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

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  • Author : Olli Etuaho
    Date : 2018-04-13 14:11:46
    Hash : 5804dc8e
    Message : Refactor GL tests to use a shader library Instead of having the same simple shaders repeated over and over in the test code, reuse a single shader library. BUG=angleproject:2474 TEST=angle_end2end_tests Change-Id: I13f8ca8c0125e6d30f1761639bf8c3f69e0e77d2 Reviewed-on: https://chromium-review.googlesource.com/1012078 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/tests/gl_tests/ProgramInterfaceTest.cpp
  • //
    // Copyright 2017 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.
    //
    
    // ProgramInterfaceTest: Tests of program interfaces.
    
    #include "common/string_utils.h"
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    class ProgramInterfaceTestES31 : public ANGLETest
    {
      protected:
        ProgramInterfaceTestES31()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    // Tests glGetProgramResourceIndex.
    TEST_P(ProgramInterfaceTestES31, GetResourceIndex)
    {
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "uniform vec4 color;\n"
            "out vec4 oColor;\n"
            "void main()\n"
            "{\n"
            "    oColor = color;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), fragmentShaderSource);
    
        GLuint index =
            glGetProgramResourceIndex(program, GL_PROGRAM_INPUT, essl31_shaders::PositionAttrib());
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        index = glGetProgramResourceIndex(program, GL_PROGRAM_INPUT, "missing");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(GL_INVALID_INDEX, index);
    
        index = glGetProgramResourceIndex(program, GL_PROGRAM_OUTPUT, "oColor");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        index = glGetProgramResourceIndex(program, GL_PROGRAM_OUTPUT, "missing");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(GL_INVALID_INDEX, index);
    
        index = glGetProgramResourceIndex(program, GL_ATOMIC_COUNTER_BUFFER, "missing");
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    }
    
    // Tests glGetProgramResourceName.
    TEST_P(ProgramInterfaceTestES31, GetResourceName)
    {
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "uniform vec4 color;\n"
            "out vec4 oColor[4];\n"
            "void main()\n"
            "{\n"
            "    oColor[0] = color;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), fragmentShaderSource);
    
        GLuint index =
            glGetProgramResourceIndex(program, GL_PROGRAM_INPUT, essl31_shaders::PositionAttrib());
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        GLchar name[64];
        GLsizei length;
        glGetProgramResourceName(program, GL_PROGRAM_INPUT, index, sizeof(name), &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(static_cast<int>(strlen(essl31_shaders::PositionAttrib())), length);
        EXPECT_EQ(essl31_shaders::PositionAttrib(), std::string(name));
    
        glGetProgramResourceName(program, GL_PROGRAM_INPUT, index, 4, &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(3, length);
        EXPECT_TRUE(angle::BeginsWith(essl31_shaders::PositionAttrib(), name));
    
        glGetProgramResourceName(program, GL_PROGRAM_INPUT, index, -1, &length, name);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glGetProgramResourceName(program, GL_PROGRAM_INPUT, GL_INVALID_INDEX, sizeof(name), &length,
                                 name);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        index = glGetProgramResourceIndex(program, GL_PROGRAM_OUTPUT, "oColor");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        glGetProgramResourceName(program, GL_PROGRAM_OUTPUT, index, sizeof(name), &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(9, length);
        EXPECT_EQ("oColor[0]", std::string(name));
    
        glGetProgramResourceName(program, GL_PROGRAM_OUTPUT, index, 8, &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(7, length);
        EXPECT_EQ("oColor[", std::string(name));
    }
    
    // Tests glGetProgramResourceLocation.
    TEST_P(ProgramInterfaceTestES31, GetResourceLocation)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "layout(location = 3) in highp vec4 position;\n"
            "in highp vec4 noLocationSpecified;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = position;\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "uniform vec4 color;\n"
            "layout(location = 2) out vec4 oColor[4];\n"
            "void main()\n"
            "{\n"
            "    oColor[0] = color;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
    
        GLenum invalidInterfaces[] = {GL_UNIFORM_BLOCK, GL_TRANSFORM_FEEDBACK_VARYING,
                                      GL_BUFFER_VARIABLE, GL_SHADER_STORAGE_BLOCK,
                                      GL_ATOMIC_COUNTER_BUFFER};
        GLint location;
        for (auto &invalidInterface : invalidInterfaces)
        {
            location = glGetProgramResourceLocation(program, invalidInterface, "any");
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
            EXPECT_EQ(-1, location);
        }
    
        location = glGetProgramResourceLocation(program, GL_PROGRAM_INPUT, "position");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(3, location);
    
        location = glGetProgramResourceLocation(program, GL_PROGRAM_INPUT, "noLocationSpecified");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(-1, location);
    
        location = glGetProgramResourceLocation(program, GL_PROGRAM_INPUT, "missing");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(-1, location);
    
        location = glGetProgramResourceLocation(program, GL_PROGRAM_OUTPUT, "oColor");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(2, location);
        location = glGetProgramResourceLocation(program, GL_PROGRAM_OUTPUT, "oColor[0]");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(2, location);
        location = glGetProgramResourceLocation(program, GL_PROGRAM_OUTPUT, "oColor[3]");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(5, location);
    }
    
    // Tests glGetProgramResource.
    TEST_P(ProgramInterfaceTestES31, GetResource)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "layout(location = 3) in highp vec4 position;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = position;\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "uniform vec4 color;\n"
            "layout(location = 2) out vec4 oColor[4];\n"
            "void main()\n"
            "{\n"
            "    oColor[0] = color;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
    
        GLuint index = glGetProgramResourceIndex(program, GL_PROGRAM_INPUT, "position");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        GLenum props[]    = {GL_TYPE,
                          GL_ARRAY_SIZE,
                          GL_LOCATION,
                          GL_NAME_LENGTH,
                          GL_REFERENCED_BY_VERTEX_SHADER,
                          GL_REFERENCED_BY_FRAGMENT_SHADER,
                          GL_REFERENCED_BY_COMPUTE_SHADER};
        GLsizei propCount = static_cast<GLsizei>(ArraySize(props));
        GLint params[ArraySize(props)];
        GLsizei length;
    
        glGetProgramResourceiv(program, GL_PROGRAM_INPUT, index, propCount, props, propCount, &length,
                               params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(propCount, length);
        EXPECT_EQ(GL_FLOAT_VEC4, params[0]);  // type
        EXPECT_EQ(1, params[1]);              // array_size
        EXPECT_EQ(3, params[2]);              // location
        EXPECT_EQ(9, params[3]);              // name_length
        EXPECT_EQ(1, params[4]);              // referenced_by_vertex_shader
        EXPECT_EQ(0, params[5]);              // referenced_by_fragment_shader
        EXPECT_EQ(0, params[6]);              // referenced_by_compute_shader
    
        index = glGetProgramResourceIndex(program, GL_PROGRAM_OUTPUT, "oColor[0]");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(index, GL_INVALID_INDEX);
        // bufSize is smaller than propCount.
        glGetProgramResourceiv(program, GL_PROGRAM_OUTPUT, index, propCount, props, propCount - 1,
                               &length, params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(propCount - 1, length);
        EXPECT_EQ(GL_FLOAT_VEC4, params[0]);  // type
        EXPECT_EQ(4, params[1]);              // array_size
        EXPECT_EQ(2, params[2]);              // location
        EXPECT_EQ(10, params[3]);             // name_length
        EXPECT_EQ(0, params[4]);              // referenced_by_vertex_shader
        EXPECT_EQ(1, params[5]);              // referenced_by_fragment_shader
    
        GLenum invalidOutputProp = GL_OFFSET;
        glGetProgramResourceiv(program, GL_PROGRAM_OUTPUT, index, 1, &invalidOutputProp, 1, &length,
                               params);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Tests glGetProgramInterfaceiv.
    TEST_P(ProgramInterfaceTestES31, GetProgramInterface)
    {
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "uniform vec4 color;\n"
            "out vec4 oColor;\n"
            "uniform ub {\n"
            "    vec4 mem0;\n"
            "    vec4 mem1;\n"
            "} instance;\n"
            "layout(std430) buffer shaderStorageBlock1 {\n"
            "    vec3 target;\n"
            "};\n"
            "layout(std430) buffer shaderStorageBlock2 {\n"
            "    vec3 target;\n"
            "} blockInstance2[1];\n"
            "void main()\n"
            "{\n"
            "    oColor = color;\n"
            "    target = vec3(0, 0, 0);\n"
            "    blockInstance2[0].target = vec3(1, 1, 1);\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, essl31_shaders::vs::Simple(), fragmentShaderSource);
    
        GLint num;
        glGetProgramInterfaceiv(program, GL_PROGRAM_INPUT, GL_ACTIVE_RESOURCES, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(1, num);
    
        glGetProgramInterfaceiv(program, GL_PROGRAM_INPUT, GL_MAX_NAME_LENGTH, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(static_cast<GLint>(strlen(essl3_shaders::PositionAttrib())) + 1, num);
    
        glGetProgramInterfaceiv(program, GL_PROGRAM_INPUT, GL_MAX_NUM_ACTIVE_VARIABLES, &num);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glGetProgramInterfaceiv(program, GL_PROGRAM_OUTPUT, GL_ACTIVE_RESOURCES, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(1, num);
    
        glGetProgramInterfaceiv(program, GL_PROGRAM_OUTPUT, GL_MAX_NAME_LENGTH, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(7, num);
    
        glGetProgramInterfaceiv(program, GL_PROGRAM_OUTPUT, GL_MAX_NUM_ACTIVE_VARIABLES, &num);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glGetProgramInterfaceiv(program, GL_UNIFORM_BLOCK, GL_ACTIVE_RESOURCES, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(1, num);
    
        glGetProgramInterfaceiv(program, GL_UNIFORM_BLOCK, GL_MAX_NAME_LENGTH, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(3, num);
    
        glGetProgramInterfaceiv(program, GL_UNIFORM_BLOCK, GL_MAX_NUM_ACTIVE_VARIABLES, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(2, num);  // mem0, mem1
    
        glGetProgramInterfaceiv(program, GL_UNIFORM, GL_ACTIVE_RESOURCES, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(3, num);
    
        glGetProgramInterfaceiv(program, GL_UNIFORM, GL_MAX_NAME_LENGTH, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(8, num);  // "ub.mem0"
    
        glGetProgramInterfaceiv(program, GL_UNIFORM, GL_MAX_NUM_ACTIVE_VARIABLES, &num);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glGetProgramInterfaceiv(program, GL_SHADER_STORAGE_BLOCK, GL_ACTIVE_RESOURCES, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(2, num);
    
        glGetProgramInterfaceiv(program, GL_SHADER_STORAGE_BLOCK, GL_MAX_NAME_LENGTH, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(23, num);  // "shaderStorageBlock2[0]"
    
        glGetProgramInterfaceiv(program, GL_SHADER_STORAGE_BLOCK, GL_MAX_NUM_ACTIVE_VARIABLES, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(1, num);
    }
    
    // Tests the resource property query for uniform can be done correctly.
    TEST_P(ProgramInterfaceTestES31, GetUniformProperties)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "uniform layout(location=12) vec4 color;\n"
            "layout(binding = 2, offset = 4) uniform atomic_uint foo;\n"
            "void main()\n"
            "{\n"
            "    atomicCounterIncrement(foo);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "uniform vec4 color;\n"
            "out vec4 oColor;\n"
            "void main()\n"
            "{\n"
            "    oColor = color;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
    
        GLuint index = glGetProgramResourceIndex(program, GL_UNIFORM, "color");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        GLchar name[64];
        GLsizei length;
        glGetProgramResourceName(program, GL_UNIFORM, index, sizeof(name), &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(5, length);
        EXPECT_EQ("color", std::string(name));
    
        GLint location = glGetProgramResourceLocation(program, GL_UNIFORM, "color");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(12, location);
    
        GLenum props[]    = {GL_TYPE,
                          GL_ARRAY_SIZE,
                          GL_LOCATION,
                          GL_NAME_LENGTH,
                          GL_REFERENCED_BY_VERTEX_SHADER,
                          GL_REFERENCED_BY_FRAGMENT_SHADER,
                          GL_REFERENCED_BY_COMPUTE_SHADER,
                          GL_ARRAY_STRIDE,
                          GL_BLOCK_INDEX,
                          GL_IS_ROW_MAJOR,
                          GL_MATRIX_STRIDE,
                          GL_OFFSET,
                          GL_ATOMIC_COUNTER_BUFFER_INDEX};
        GLsizei propCount = static_cast<GLsizei>(ArraySize(props));
        GLint params[ArraySize(props)];
        glGetProgramResourceiv(program, GL_UNIFORM, index, propCount, props, propCount, &length,
                               params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(propCount, length);
        EXPECT_EQ(GL_FLOAT_VEC4, params[0]);  // type
        EXPECT_EQ(1, params[1]);              // array_size
        EXPECT_EQ(12, params[2]);             // location
        EXPECT_EQ(6, params[3]);              // name_length
        EXPECT_EQ(0, params[4]);              // referenced_by_vertex_shader
        EXPECT_EQ(1, params[5]);              // referenced_by_fragment_shader
        EXPECT_EQ(0, params[6]);              // referenced_by_compute_shader
        EXPECT_EQ(-1, params[7]);             // array_stride
        EXPECT_EQ(-1, params[8]);             // block_index
        EXPECT_EQ(0, params[9]);              // is_row_major
        EXPECT_EQ(-1, params[10]);            // matrix_stride
        EXPECT_EQ(-1, params[11]);            // offset
        EXPECT_EQ(-1, params[12]);            // atomic_counter_buffer_index
    
        index = glGetProgramResourceIndex(program, GL_UNIFORM, "foo");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        glGetProgramResourceName(program, GL_UNIFORM, index, sizeof(name), &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(3, length);
        EXPECT_EQ("foo", std::string(name));
    
        location = glGetProgramResourceLocation(program, GL_UNIFORM, "foo");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(-1, location);
    
        glGetProgramResourceiv(program, GL_UNIFORM, index, propCount, props, propCount, &length,
                               params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(propCount, length);
        EXPECT_EQ(GL_UNSIGNED_INT_ATOMIC_COUNTER, params[0]);  // type
        EXPECT_EQ(1, params[1]);                               // array_size
        EXPECT_EQ(-1, params[2]);                              // location
        EXPECT_EQ(4, params[3]);                               // name_length
        EXPECT_EQ(1, params[4]);                               // referenced_by_vertex_shader
        EXPECT_EQ(0, params[5]);                               // referenced_by_fragment_shader
        EXPECT_EQ(0, params[6]);                               // referenced_by_compute_shader
        EXPECT_EQ(0, params[7]);                               // array_stride
        EXPECT_EQ(-1, params[8]);                              // block_index
        EXPECT_EQ(0, params[9]);                               // is_row_major
        EXPECT_EQ(0, params[10]);                              // matrix_stride
        EXPECT_EQ(4, params[11]);                              // offset
        EXPECT_NE(-1, params[12]);                             // atomic_counter_buffer_index
    }
    
    // Tests the resource property query for uniform block can be done correctly.
    TEST_P(ProgramInterfaceTestES31, GetUniformBlockProperties)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "in vec2 position;\n"
            "out vec2 v;\n"
            "layout(binding = 2) uniform blockName {\n"
            "  float f1;\n"
            "  float f2;\n"
            "} instanceName;\n"
            "void main() {\n"
            "  v = vec2(instanceName.f1, instanceName.f2);\n"
            "  gl_Position = vec4(position, 0, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "in vec2 v;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "  color = vec4(v, 0, 1);\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
    
        GLuint index = glGetProgramResourceIndex(program, GL_UNIFORM_BLOCK, "blockName");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        GLchar name[64];
        GLsizei length;
        glGetProgramResourceName(program, GL_UNIFORM_BLOCK, index, sizeof(name), &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(9, length);
        EXPECT_EQ("blockName", std::string(name));
    
        GLenum props[]         = {GL_BUFFER_BINDING,
                          GL_BUFFER_DATA_SIZE,
                          GL_NAME_LENGTH,
                          GL_NUM_ACTIVE_VARIABLES,
                          GL_ACTIVE_VARIABLES,
                          GL_REFERENCED_BY_VERTEX_SHADER,
                          GL_REFERENCED_BY_FRAGMENT_SHADER,
                          GL_REFERENCED_BY_COMPUTE_SHADER};
        GLsizei propCount      = static_cast<GLsizei>(ArraySize(props));
        constexpr int kBufSize = 256;
        GLint params[kBufSize];
        GLint magic = 0xBEEF;
    
        // Tests bufSize is respected even some prop returns more than one value.
        params[propCount] = magic;
        glGetProgramResourceiv(program, GL_UNIFORM_BLOCK, index, propCount, props, propCount, &length,
                               params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(propCount, length);
        EXPECT_EQ(2, params[0]);   // buffer_binding
        EXPECT_NE(0, params[1]);   // buffer_data_size
        EXPECT_EQ(10, params[2]);  // name_length
        EXPECT_EQ(2, params[3]);   // num_active_variables
        EXPECT_LE(0, params[4]);   // index of 'f1' or 'f2'
        EXPECT_LE(0, params[5]);   // index of 'f1' or 'f2'
        EXPECT_EQ(1, params[6]);   // referenced_by_vertex_shader
        EXPECT_EQ(0, params[7]);   // referenced_by_fragment_shader
        EXPECT_EQ(magic, params[8]);
    
        glGetProgramResourceiv(program, GL_UNIFORM_BLOCK, index, propCount, props, kBufSize, &length,
                               params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(propCount + 1, length);
        EXPECT_EQ(0, params[8]);  // referenced_by_compute_shader
    
        // bufSize is reached in middle of outputting values for GL_ACTIVE_VARIABLES.
        GLenum actvieVariablesProperty = GL_ACTIVE_VARIABLES;
        params[1]                      = magic;
        glGetProgramResourceiv(program, GL_UNIFORM_BLOCK, index, 1, &actvieVariablesProperty, 1,
                               &length, params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(1, length);
        EXPECT_LE(0, params[0]);  // index of 'f1' or 'f2'
        EXPECT_EQ(magic, params[1]);
    }
    
    // Tests atomic counter buffer qeury works correctly.
    TEST_P(ProgramInterfaceTestES31, QueryAtomicCounteBuffer)
    {
        const std::string &vertShader =
            "#version 310 es\n"
            "precision highp float;\n"
            "layout(binding = 2, offset = 0) uniform atomic_uint vcounter;\n"
            "in highp vec4 a_position;\n"
            "void main()\n"
            "{\n"
            "    atomicCounterIncrement(vcounter);\n"
            "    gl_Position = a_position;\n"
            "}\n";
    
        const std::string &fragShader =
            "#version 310 es\n"
            "precision highp float;\n"
            "layout(binding = 2, offset = 4) uniform atomic_uint fcounter;\n"
            "out highp vec4 my_color;\n"
            "void main()\n"
            "{\n"
            "    atomicCounterDecrement(fcounter);\n"
            "    my_color = vec4(0.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vertShader, fragShader);
        GLint num;
        glGetProgramInterfaceiv(program, GL_ATOMIC_COUNTER_BUFFER, GL_ACTIVE_RESOURCES, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(1, num);
    
        glGetProgramInterfaceiv(program, GL_ATOMIC_COUNTER_BUFFER, GL_MAX_NUM_ACTIVE_VARIABLES, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(2, num);
    
        GLenum props[]    = {GL_BUFFER_BINDING, GL_NUM_ACTIVE_VARIABLES, GL_REFERENCED_BY_VERTEX_SHADER,
                          GL_REFERENCED_BY_FRAGMENT_SHADER, GL_REFERENCED_BY_COMPUTE_SHADER};
        GLsizei propCount = static_cast<GLsizei>(ArraySize(props));
        GLint params[ArraySize(props)];
        GLsizei length = 0;
        glGetProgramResourceiv(program, GL_ATOMIC_COUNTER_BUFFER, 0, propCount, props, propCount,
                               &length, params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(propCount, length);
        EXPECT_EQ(2, params[0]);  // buffer_binding
        EXPECT_EQ(2, params[1]);  // num_active_variables
        EXPECT_EQ(1, params[2]);  // referenced_by_vertex_shader
        EXPECT_EQ(1, params[3]);  // referenced_by_fragment_shader
        EXPECT_EQ(0, params[4]);  // referenced_by_compute_shader
    }
    
    // Tests the resource property query for buffer variable can be done correctly.
    TEST_P(ProgramInterfaceTestES31, GetBufferVariableProperties)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "struct S {\n"
            "    vec3 a;\n"
            "    ivec2 b[4];\n"
            "};\n"
            "layout(std140) buffer blockName0 {\n"
            "    S s0;\n"
            "    vec2 v0;\n"
            "    S s1[2];\n"
            "    uint u0;\n"
            "};\n"
            "layout(binding = 1) buffer blockName1 {\n"
            "    uint u1[2];\n"
            "    float f1;\n"
            "} instanceName1[2];\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(instanceName1[0].f1, s1[0].a);\n"
            "}\n";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "layout(binding = 1) buffer blockName1 {\n"
            "    uint u1[2];\n"
            "    float f1;\n"
            "} instanceName1[2];\n"
            "out vec4 oColor;\n"
            "void main()\n"
            "{\n"
            "    oColor = vec4(instanceName1[0].f1, 0, 0, 1);\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
    
        GLuint index = glGetProgramResourceIndex(program, GL_BUFFER_VARIABLE, "blockName1.f1");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        GLchar name[64];
        GLsizei length;
        glGetProgramResourceName(program, GL_BUFFER_VARIABLE, index, sizeof(name), &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(13, length);
        EXPECT_EQ("blockName1.f1", std::string(name));
    
        GLenum props[]         = {GL_ARRAY_SIZE,
                          GL_ARRAY_STRIDE,
                          GL_BLOCK_INDEX,
                          GL_IS_ROW_MAJOR,
                          GL_MATRIX_STRIDE,
                          GL_NAME_LENGTH,
                          GL_OFFSET,
                          GL_REFERENCED_BY_VERTEX_SHADER,
                          GL_REFERENCED_BY_FRAGMENT_SHADER,
                          GL_REFERENCED_BY_COMPUTE_SHADER,
                          GL_TOP_LEVEL_ARRAY_SIZE,
                          GL_TOP_LEVEL_ARRAY_STRIDE,
                          GL_TYPE};
        GLsizei propCount      = static_cast<GLsizei>(ArraySize(props));
        constexpr int kBufSize = 256;
        GLint params[kBufSize];
    
        glGetProgramResourceiv(program, GL_BUFFER_VARIABLE, index, propCount, props, kBufSize, &length,
                               params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(propCount, length);
        EXPECT_EQ(1, params[0]);   // array_size
        EXPECT_LE(0, params[1]);   // array_stride
        EXPECT_LE(0, params[2]);   // block_index
        EXPECT_EQ(0, params[3]);   // is_row_major
        EXPECT_EQ(0, params[4]);   // matrix_stride
        EXPECT_EQ(14, params[5]);  // name_length
        EXPECT_LE(0, params[6]);   // offset
    
        EXPECT_EQ(1, params[7]);  // referenced_by_vertex_shader
        EXPECT_EQ(1, params[8]);  // referenced_by_fragment_shader
        EXPECT_EQ(0, params[9]);  // referenced_by_compute_shader
    
        EXPECT_EQ(1, params[10]);  // top_level_array_size
        EXPECT_LE(0, params[11]);  // top_level_array_stride
    
        EXPECT_EQ(GL_FLOAT, params[12]);  // type
    
        index = glGetProgramResourceIndex(program, GL_BUFFER_VARIABLE, "s1[0].a");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        glGetProgramResourceName(program, GL_BUFFER_VARIABLE, index, sizeof(name), &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(7, length);
        EXPECT_EQ("s1[0].a", std::string(name));
    
        glGetProgramResourceiv(program, GL_BUFFER_VARIABLE, index, propCount, props, kBufSize, &length,
                               params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(propCount, length);
        EXPECT_EQ(1, params[0]);  // array_size
        EXPECT_LE(0, params[1]);  // array_stride
        EXPECT_LE(0, params[2]);  // block_index
        EXPECT_EQ(0, params[3]);  // is_row_major
        EXPECT_EQ(0, params[4]);  // matrix_stride
        EXPECT_EQ(8, params[5]);  // name_length
        EXPECT_LE(0, params[6]);  // offset
    
        EXPECT_EQ(1, params[7]);  // referenced_by_vertex_shader
        EXPECT_EQ(0, params[8]);  // referenced_by_fragment_shader
        EXPECT_EQ(0, params[9]);  // referenced_by_compute_shader
    
        EXPECT_EQ(2, params[10]);   // top_level_array_size
        EXPECT_EQ(80, params[11]);  // top_level_array_stride
    
        EXPECT_EQ(GL_FLOAT_VEC3, params[12]);  // type
    }
    
    // Tests the resource property query for shader storage block can be done correctly.
    TEST_P(ProgramInterfaceTestES31, GetShaderStorageBlockProperties)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "struct S {\n"
            "    vec3 a;\n"
            "    ivec2 b[4];\n"
            "};\n"
            "layout(std140) buffer blockName0 {\n"
            "    S s0;\n"
            "    vec2 v0;\n"
            "    S s1[2];\n"
            "    uint u0;\n"
            "};\n"
            "layout(binding = 1) buffer blockName1 {\n"
            "    uint u1[2];\n"
            "    float f1;\n"
            "} instanceName1[2];\n"
            "layout(binding = 2) buffer blockName2 {\n"
            "    uint u2;\n"
            "    float f2;\n"
            "};\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(instanceName1[0].f1, s1[0].a);\n"
            "}\n";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "uniform vec4 color;\n"
            "out vec4 oColor;\n"
            "void main()\n"
            "{\n"
            "    oColor = color;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
    
        GLuint index = glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, "blockName0");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        GLchar name[64];
        GLsizei length;
        glGetProgramResourceName(program, GL_SHADER_STORAGE_BLOCK, index, sizeof(name), &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(10, length);
        EXPECT_EQ("blockName0", std::string(name));
    
        GLenum props[]         = {GL_ACTIVE_VARIABLES,
                          GL_BUFFER_BINDING,
                          GL_NUM_ACTIVE_VARIABLES,
                          GL_BUFFER_DATA_SIZE,
                          GL_NAME_LENGTH,
                          GL_REFERENCED_BY_VERTEX_SHADER,
                          GL_REFERENCED_BY_FRAGMENT_SHADER,
                          GL_REFERENCED_BY_COMPUTE_SHADER};
        GLsizei propCount      = static_cast<GLsizei>(ArraySize(props));
        constexpr int kBufSize = 256;
        GLint params[kBufSize];
    
        glGetProgramResourceiv(program, GL_SHADER_STORAGE_BLOCK, index, propCount, props, kBufSize,
                               &length, params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(13, length);
        EXPECT_LE(0, params[0]);   // active_variables s0.a
        EXPECT_LE(0, params[1]);   // active_variables s0.b
        EXPECT_LE(0, params[2]);   // active_variables v0
        EXPECT_LE(0, params[3]);   // active_variables s1[0].a
        EXPECT_LE(0, params[4]);   // active_variables s1[0].b
        EXPECT_LE(0, params[5]);   // active_variables u0
        EXPECT_EQ(0, params[6]);   // buffer_binding
        EXPECT_EQ(6, params[7]);   // num_active_variables
        EXPECT_LE(0, params[8]);   // buffer_data_size
        EXPECT_EQ(11, params[9]);  // name_length
    
        EXPECT_EQ(1, params[10]);  // referenced_by_vertex_shader
        EXPECT_EQ(0, params[11]);  // referenced_by_fragment_shader
        EXPECT_EQ(0, params[12]);  // referenced_by_compute_shader
    
        index = glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, "blockName1");
        EXPECT_GL_NO_ERROR();
        EXPECT_NE(GL_INVALID_INDEX, index);
    
        glGetProgramResourceName(program, GL_SHADER_STORAGE_BLOCK, index, sizeof(name), &length, name);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(13, length);
        EXPECT_EQ("blockName1[0]", std::string(name));
    }
    
    // Tests transform feedback varying qeury works correctly.
    TEST_P(ProgramInterfaceTestES31, QueryTransformFeedbackVarying)
    {
        const std::string &vertexShaderSource =
            R"(#version 310 es
    
            in vec3 position;\
            out float outSingleType;
            out vec2 outWholeArray[2];
            out vec3 outArrayElements[16];
            void main() {
              outSingleType = 0.0;
              outWholeArray[0] = vec2(position);
              outArrayElements[7] = vec3(0, 0, 0);
              outArrayElements[15] = position;
              gl_Position = vec4(position, 1);
            })";
    
        const std::string &fragmentShaderSource =
            R"(#version 310 es
    
            precision mediump float;
            out vec4 color;
            in float outSingleType;
            in vec2 outWholeArray[2];
            in vec3 outArrayElements[16];
            void main() {
              color = vec4(0);
            })";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("outArrayElements[7]");
        tfVaryings.push_back("outArrayElements[15]");
        tfVaryings.push_back("outSingleType");
        tfVaryings.push_back("outWholeArray");
    
        GLuint program = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                             tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, program);
    
        GLint num;
        glGetProgramInterfaceiv(program, GL_TRANSFORM_FEEDBACK_VARYING, GL_ACTIVE_RESOURCES, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(4, num);
    
        glGetProgramInterfaceiv(program, GL_TRANSFORM_FEEDBACK_VARYING, GL_MAX_NAME_LENGTH, &num);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(21, num);  // outArrayElements[15]
    
        // GLES 3.10, Page 77:
        // For TRANSFORM_FEEDBACK_VARYING, the active resource list will use the variable order
        // specified in the most recent call to TransformFeedbackVaryings before the last call to
        // LinkProgram.
        GLuint index =
            glGetProgramResourceIndex(program, GL_TRANSFORM_FEEDBACK_VARYING, "outArrayElements[7]");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(0u, index);
        index =
            glGetProgramResourceIndex(program, GL_TRANSFORM_FEEDBACK_VARYING, "outArrayElements[15]");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(1u, index);
        index = glGetProgramResourceIndex(program, GL_TRANSFORM_FEEDBACK_VARYING, "outSingleType");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(2u, index);
        index = glGetProgramResourceIndex(program, GL_TRANSFORM_FEEDBACK_VARYING, "outWholeArray");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(3u, index);
    
        // GLES 3.10, Page 80:
        // For TRANSFORM_FEEDBACK_VARYING resources, name must match one of the variables to be captured
        // as specified by a previous call to TransformFeedbackVaryings. Otherwise, INVALID_INDEX is
        // returned.
        // If name does not match a resource as described above, the value INVALID_INDEX is returned,
        // but no GL error is generated.
        index = glGetProgramResourceIndex(program, GL_TRANSFORM_FEEDBACK_VARYING, "outWholeArray[0]");
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(GL_INVALID_INDEX, index);
    
        GLenum props[]    = {GL_TYPE, GL_ARRAY_SIZE, GL_NAME_LENGTH};
        GLsizei propCount = static_cast<GLsizei>(ArraySize(props));
        GLint params[ArraySize(props)];
        GLsizei length = 0;
        // Query properties of 'outArrayElements[15]'.
        glGetProgramResourceiv(program, GL_TRANSFORM_FEEDBACK_VARYING, 1, propCount, props, propCount,
                               &length, params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(propCount, length);
        EXPECT_EQ(GL_FLOAT_VEC3, params[0]);  // type
        EXPECT_EQ(1, params[1]);              // array_size
        EXPECT_EQ(21, params[2]);             // name_length
    
        // Query properties of 'outWholeArray'.
        glGetProgramResourceiv(program, GL_TRANSFORM_FEEDBACK_VARYING, 3, propCount, props, propCount,
                               &length, params);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(propCount, length);
        EXPECT_EQ(GL_FLOAT_VEC2, params[0]);  // type
        EXPECT_EQ(2, params[1]);              // array_size
        EXPECT_EQ(14, params[2]);             // name_length
    
        glDeleteProgram(program);
    }
    
    ANGLE_INSTANTIATE_TEST(ProgramInterfaceTestES31, ES31_OPENGL(), ES31_OPENGLES());
    
    }  // anonymous namespace