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kc3-lang/angle/src/tests/gl_tests/TransformFeedbackTest.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/TransformFeedbackTest.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 "random_utils.h"
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    class TransformFeedbackTestBase : public ANGLETest
    {
      protected:
        TransformFeedbackTestBase() : mProgram(0), mTransformFeedbackBuffer(0), mTransformFeedback(0)
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glGenBuffers(1, &mTransformFeedbackBuffer);
            glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
            glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, nullptr,
                         GL_STATIC_DRAW);
    
            glGenTransformFeedbacks(1, &mTransformFeedback);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            if (mProgram != 0)
            {
                glDeleteProgram(mProgram);
                mProgram = 0;
            }
    
            if (mTransformFeedbackBuffer != 0)
            {
                glDeleteBuffers(1, &mTransformFeedbackBuffer);
                mTransformFeedbackBuffer = 0;
            }
    
            if (mTransformFeedback != 0)
            {
                glDeleteTransformFeedbacks(1, &mTransformFeedback);
                mTransformFeedback = 0;
            }
    
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
    
        static const size_t mTransformFeedbackBufferSize = 1 << 24;
        GLuint mTransformFeedbackBuffer;
        GLuint mTransformFeedback;
    };
    
    class TransformFeedbackTest : public TransformFeedbackTestBase
    {
      protected:
        void compileDefaultProgram(const std::vector<std::string> &tfVaryings, GLenum bufferMode)
        {
            ASSERT_EQ(0u, mProgram);
    
            mProgram = CompileProgramWithTransformFeedback(
                essl1_shaders::vs::Simple(), essl1_shaders::fs::Red(), tfVaryings, bufferMode);
            ASSERT_NE(0u, mProgram);
        }
    };
    
    TEST_P(TransformFeedbackTest, ZeroSizedViewport)
    {
        // Set the program's transform feedback varyings (just gl_Position)
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("gl_Position");
        compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
    
        glUseProgram(mProgram);
    
        // Bind the buffer for transform feedback output and start transform feedback
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
        glBeginTransformFeedback(GL_TRIANGLES);
    
        // Create a query to check how many primitives were written
        GLuint primitivesWrittenQuery = 0;
        glGenQueries(1, &primitivesWrittenQuery);
        glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
    
        // Set a viewport that would result in no pixels being written to the framebuffer and draw
        // a quad
        glViewport(0, 0, 0, 0);
    
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
    
        // End the query and transform feedkback
        glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
        glEndTransformFeedback();
    
        glUseProgram(0);
    
        // Check how many primitives were written and verify that some were written even if
        // no pixels were rendered
        GLuint primitivesWritten = 0;
        glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(2u, primitivesWritten);
    }
    
    // Test that rebinding a buffer with the same offset resets the offset (no longer appending from the
    // old position)
    TEST_P(TransformFeedbackTest, BufferRebinding)
    {
        glDisable(GL_DEPTH_TEST);
    
        // Set the program's transform feedback varyings (just gl_Position)
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("gl_Position");
        compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
    
        glUseProgram(mProgram);
    
        // Make sure the buffer has zero'd data
        std::vector<float> data(mTransformFeedbackBufferSize / sizeof(float), 0.0f);
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, data.data(),
                     GL_STATIC_DRAW);
    
        // Create a query to check how many primitives were written
        GLuint primitivesWrittenQuery = 0;
        glGenQueries(1, &primitivesWrittenQuery);
        glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
    
        const float finalZ = 0.95f;
    
        RNG rng;
    
        const size_t loopCount = 64;
        for (size_t loopIdx = 0; loopIdx < loopCount; loopIdx++)
        {
            // Bind the buffer for transform feedback output and start transform feedback
            glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
            glBeginTransformFeedback(GL_TRIANGLES);
    
            float z = (loopIdx + 1 == loopCount) ? finalZ : rng.randomFloatBetween(0.1f, 0.5f);
            drawQuad(mProgram, essl1_shaders::PositionAttrib(), z);
    
            glEndTransformFeedback();
        }
    
        // End the query and transform feedback
        glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
    
        glUseProgram(0);
    
        // Check how many primitives were written and verify that some were written even if
        // no pixels were rendered
        GLuint primitivesWritten = 0;
        glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(loopCount * 2, primitivesWritten);
    
        // Check the buffer data
        const float *bufferData = static_cast<float *>(glMapBufferRange(
            GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBufferSize, GL_MAP_READ_BIT));
    
        for (size_t vertexIdx = 0; vertexIdx < 6; vertexIdx++)
        {
            // Check the third (Z) component of each vertex written and make sure it has the final
            // value
            EXPECT_NEAR(finalZ, bufferData[vertexIdx * 4 + 2], 0.0001);
        }
    
        for (size_t dataIdx = 24; dataIdx < mTransformFeedbackBufferSize / sizeof(float); dataIdx++)
        {
            EXPECT_EQ(data[dataIdx], bufferData[dataIdx]) << "Buffer overrun detected.";
        }
    
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that XFB can write back vertices to a buffer and that we can draw from this buffer
    // afterward.
    TEST_P(TransformFeedbackTest, RecordAndDraw)
    {
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Set the program's transform feedback varyings (just gl_Position)
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("gl_Position");
        compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
    
        glUseProgram(mProgram);
    
        GLint positionLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
    
        // First pass: draw 6 points to the XFB buffer
        glEnable(GL_RASTERIZER_DISCARD);
    
        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);
    
        // Bind the buffer for transform feedback output and start transform feedback
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
        glBeginTransformFeedback(GL_POINTS);
    
        // Create a query to check how many primitives were written
        GLuint primitivesWrittenQuery = 0;
        glGenQueries(1, &primitivesWrittenQuery);
        glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, primitivesWrittenQuery);
    
        glDrawArrays(GL_POINTS, 0, 6);
    
        glDisableVertexAttribArray(positionLocation);
        glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
        // End the query and transform feedkback
        glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
        glEndTransformFeedback();
    
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
    
        glDisable(GL_RASTERIZER_DISCARD);
    
        // Check how many primitives were written and verify that some were written even if
        // no pixels were rendered
        GLuint primitivesWritten = 0;
        glGetQueryObjectuiv(primitivesWrittenQuery, GL_QUERY_RESULT_EXT, &primitivesWritten);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(6u, primitivesWritten);
    
        // Nothing should have been drawn to the framebuffer
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 0, 0);
    
        // Second pass: draw from the feedback buffer
    
        glBindBuffer(GL_ARRAY_BUFFER, mTransformFeedbackBuffer);
        glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(positionLocation);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that XFB does not allow writing more vertices than fit in the bound buffers.
    // TODO(jmadill): Enable this test after fixing the last case where the buffer size changes after
    // calling glBeginTransformFeedback.
    TEST_P(TransformFeedbackTest, DISABLED_TooSmallBuffers)
    {
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glEnable(GL_RASTERIZER_DISCARD);
    
        // Set the program's transform feedback varyings (just gl_Position)
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("gl_Position");
        compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
        GLint positionLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
    
        glUseProgram(mProgram);
    
        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);
    
        const size_t verticesToDraw = 6;
        const size_t stride         = sizeof(float) * 4;
        const size_t bytesNeeded    = stride * verticesToDraw;
    
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        // Set up the buffer to be the right size
        uint8_t tfData[stride * verticesToDraw] = {0};
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bytesNeeded, &tfData, GL_STATIC_DRAW);
    
        glBeginTransformFeedback(GL_POINTS);
        glDrawArrays(GL_POINTS, 0, verticesToDraw);
        EXPECT_GL_NO_ERROR();
        glEndTransformFeedback();
    
        // Set up the buffer to be too small
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bytesNeeded - 1, &tfData, GL_STATIC_DRAW);
    
        glBeginTransformFeedback(GL_POINTS);
        EXPECT_GL_NO_ERROR();
        glDrawArrays(GL_POINTS, 0, verticesToDraw);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glEndTransformFeedback();
    
        // Set up the buffer to be the right size but make it smaller after glBeginTransformFeedback
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bytesNeeded, &tfData, GL_STATIC_DRAW);
        glBeginTransformFeedback(GL_POINTS);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bytesNeeded - 1, &tfData, GL_STATIC_DRAW);
        EXPECT_GL_NO_ERROR();
        glDrawArrays(GL_POINTS, 0, verticesToDraw);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glEndTransformFeedback();
    }
    
    // Test that buffer binding happens only on the current transform feedback object
    TEST_P(TransformFeedbackTest, BufferBinding)
    {
        // Reset any state
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
    
        // Generate a new buffer
        GLuint scratchBuffer = 0;
        glGenBuffers(1, &scratchBuffer);
    
        EXPECT_GL_NO_ERROR();
    
        // Bind TF 0 and a buffer
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        EXPECT_GL_NO_ERROR();
    
        // Check that the buffer ID matches the one that was just bound
        GLint currentBufferBinding = 0;
        glGetIntegerv(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, &currentBufferBinding);
        EXPECT_EQ(static_cast<GLuint>(currentBufferBinding), mTransformFeedbackBuffer);
    
        glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, 0, &currentBufferBinding);
        EXPECT_EQ(static_cast<GLuint>(currentBufferBinding), mTransformFeedbackBuffer);
    
        EXPECT_GL_NO_ERROR();
    
        // Check that the buffer ID for the newly bound transform feedback is zero
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
    
        glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, 0, &currentBufferBinding);
        EXPECT_EQ(0, currentBufferBinding);
    
        // But the generic bind point is unaffected by glBindTransformFeedback.
        glGetIntegerv(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, &currentBufferBinding);
        EXPECT_EQ(static_cast<GLuint>(currentBufferBinding), mTransformFeedbackBuffer);
    
        EXPECT_GL_NO_ERROR();
    
        // Bind a buffer to this TF
        glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, scratchBuffer, 0, 32);
    
        glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, 0, &currentBufferBinding);
        EXPECT_EQ(static_cast<GLuint>(currentBufferBinding), scratchBuffer);
    
        EXPECT_GL_NO_ERROR();
    
        // Rebind the original TF and check it's bindings
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
    
        glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, 0, &currentBufferBinding);
        EXPECT_EQ(static_cast<GLuint>(currentBufferBinding), mTransformFeedbackBuffer);
    
        EXPECT_GL_NO_ERROR();
    
        // Clean up
        glDeleteBuffers(1, &scratchBuffer);
    }
    
    // Test that we can capture varyings only used in the vertex shader.
    TEST_P(TransformFeedbackTest, VertexOnly)
    {
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec2 position;\n"
            "in float attrib;\n"
            "out float varyingAttrib;\n"
            "void main() {\n"
            "  gl_Position = vec4(position, 0, 1);\n"
            "  varyingAttrib = attrib;\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "out mediump vec4 color;\n"
            "void main() {\n"
            "  color = vec4(0.0, 1.0, 0.0, 1.0);\n"
            "}";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("varyingAttrib");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
    
        glUseProgram(mProgram);
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        std::vector<float> attribData;
        for (unsigned int cnt = 0; cnt < 100; ++cnt)
        {
            attribData.push_back(static_cast<float>(cnt));
        }
    
        GLint attribLocation = glGetAttribLocation(mProgram, "attrib");
        ASSERT_NE(-1, attribLocation);
    
        glVertexAttribPointer(attribLocation, 1, GL_FLOAT, GL_FALSE, 4, &attribData[0]);
        glEnableVertexAttribArray(attribLocation);
    
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, "position", 0.5f);
        glEndTransformFeedback();
        ASSERT_GL_NO_ERROR();
    
        glUseProgram(0);
    
        void *mappedBuffer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(float) * 6, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, mappedBuffer);
    
        float *mappedFloats = static_cast<float *>(mappedBuffer);
        for (unsigned int cnt = 0; cnt < 6; ++cnt)
        {
            EXPECT_EQ(attribData[cnt], mappedFloats[cnt]);
        }
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that multiple paused transform feedbacks do not generate errors or crash
    TEST_P(TransformFeedbackTest, MultiplePaused)
    {
        const size_t drawSize = 1024;
        std::vector<float> transformFeedbackData(drawSize);
        for (size_t i = 0; i < drawSize; i++)
        {
            transformFeedbackData[i] = static_cast<float>(i + 1);
        }
    
        // Initialize the buffers to zero
        size_t bufferSize = drawSize;
        std::vector<float> bufferInitialData(bufferSize, 0);
    
        const size_t transformFeedbackCount = 8;
    
        const std::string vertexShaderSource =
            R"(#version 300 es
            in highp vec4 position;
            in float transformFeedbackInput;
            out float transformFeedbackOutput;
            void main(void)
            {
                gl_Position = position;
                transformFeedbackOutput = transformFeedbackInput;
            })";
    
        const std::string fragmentShaderSource =
            R"(#version 300 es
            out mediump vec4 color;
            void main(void)
            {
                color = vec4(1.0, 1.0, 1.0, 1.0);
            })";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("transformFeedbackOutput");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
        glUseProgram(mProgram);
    
        GLint positionLocation = glGetAttribLocation(mProgram, "position");
        glDisableVertexAttribArray(positionLocation);
        glVertexAttrib4f(positionLocation, 0.0f, 0.0f, 0.0f, 1.0f);
    
        GLint tfInputLocation = glGetAttribLocation(mProgram, "transformFeedbackInput");
        glEnableVertexAttribArray(tfInputLocation);
        glVertexAttribPointer(tfInputLocation, 1, GL_FLOAT, false, 0, &transformFeedbackData[0]);
    
        glDepthMask(GL_FALSE);
        glEnable(GL_DEPTH_TEST);
        ASSERT_GL_NO_ERROR();
    
        GLuint transformFeedbacks[transformFeedbackCount];
        glGenTransformFeedbacks(transformFeedbackCount, transformFeedbacks);
    
        GLuint buffers[transformFeedbackCount];
        glGenBuffers(transformFeedbackCount, buffers);
    
        for (size_t i = 0; i < transformFeedbackCount; i++)
        {
            glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbacks[i]);
    
            glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, buffers[i]);
            glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bufferSize * sizeof(GLfloat),
                         &bufferInitialData[0], GL_DYNAMIC_DRAW);
            glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffers[i]);
            ASSERT_GL_NO_ERROR();
    
            glBeginTransformFeedback(GL_POINTS);
    
            glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(drawSize));
    
            glPauseTransformFeedback();
    
            EXPECT_GL_NO_ERROR();
        }
    
        for (size_t i = 0; i < transformFeedbackCount; i++)
        {
            glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbacks[i]);
            glEndTransformFeedback();
            glDeleteTransformFeedbacks(1, &transformFeedbacks[i]);
    
            EXPECT_GL_NO_ERROR();
        }
    }
    // Test that running multiple simultaneous queries and transform feedbacks from multiple EGL
    // contexts returns the correct results.  Helps expose bugs in ANGLE's virtual contexts.
    TEST_P(TransformFeedbackTest, MultiContext)
    {
        // These tests are flaky, do not lift these unless you find the root cause and the fix.
        ANGLE_SKIP_TEST_IF(IsOSX() && IsOpenGL());
    
        ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsOpenGL());
    
        EGLint contextAttributes[] = {
            EGL_CONTEXT_MAJOR_VERSION_KHR,
            GetParam().majorVersion,
            EGL_CONTEXT_MINOR_VERSION_KHR,
            GetParam().minorVersion,
            EGL_NONE,
        };
    
        EGLWindow *window = getEGLWindow();
    
        EGLDisplay display = window->getDisplay();
        EGLConfig config   = window->getConfig();
        EGLSurface surface = window->getSurface();
    
        const size_t passCount = 5;
        struct ContextInfo
        {
            EGLContext context;
            GLuint program;
            GLuint query;
            GLuint buffer;
            size_t primitiveCounts[passCount];
        };
        ContextInfo contexts[32];
    
        const size_t maxDrawSize = 1024;
    
        std::vector<float> transformFeedbackData(maxDrawSize);
        for (size_t i = 0; i < maxDrawSize; i++)
        {
            transformFeedbackData[i] = static_cast<float>(i + 1);
        }
    
        // Initialize the buffers to zero
        size_t bufferSize = maxDrawSize * passCount;
        std::vector<float> bufferInitialData(bufferSize, 0);
    
        for (auto &context : contexts)
        {
            context.context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
            ASSERT_NE(context.context, EGL_NO_CONTEXT);
    
            eglMakeCurrent(display, surface, surface, context.context);
    
            const std::string vertexShaderSource =
                R"(#version 300 es
                in highp vec4 position;
                in float transformFeedbackInput;
                out float transformFeedbackOutput;
                void main(void)
                {
                    gl_Position = position;
                    transformFeedbackOutput = transformFeedbackInput;
                })";
    
            const std::string fragmentShaderSource =
                R"(#version 300 es
                out mediump vec4 color;
                void main(void)
                {
                    color = vec4(1.0, 1.0, 1.0, 1.0);
                })";
    
            std::vector<std::string> tfVaryings;
            tfVaryings.push_back("transformFeedbackOutput");
    
            context.program = CompileProgramWithTransformFeedback(
                vertexShaderSource, fragmentShaderSource, tfVaryings, GL_INTERLEAVED_ATTRIBS);
            ASSERT_NE(context.program, 0u);
            glUseProgram(context.program);
    
            GLint positionLocation = glGetAttribLocation(context.program, "position");
            glDisableVertexAttribArray(positionLocation);
            glVertexAttrib4f(positionLocation, 0.0f, 0.0f, 0.0f, 1.0f);
    
            GLint tfInputLocation = glGetAttribLocation(context.program, "transformFeedbackInput");
            glEnableVertexAttribArray(tfInputLocation);
            glVertexAttribPointer(tfInputLocation, 1, GL_FLOAT, false, 0, &transformFeedbackData[0]);
    
            glDepthMask(GL_FALSE);
            glEnable(GL_DEPTH_TEST);
            glGenQueriesEXT(1, &context.query);
            glBeginQueryEXT(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, context.query);
    
            ASSERT_GL_NO_ERROR();
    
            glGenBuffers(1, &context.buffer);
            glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, context.buffer);
            glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, bufferSize * sizeof(GLfloat),
                         &bufferInitialData[0], GL_DYNAMIC_DRAW);
            glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, context.buffer);
    
            ASSERT_GL_NO_ERROR();
    
            // For each pass, draw between 0 and maxDrawSize primitives
            for (auto &primCount : context.primitiveCounts)
            {
                primCount = rand() % maxDrawSize;
            }
    
            glBeginTransformFeedback(GL_POINTS);
        }
    
        for (size_t pass = 0; pass < passCount; pass++)
        {
            for (const auto &context : contexts)
            {
                eglMakeCurrent(display, surface, surface, context.context);
    
                glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(context.primitiveCounts[pass]));
            }
        }
    
        for (const auto &context : contexts)
        {
            eglMakeCurrent(display, surface, surface, context.context);
    
            glEndTransformFeedback();
    
            glEndQueryEXT(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
    
            GLuint result = 0;
            glGetQueryObjectuivEXT(context.query, GL_QUERY_RESULT_EXT, &result);
    
            EXPECT_GL_NO_ERROR();
    
            size_t totalPrimCount = 0;
            for (const auto &primCount : context.primitiveCounts)
            {
                totalPrimCount += primCount;
            }
            EXPECT_EQ(static_cast<GLuint>(totalPrimCount), result);
    
            const float *bufferData = reinterpret_cast<float *>(glMapBufferRange(
                GL_TRANSFORM_FEEDBACK_BUFFER, 0, bufferSize * sizeof(GLfloat), GL_MAP_READ_BIT));
    
            size_t curBufferIndex = 0;
            unsigned int failures = 0;
            for (const auto &primCount : context.primitiveCounts)
            {
                for (size_t prim = 0; prim < primCount; prim++)
                {
                    failures += (bufferData[curBufferIndex] != (prim + 1)) ? 1 : 0;
                    curBufferIndex++;
                }
            }
    
            EXPECT_EQ(0u, failures);
    
            while (curBufferIndex < bufferSize)
            {
                EXPECT_EQ(bufferData[curBufferIndex], 0.0f);
                curBufferIndex++;
            }
    
            glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
        }
    
        eglMakeCurrent(display, surface, surface, window->getContext());
    
        for (auto &context : contexts)
        {
            eglDestroyContext(display, context.context);
            context.context = EGL_NO_CONTEXT;
        }
    }
    
    // Test that when two vec2s are packed into the same register, we can still capture both of them.
    TEST_P(TransformFeedbackTest, PackingBug)
    {
        // TODO(jmadill): With points and rasterizer discard?
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec2 inAttrib1;\n"
            "in vec2 inAttrib2;\n"
            "out vec2 outAttrib1;\n"
            "out vec2 outAttrib2;\n"
            "in vec2 position;\n"
            "void main() {"
            "  outAttrib1 = inAttrib1;\n"
            "  outAttrib2 = inAttrib2;\n"
            "  gl_Position = vec4(position, 0, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "  color = vec4(0);\n"
            "}";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("outAttrib1");
        tfVaryings.push_back("outAttrib2");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
    
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(Vector2) * 2 * 6, nullptr, GL_STREAM_DRAW);
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        GLint attrib1Loc = glGetAttribLocation(mProgram, "inAttrib1");
        GLint attrib2Loc = glGetAttribLocation(mProgram, "inAttrib2");
    
        std::vector<Vector2> attrib1Data;
        std::vector<Vector2> attrib2Data;
        int counter = 0;
        for (size_t i = 0; i < 6; i++)
        {
            attrib1Data.push_back(Vector2(counter + 0.0f, counter + 1.0f));
            attrib2Data.push_back(Vector2(counter + 2.0f, counter + 3.0f));
            counter += 4;
        }
    
        glEnableVertexAttribArray(attrib1Loc);
        glEnableVertexAttribArray(attrib2Loc);
    
        glVertexAttribPointer(attrib1Loc, 2, GL_FLOAT, GL_FALSE, 0, attrib1Data.data());
        glVertexAttribPointer(attrib2Loc, 2, GL_FLOAT, GL_FALSE, 0, attrib2Data.data());
    
        glUseProgram(mProgram);
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, "position", 0.5f);
        glEndTransformFeedback();
        glUseProgram(0);
        ASSERT_GL_NO_ERROR();
    
        const void *mapPointer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector2) * 2 * 6, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, mapPointer);
    
        const Vector2 *vecPointer = static_cast<const Vector2 *>(mapPointer);
        for (unsigned int vectorIndex = 0; vectorIndex < 3; ++vectorIndex)
        {
            unsigned int stream1Index = vectorIndex * 2;
            unsigned int stream2Index = vectorIndex * 2 + 1;
            EXPECT_EQ(attrib1Data[vectorIndex], vecPointer[stream1Index]);
            EXPECT_EQ(attrib2Data[vectorIndex], vecPointer[stream2Index]);
        }
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that transform feedback varyings that can be optimized out yet do not cause program
    // compilation to fail
    TEST_P(TransformFeedbackTest, OptimizedVaryings)
    {
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec4 a_vertex;\n"
            "in vec3 a_normal; \n"
            "\n"
            "uniform Transform\n"
            "{\n"
            "    mat4 u_modelViewMatrix;\n"
            "    mat4 u_projectionMatrix;\n"
            "    mat3 u_normalMatrix;\n"
            "};\n"
            "\n"
            "out vec3 normal;\n"
            "out vec4 ecPosition;\n"
            "\n"
            "void main()\n"
            "{\n"
            "    normal = normalize(u_normalMatrix * a_normal);\n"
            "    ecPosition = u_modelViewMatrix * a_vertex;\n"
            "    gl_Position = u_projectionMatrix * ecPosition;\n"
            "}\n";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "precision mediump float;\n"
            "\n"
            "in vec3 normal;\n"
            "in vec4 ecPosition;\n"
            "\n"
            "out vec4 fragColor;\n"
            "\n"
            "void main()\n"
            "{\n"
            "    fragColor = vec4(normal/2.0+vec3(0.5), 1);\n"
            "}\n";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("normal");
        tfVaryings.push_back("ecPosition");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
    }
    
    // Test an edge case where two varyings are unreferenced in the frag shader.
    TEST_P(TransformFeedbackTest, TwoUnreferencedInFragShader)
    {
        // TODO(jmadill): With points and rasterizer discard?
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec3 position;\n"
            "out vec3 outAttrib1;\n"
            "out vec3 outAttrib2;\n"
            "void main() {"
            "  outAttrib1 = position;\n"
            "  outAttrib2 = position;\n"
            "  gl_Position = vec4(position, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 color;\n"
            "in vec3 outAttrib1;\n"
            "in vec3 outAttrib2;\n"
            "void main() {\n"
            "  color = vec4(0);\n"
            "}";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("outAttrib1");
        tfVaryings.push_back("outAttrib2");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
    
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(Vector3) * 2 * 6, nullptr, GL_STREAM_DRAW);
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        glUseProgram(mProgram);
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, "position", 0.5f);
        glEndTransformFeedback();
        glUseProgram(0);
        ASSERT_GL_NO_ERROR();
    
        const void *mapPointer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector3) * 2 * 6, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, mapPointer);
    
        const auto &quadVertices = GetQuadVertices();
    
        const Vector3 *vecPointer = static_cast<const Vector3 *>(mapPointer);
        for (unsigned int vectorIndex = 0; vectorIndex < 3; ++vectorIndex)
        {
            unsigned int stream1Index = vectorIndex * 2;
            unsigned int stream2Index = vectorIndex * 2 + 1;
            EXPECT_EQ(quadVertices[vectorIndex], vecPointer[stream1Index]);
            EXPECT_EQ(quadVertices[vectorIndex], vecPointer[stream2Index]);
        }
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that the transform feedback write offset is reset to the buffer's offset when
    // glBeginTransformFeedback is called
    TEST_P(TransformFeedbackTest, OffsetResetOnBeginTransformFeedback)
    {
        ANGLE_SKIP_TEST_IF(IsOSX() && IsAMD());
    
        ANGLE_SKIP_TEST_IF(IsAndroid());
    
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec4 position;\n"
            "out vec4 outAttrib;\n"
            "void main() {"
            "  outAttrib = position;\n"
            "  gl_Position = vec4(0);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "precision mediump float;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "  color = vec4(0);\n"
            "}";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("outAttrib");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
    
        GLint positionLocation = glGetAttribLocation(mProgram, "position");
    
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(Vector4) * 2, nullptr, GL_STREAM_DRAW);
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        glUseProgram(mProgram);
    
        Vector4 drawVertex0(4, 3, 2, 1);
        Vector4 drawVertex1(8, 7, 6, 5);
        Vector4 drawVertex2(12, 11, 10, 9);
    
        glEnableVertexAttribArray(positionLocation);
    
        glBeginTransformFeedback(GL_POINTS);
    
        // Write vertex 0 at offset 0
        glVertexAttribPointer(positionLocation, 4, GL_FLOAT, false, 0, &drawVertex0);
        glDrawArrays(GL_POINTS, 0, 1);
    
        // Append vertex 1
        glVertexAttribPointer(positionLocation, 4, GL_FLOAT, false, 0, &drawVertex1);
        glDrawArrays(GL_POINTS, 0, 1);
    
        glEndTransformFeedback();
        glBeginTransformFeedback(GL_POINTS);
    
        // Write vertex 2 at offset 0
        glVertexAttribPointer(positionLocation, 4, GL_FLOAT, false, 0, &drawVertex2);
        glDrawArrays(GL_POINTS, 0, 1);
    
        glEndTransformFeedback();
    
        const void *mapPointer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector4) * 2, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, mapPointer);
    
        const Vector4 *vecPointer = static_cast<const Vector4 *>(mapPointer);
        ASSERT_EQ(drawVertex2, vecPointer[0]);
        ASSERT_EQ(drawVertex1, vecPointer[1]);
    
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that the captured buffer can be copied to other buffers.
    TEST_P(TransformFeedbackTest, CaptureAndCopy)
    {
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Set the program's transform feedback varyings (just gl_Position)
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("gl_Position");
        compileDefaultProgram(tfVaryings, GL_INTERLEAVED_ATTRIBS);
    
        glUseProgram(mProgram);
    
        GLint positionLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
    
        glEnable(GL_RASTERIZER_DISCARD);
    
        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);
    
        // Bind the buffer for transform feedback output and start transform feedback
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
        glBeginTransformFeedback(GL_POINTS);
    
        glDrawArrays(GL_POINTS, 0, 6);
    
        glDisableVertexAttribArray(positionLocation);
        glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEndTransformFeedback();
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
        glDisable(GL_RASTERIZER_DISCARD);
    
        // Allocate a buffer with one byte
        uint8_t singleByte[] = {0xaa};
    
        // Create a new buffer and copy the first byte of captured data to it
        GLBuffer copyBuffer;
        glBindBuffer(GL_COPY_WRITE_BUFFER, copyBuffer);
        glBufferData(GL_COPY_WRITE_BUFFER, 1, singleByte, GL_DYNAMIC_DRAW);
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
        glCopyBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, 1);
    
        EXPECT_GL_NO_ERROR();
    }
    
    class TransformFeedbackLifetimeTest : public TransformFeedbackTest
    {
      protected:
        TransformFeedbackLifetimeTest() : mVertexArray(0) {}
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glGenVertexArrays(1, &mVertexArray);
            glBindVertexArray(mVertexArray);
    
            std::vector<std::string> tfVaryings;
            tfVaryings.push_back("gl_Position");
            compileDefaultProgram(tfVaryings, GL_SEPARATE_ATTRIBS);
    
            glGenBuffers(1, &mTransformFeedbackBuffer);
            glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
            glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBufferSize, nullptr,
                         GL_DYNAMIC_DRAW);
            glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
    
            glGenTransformFeedbacks(1, &mTransformFeedback);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteVertexArrays(1, &mVertexArray);
            TransformFeedbackTest::TearDown();
        }
    
        GLuint mVertexArray;
    };
    
    // Tests a bug with state syncing and deleted transform feedback buffers.
    TEST_P(TransformFeedbackLifetimeTest, DeletedBuffer)
    {
        // First stream vertex data to mTransformFeedbackBuffer.
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        glUseProgram(mProgram);
    
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
        glEndTransformFeedback();
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
    
        // TODO(jmadill): Remove this when http://anglebug.com/1351 is fixed.
        glBindVertexArray(0);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f);
        glBindVertexArray(1);
    
        // Next, draw vertices with mTransformFeedbackBuffer. This will link to mVertexArray.
        glBindBuffer(GL_ARRAY_BUFFER, mTransformFeedbackBuffer);
        GLint loc = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, loc);
        glVertexAttribPointer(loc, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
        glEnableVertexAttribArray(loc);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        // Delete resources, making a stranded pointer to mVertexArray in mTransformFeedbackBuffer.
        glDeleteBuffers(1, &mTransformFeedbackBuffer);
        mTransformFeedbackBuffer = 0;
        glDeleteVertexArrays(1, &mVertexArray);
        mVertexArray = 0;
    
        // Then draw again with transform feedback, dereferencing the stranded pointer.
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
        glEndTransformFeedback();
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
    
        ASSERT_GL_NO_ERROR();
    }
    
    class TransformFeedbackTestES31 : public TransformFeedbackTestBase
    {
    };
    
    // Test that program link fails in case that transform feedback names including same array element.
    TEST_P(TransformFeedbackTestES31, SameArrayElementVaryings)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "in vec3 position;\n"
            "out vec3 outAttribs[3];\n"
            "void main() {"
            "  outAttribs[0] = position;\n"
            "  outAttribs[1] = vec3(0, 0, 0);\n"
            "  outAttribs[2] = position;\n"
            "  gl_Position = vec4(position, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision mediump float;\n"
            "out vec4 color;\n"
            "in vec3 outAttribs[3];\n"
            "void main() {\n"
            "  color = vec4(0);\n"
            "}";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("outAttribs");
        tfVaryings.push_back("outAttribs[1]");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_EQ(0u, mProgram);
    }
    
    // Test that program link fails in case to capture array element on a non-array varying.
    TEST_P(TransformFeedbackTestES31, ElementCaptureOnNonArrayVarying)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "in vec3 position;\n"
            "out vec3 outAttrib;\n"
            "void main() {"
            "  outAttrib = position;\n"
            "  gl_Position = vec4(position, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision mediump float;\n"
            "out vec4 color;\n"
            "in vec3 outAttrib;\n"
            "void main() {\n"
            "  color = vec4(0);\n"
            "}";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("outAttrib[1]");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_EQ(0u, mProgram);
    }
    
    // Test that program link fails in case to capure an outbound array element.
    TEST_P(TransformFeedbackTestES31, CaptureOutboundElement)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "in vec3 position;\n"
            "out vec3 outAttribs[3];\n"
            "void main() {"
            "  outAttribs[0] = position;\n"
            "  outAttribs[1] = vec3(0, 0, 0);\n"
            "  outAttribs[2] = position;\n"
            "  gl_Position = vec4(position, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision mediump float;\n"
            "out vec4 color;\n"
            "in vec3 outAttribs[3];\n"
            "void main() {\n"
            "  color = vec4(0);\n"
            "}";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("outAttribs[3]");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_EQ(0u, mProgram);
    }
    
    // Test transform feedback names can be specified using array element.
    TEST_P(TransformFeedbackTestES31, DifferentArrayElementVaryings)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "in vec3 position;\n"
            "out vec3 outAttribs[3];\n"
            "void main() {"
            "  outAttribs[0] = position;\n"
            "  outAttribs[1] = vec3(0, 0, 0);\n"
            "  outAttribs[2] = position;\n"
            "  gl_Position = vec4(position, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision mediump float;\n"
            "out vec4 color;\n"
            "in vec3 outAttribs[3];\n"
            "void main() {\n"
            "  color = vec4(0);\n"
            "}";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("outAttribs[0]");
        tfVaryings.push_back("outAttribs[2]");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
    
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(Vector3) * 2 * 6, nullptr, GL_STREAM_DRAW);
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        glUseProgram(mProgram);
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, "position", 0.5f);
        glEndTransformFeedback();
        glUseProgram(0);
        ASSERT_GL_NO_ERROR();
    
        const GLvoid *mapPointer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector3) * 2 * 6, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, mapPointer);
    
        const auto &quadVertices = GetQuadVertices();
    
        const Vector3 *vecPointer = static_cast<const Vector3 *>(mapPointer);
        for (unsigned int vectorIndex = 0; vectorIndex < 3; ++vectorIndex)
        {
            unsigned int stream1Index = vectorIndex * 2;
            unsigned int stream2Index = vectorIndex * 2 + 1;
            EXPECT_EQ(quadVertices[vectorIndex], vecPointer[stream1Index]);
            EXPECT_EQ(quadVertices[vectorIndex], vecPointer[stream2Index]);
        }
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test transform feedback varying for base-level members of struct.
    TEST_P(TransformFeedbackTestES31, StructMemberVaryings)
    {
        const std::string &vertexShaderSource =
            R"(#version 310 es
    
            in vec3 position;
            struct S {
              vec3 field0;
              vec3 field1;
              vec3 field2;
            };
            out S s;
    
            void main() {
              s.field0 = position;
              s.field1 = vec3(0, 0, 0);
              s.field2 = position;
              gl_Position = vec4(position, 1);
            })";
    
        const std::string &fragmentShaderSource =
            R"(#version 310 es
    
            precision mediump float;
            struct S {
              vec3 field0;
              vec3 field1;
              vec3 field2;
            };
            out vec4 color;
            in S s;
    
            void main() {
              color = vec4(s.field1, 1);
            })";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("s.field0");
        tfVaryings.push_back("s.field2");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
    
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(Vector3) * 2 * 6, nullptr, GL_STREAM_DRAW);
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        glUseProgram(mProgram);
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, "position", 0.5f);
        glEndTransformFeedback();
        glUseProgram(0);
        ASSERT_GL_NO_ERROR();
    
        const GLvoid *mapPointer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector3) * 2 * 6, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, mapPointer);
    
        const auto &quadVertices = GetQuadVertices();
    
        const Vector3 *vecPointer = static_cast<const Vector3 *>(mapPointer);
        for (unsigned int vectorIndex = 0; vectorIndex < 3; ++vectorIndex)
        {
            unsigned int stream1Index = vectorIndex * 2;
            unsigned int stream2Index = vectorIndex * 2 + 1;
            EXPECT_EQ(quadVertices[vectorIndex], vecPointer[stream1Index]);
            EXPECT_EQ(quadVertices[vectorIndex], vecPointer[stream2Index]);
        }
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test transform feedback varying for struct is not allowed.
    TEST_P(TransformFeedbackTestES31, InvalidStructVaryings)
    {
        const std::string &vertexShaderSource =
            R"(#version 310 es
    
            in vec3 position;
            struct S {
              vec3 field0;
              vec3 field1;
            };
            out S s;
    
            void main() {
              s.field0 = position;
              s.field1 = vec3(0, 0, 0);
              gl_Position = vec4(position, 1);
            })";
    
        const std::string &fragmentShaderSource =
            R"(#version 310 es
    
            precision mediump float;
            struct S {
              vec3 field0;
              vec3 field1;
            };
            out vec4 color;
            in S s;
    
            void main() {
              color = vec4(s.field1, 1);
            })";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("s");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_EQ(0u, mProgram);
    }
    
    // Test that nonexistent transform feedback varyings don't assert when linking.
    TEST_P(TransformFeedbackTest, NonExistentTransformFeedbackVarying)
    {
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("bogus");
    
        mProgram = CompileProgramWithTransformFeedback(
            essl3_shaders::vs::Simple(), essl3_shaders::fs::Red(), tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_EQ(0u, mProgram);
    }
    
    // Test that nonexistent transform feedback varyings don't assert when linking. In this test the
    // nonexistent varying is prefixed with "gl_".
    TEST_P(TransformFeedbackTest, NonExistentTransformFeedbackVaryingWithGLPrefix)
    {
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("gl_Bogus");
    
        mProgram = CompileProgramWithTransformFeedback(
            essl3_shaders::vs::Simple(), essl3_shaders::fs::Red(), tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_EQ(0u, mProgram);
    }
    
    // Test transform feedback names can be reserved names in GLSL, as long as they're not reserved in
    // GLSL ES.
    TEST_P(TransformFeedbackTest, VaryingReservedOpenGLName)
    {
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec3 position;\n"
            "out vec3 buffer;\n"
            "void main() {\n"
            "  buffer = position;\n"
            "  gl_Position = vec4(position, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "out vec4 color;\n"
            "in vec3 buffer;\n"
            "void main() {\n"
            "  color = vec4(0);\n"
            "}";
    
        std::vector<std::string> tfVaryings;
        tfVaryings.push_back("buffer");
    
        mProgram = CompileProgramWithTransformFeedback(vertexShaderSource, fragmentShaderSource,
                                                       tfVaryings, GL_INTERLEAVED_ATTRIBS);
        ASSERT_NE(0u, mProgram);
    
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mTransformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, sizeof(Vector3) * 6, nullptr, GL_STREAM_DRAW);
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mTransformFeedback);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mTransformFeedbackBuffer);
    
        glUseProgram(mProgram);
        glBeginTransformFeedback(GL_TRIANGLES);
        drawQuad(mProgram, "position", 0.5f);
        glEndTransformFeedback();
        glUseProgram(0);
        ASSERT_GL_NO_ERROR();
    
        const GLvoid *mapPointer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sizeof(Vector3) * 6, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, mapPointer);
    
        const auto &quadVertices = GetQuadVertices();
    
        const Vector3 *vecPointer = static_cast<const Vector3 *>(mapPointer);
        for (unsigned int vectorIndex = 0; vectorIndex < 3; ++vectorIndex)
        {
            EXPECT_EQ(quadVertices[vectorIndex], vecPointer[vectorIndex]);
        }
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that calling BeginTransformFeedback when no program is currentwill generate an
    // INVALID_OPERATION error.
    TEST_P(TransformFeedbackTest, NoCurrentProgram)
    {
        glUseProgram(0);
        glBeginTransformFeedback(GL_TRIANGLES);
    
        // GLES 3.0.5 section 2.15.2: "The error INVALID_OPERATION is also generated by
        // BeginTransformFeedback if no binding points would be used, either because no program object
        // is active or because the active program object has specified no output variables to record."
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Test that calling BeginTransformFeedback when no transform feedback varyings are in use will
    // generate an INVALID_OPERATION error.
    TEST_P(TransformFeedbackTest, NoTransformFeedbackVaryingsInUse)
    {
        ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
    
        glUseProgram(program);
        glBeginTransformFeedback(GL_TRIANGLES);
    
        // GLES 3.0.5 section 2.15.2: "The error INVALID_OPERATION is also generated by
        // BeginTransformFeedback if no binding points would be used, either because no program object
        // is active or because the active program object has specified no output variables to record."
    
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(TransformFeedbackTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    ANGLE_INSTANTIATE_TEST(TransformFeedbackLifetimeTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    ANGLE_INSTANTIATE_TEST(TransformFeedbackTestES31, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES());
    
    }  // anonymous namespace