reinterpret_cast<const char *>(glGetString(GL_RENDERER)));
            angle::ToLower(&rendererString);
    
            auto basicRenderPos     = rendererString.find(std::string("microsoft basic render"));
            auto softwareAdapterPos = rendererString.find(std::string("software adapter"));
    
            // The first renderer is using WARP, even though we didn't explictly request it
            // We should skip this test
            ANGLE_SKIP_TEST_IF(basicRenderPos != std::string::npos ||
                               softwareAdapterPos != std::string::npos);
        }
    
        // Create a program
        if (firstRenderer.majorVersion == 3)
        {
            program = createES3ProgramFromSource();
        }
        else
        {
            program = createES2ProgramFromSource();
        }
    
        if (program == 0)
        {
            destroyEGLWindow(&eglWindow);
            FAIL() << "Failed to create program from source";
        }
    
        // Draw using the program to ensure it works as expected
        drawWithProgram(program);
        EXPECT_GL_NO_ERROR();
    
        // Save the program binary out from this renderer
        glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        EXPECT_GL_NO_ERROR();
        binary.resize(programLength);
        glGetProgramBinaryOES(program, programLength, &writtenLength, &binaryFormat, binary.data());
        EXPECT_GL_NO_ERROR();
    
        // Destroy the first renderer
        glDeleteProgram(program);
        destroyEGLWindow(&eglWindow);
    
        // Create an EGL window with the second renderer
        eglWindow = createAndInitEGLWindow(secondRenderer);
        if (eglWindow == nullptr)
        {
            FAIL() << "Failed to create EGL window";
            return;
        }
    
        program = glCreateProgram();
        glProgramBinaryOES(program, binaryFormat, binary.data(), writtenLength);
    
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_EQ(expectedLinkResult, (linkStatus != 0));
    
        if (linkStatus != 0)
        {
            // If the link was successful, then we should try to draw using the program to ensure it
            // works as expected
            drawWithProgram(program);
            EXPECT_GL_NO_ERROR();
        }
    
        // Destroy the second renderer
        glDeleteProgram(program);
        destroyEGLWindow(&eglWindow);
    }
    
    // clang-format off
    ANGLE_INSTANTIATE_TEST(ProgramBinariesAcrossPlatforms,
                           //                     | Save the program   | Load the program      | Expected
                           //                     | using these params | using these params    | link result
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D11(),            true         ), // Loading + reloading binary should work
                           PlatformsWithLinkResult(ES3_D3D11(),         ES3_D3D11(),            true         ), // Loading + reloading binary should work
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D9(),             false        ), // Switching from D3D11 to D3D9 shouldn't work
                           PlatformsWithLinkResult(ES2_D3D9(),          ES2_D3D11(),            false        ), // Switching from D3D9 to D3D11 shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11(),         ES3_D3D11(),            false        ), // Switching to newer client version shouldn't work
                           );
    // clang-format on