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

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  • Author : Qin Jiajia
    Date : 2018-08-31 13:12:14
    Hash : 9808d38c
    Message : Fix that image texture works incorrectly when loading from program binary This bug is introduced when we implement image texture robust initialization, where we forgot to update active image units mask in program cache. Bug: angleproject:2766 Change-Id: I01de02803173f2cf5b7b9ff740175a4d7cbee4ba Reviewed-on: https://chromium-review.googlesource.com/1198683 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>

  • src/tests/gl_tests/ProgramBinaryTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "test_utils/ANGLETest.h"
    
    #include <memory>
    #include <stdint.h>
    
    #include "EGLWindow.h"
    #include "OSWindow.h"
    #include "common/string_utils.h"
    #include "test_utils/angle_test_configs.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    class ProgramBinaryTest : public ANGLETest
    {
      protected:
        ProgramBinaryTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            mProgram = CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            glGenBuffers(1, &mBuffer);
            glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
            glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_STATIC_DRAW);
            glBindBuffer(GL_ARRAY_BUFFER, 0);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
            glDeleteBuffers(1, &mBuffer);
    
            ANGLETest::TearDown();
        }
    
        GLint getAvailableProgramBinaryFormatCount() const
        {
            GLint formatCount;
            glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
            return formatCount;
        }
    
        bool supported() const
        {
            if (!extensionEnabled("GL_OES_get_program_binary"))
            {
                std::cout << "Test skipped because GL_OES_get_program_binary is not available."
                          << std::endl;
                return false;
            }
    
            if (getAvailableProgramBinaryFormatCount() == 0)
            {
                std::cout << "Test skipped because no program binary formats are available."
                          << std::endl;
                return false;
            }
    
            return true;
        }
    
        GLuint mProgram;
        GLuint mBuffer;
    };
    
    // This tests the assumption that float attribs of different size
    // should not internally cause a vertex shader recompile (for conversion).
    TEST_P(ProgramBinaryTest, FloatDynamicShaderSize)
    {
        if (!supported())
        {
            return;
        }
    
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
        glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, nullptr);
        glEnableVertexAttribArray(0);
        glDrawArrays(GL_POINTS, 0, 1);
    
        GLint programLength;
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
    
        EXPECT_GL_NO_ERROR();
    
        for (GLsizei size = 1; size <= 3; size++)
        {
            glVertexAttribPointer(0, size, GL_FLOAT, GL_FALSE, 8, nullptr);
            glEnableVertexAttribArray(0);
            glDrawArrays(GL_POINTS, 0, 1);
    
            GLint newProgramLength;
            glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &newProgramLength);
            EXPECT_GL_NO_ERROR();
            EXPECT_EQ(programLength, newProgramLength);
        }
    }
    
    // Tests that switching between signed and unsigned un-normalized data doesn't trigger a bug
    // in the D3D11 back-end.
    TEST_P(ProgramBinaryTest, DynamicShadersSignatureBug)
    {
        glUseProgram(mProgram);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
        GLint attribLocation = glGetAttribLocation(mProgram, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, attribLocation);
        glEnableVertexAttribArray(attribLocation);
    
        glVertexAttribPointer(attribLocation, 2, GL_BYTE, GL_FALSE, 0, nullptr);
        glDrawArrays(GL_POINTS, 0, 1);
    
        glVertexAttribPointer(attribLocation, 2, GL_UNSIGNED_BYTE, GL_FALSE, 0, nullptr);
        glDrawArrays(GL_POINTS, 0, 1);
    }
    
    // This tests the ability to successfully save and load a program binary.
    TEST_P(ProgramBinaryTest, SaveAndLoadBinary)
    {
        if (!supported())
        {
            return;
        }
    
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        EXPECT_GL_NO_ERROR();
    
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
        EXPECT_GL_NO_ERROR();
    
        // The lengths reported by glGetProgramiv and glGetProgramBinaryOES should match
        EXPECT_EQ(programLength, writtenLength);
    
        if (writtenLength)
        {
            GLuint program2 = glCreateProgram();
            glProgramBinaryOES(program2, binaryFormat, binary.data(), writtenLength);
    
            EXPECT_GL_NO_ERROR();
    
            GLint linkStatus;
            glGetProgramiv(program2, GL_LINK_STATUS, &linkStatus);
            if (linkStatus == 0)
            {
                GLint infoLogLength;
                glGetProgramiv(program2, GL_INFO_LOG_LENGTH, &infoLogLength);
    
                if (infoLogLength > 0)
                {
                    std::vector<GLchar> infoLog(infoLogLength);
                    glGetProgramInfoLog(program2, static_cast<GLsizei>(infoLog.size()), nullptr,
                                        &infoLog[0]);
                    FAIL() << "program link failed: " << &infoLog[0];
                }
                else
                {
                    FAIL() << "program link failed.";
                }
            }
            else
            {
                glUseProgram(program2);
                glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
    
                glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 8, nullptr);
                glEnableVertexAttribArray(0);
                glDrawArrays(GL_POINTS, 0, 1);
    
                EXPECT_GL_NO_ERROR();
            }
    
            glDeleteProgram(program2);
        }
    }
    
    // Ensures that we init the compiler before calling ProgramBinary.
    TEST_P(ProgramBinaryTest, CallProgramBinaryBeforeLink)
    {
        if (!supported())
        {
            return;
        }
    
        // Initialize a simple program.
        glUseProgram(mProgram);
    
        GLsizei length = 0;
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &length);
        ASSERT_GL_NO_ERROR();
        ASSERT_GT(length, 0);
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binaryBlob(length);
        glGetProgramBinaryOES(mProgram, length, &readLength, &binaryFormat, binaryBlob.data());
        ASSERT_GL_NO_ERROR();
    
        // Shutdown and restart GL entirely.
        TearDown();
        SetUp();
    
        ANGLE_GL_BINARY_OES_PROGRAM(binaryProgram, binaryBlob, binaryFormat);
        ASSERT_GL_NO_ERROR();
    
        drawQuad(binaryProgram, essl1_shaders::PositionAttrib(), 0.5f);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that unlinked programs have a binary size of 0
    TEST_P(ProgramBinaryTest, ZeroSizedUnlinkedBinary)
    {
        ANGLE_SKIP_TEST_IF(!supported());
    
        ANGLE_GL_EMPTY_PROGRAM(program);
        GLsizei length = 0;
        glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &length);
        ASSERT_EQ(0, length);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(ProgramBinaryTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES2_OPENGL(),
                           ES3_OPENGL());
    
    class ProgramBinaryES3Test : public ANGLETest
    {
      protected:
        void testBinaryAndUBOBlockIndexes(bool drawWithProgramFirst);
    };
    
    void ProgramBinaryES3Test::testBinaryAndUBOBlockIndexes(bool drawWithProgramFirst)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(!binaryFormatCount);
    
        const std::string &vertexShader =
            "#version 300 es\n"
            "uniform block {\n"
            "    float f;\n"
            "};\n"
            "in vec4 position;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "    gl_Position = position;\n"
            "    color = vec4(f, f, f, 1);\n"
            "}";
        const std::string &fragmentShader =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in vec4 color;\n"
            "out vec4 colorOut;\n"
            "void main() {\n"
            "    colorOut = color;\n"
            "}";
    
        // Init and draw with the program.
        ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
    
        float fData[4]   = {1.0f, 1.0f, 1.0f, 1.0f};
        GLuint bindIndex = 2;
    
        GLBuffer ubo;
        glBindBuffer(GL_UNIFORM_BUFFER, ubo.get());
        glBufferData(GL_UNIFORM_BUFFER, sizeof(fData), &fData, GL_STATIC_DRAW);
        glBindBufferRange(GL_UNIFORM_BUFFER, bindIndex, ubo.get(), 0, sizeof(fData));
    
        GLint blockIndex = glGetUniformBlockIndex(program.get(), "block");
        ASSERT_NE(-1, blockIndex);
    
        glUniformBlockBinding(program.get(), blockIndex, bindIndex);
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        if (drawWithProgramFirst)
        {
            drawQuad(program.get(), "position", 0.5f);
            ASSERT_GL_NO_ERROR();
            EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
        }
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary and draw.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
    
        glClearColor(1.0, 0.0, 0.0, 1.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        drawQuad(binaryProgram.get(), "position", 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    }
    
    // Tests that saving and loading a program perserves uniform block binding info.
    TEST_P(ProgramBinaryES3Test, UniformBlockBindingWithDraw)
    {
        testBinaryAndUBOBlockIndexes(true);
    }
    
    // Same as above, but does not do an initial draw with the program. Covers an ANGLE crash.
    // http://anglebug.com/1637
    TEST_P(ProgramBinaryES3Test, UniformBlockBindingNoDraw)
    {
        testBinaryAndUBOBlockIndexes(false);
    }
    
    ANGLE_INSTANTIATE_TEST(ProgramBinaryES3Test, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    
    class ProgramBinaryES31Test : public ANGLETest
    {
      protected:
        ProgramBinaryES31Test()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    // Tests that saving and loading a program attached with computer shader.
    TEST_P(ProgramBinaryES31Test, ProgramBinaryWithComputeShader)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(!binaryFormatCount);
    
        const std::string &computeShader =
            "#version 310 es\n"
            "layout(local_size_x=4, local_size_y=3, local_size_z=1) in;\n"
            "uniform block {\n"
            "    vec2 f;\n"
            "};\n"
            "uniform vec2 g;\n"
            "uniform highp sampler2D tex;\n"
            "void main() {\n"
            "    vec4 color = texture(tex, f + g);\n"
            "}";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, computeShader);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
        ASSERT_GL_NO_ERROR();
    
        // Dispatch compute with the loaded binary program
        glUseProgram(binaryProgram.get());
        glDispatchCompute(8, 4, 2);
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests that image texture works correctly when loading a program from binary.
    TEST_P(ProgramBinaryES31Test, ImageTextureBinding)
    {
        // We can't run the test if no program binary formats are supported.
        GLint binaryFormatCount = 0;
        glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &binaryFormatCount);
        ANGLE_SKIP_TEST_IF(!binaryFormatCount);
    
        const char kComputeShader[] =
            R"(#version 310 es
            layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
            layout(r32ui, binding = 1) writeonly uniform highp uimage2D writeImage;
            void main()
            {
                imageStore(writeImage, ivec2(gl_LocalInvocationID.xy), uvec4(200u));
            })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShader);
    
        // Read back the binary.
        GLint programLength = 0;
        glGetProgramiv(program.get(), GL_PROGRAM_BINARY_LENGTH, &programLength);
        ASSERT_GL_NO_ERROR();
    
        GLsizei readLength  = 0;
        GLenum binaryFormat = GL_NONE;
        std::vector<uint8_t> binary(programLength);
        glGetProgramBinary(program.get(), programLength, &readLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        EXPECT_EQ(static_cast<GLsizei>(programLength), readLength);
    
        // Load a new program with the binary.
        ANGLE_GL_BINARY_ES3_PROGRAM(binaryProgram, binary, binaryFormat);
        ASSERT_GL_NO_ERROR();
    
        // Dispatch compute with the loaded binary program
        glUseProgram(binaryProgram.get());
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
        constexpr GLuint kInputValue = 100u;
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &kInputValue);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(1, texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        GLuint outputValue;
        glReadPixels(0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &outputValue);
        EXPECT_EQ(200u, outputValue);
        ASSERT_GL_NO_ERROR();
    }
    
    ANGLE_INSTANTIATE_TEST(ProgramBinaryES31Test, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES());
    
    class ProgramBinaryTransformFeedbackTest : public ANGLETest
    {
      protected:
        ProgramBinaryTransformFeedbackTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            const std::string vertexShaderSource =
                R"(#version 300 es
                in vec4 inputAttribute;
                out vec4 outputVarying;
                void main()
                {
                    outputVarying = inputAttribute;
                })";
    
            const std::string fragmentShaderSource =
                R"(#version 300 es
                precision highp float;
                out vec4 outputColor;
                void main()
                {
                    outputColor = vec4(1,0,0,1);
                })";
    
            std::vector<std::string> transformFeedbackVaryings;
            transformFeedbackVaryings.push_back("outputVarying");
    
            mProgram = CompileProgramWithTransformFeedback(
                vertexShaderSource, fragmentShaderSource, transformFeedbackVaryings,
                GL_SEPARATE_ATTRIBS);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
    
            ANGLETest::TearDown();
        }
    
        GLint getAvailableProgramBinaryFormatCount() const
        {
            GLint formatCount;
            glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &formatCount);
            return formatCount;
        }
    
        GLuint mProgram;
    };
    
    // This tests the assumption that float attribs of different size
    // should not internally cause a vertex shader recompile (for conversion).
    TEST_P(ProgramBinaryTransformFeedbackTest, GetTransformFeedbackVarying)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_OES_get_program_binary"));
    
        ANGLE_SKIP_TEST_IF(!getAvailableProgramBinaryFormatCount());
    
        std::vector<uint8_t> binary(0);
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        // Save the program binary out
        glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        ASSERT_GL_NO_ERROR();
        binary.resize(programLength);
        glGetProgramBinaryOES(mProgram, programLength, &writtenLength, &binaryFormat, binary.data());
        ASSERT_GL_NO_ERROR();
    
        glDeleteProgram(mProgram);
    
        // Load program binary
        mProgram = glCreateProgram();
        glProgramBinaryOES(mProgram, binaryFormat, binary.data(), writtenLength);
    
        // Ensure the loaded binary is linked
        GLint linkStatus;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus);
        EXPECT_TRUE(linkStatus != 0);
    
        // Query information about the transform feedback varying
        char varyingName[64];
        GLsizei varyingSize = 0;
        GLenum varyingType = GL_NONE;
    
        glGetTransformFeedbackVarying(mProgram, 0, 64, &writtenLength, &varyingSize, &varyingType, varyingName);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(13, writtenLength);
        EXPECT_STREQ("outputVarying", varyingName);
        EXPECT_EQ(1, varyingSize);
        EXPECT_GLENUM_EQ(GL_FLOAT_VEC4, varyingType);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(ProgramBinaryTransformFeedbackTest,
                           ES3_D3D11(),
                           ES3_OPENGL());
    
    // For the ProgramBinariesAcrossPlatforms tests, we need two sets of params:
    // - a set to save the program binary
    // - a set to load the program binary
    // We combine these into one struct extending PlatformParameters so we can reuse existing ANGLE test macros
    struct PlatformsWithLinkResult : PlatformParameters
    {
        PlatformsWithLinkResult(PlatformParameters saveParams, PlatformParameters loadParamsIn, bool expectedLinkResultIn)
        {
            majorVersion = saveParams.majorVersion;
            minorVersion = saveParams.minorVersion;
            eglParameters = saveParams.eglParameters;
            loadParams = loadParamsIn;
            expectedLinkResult = expectedLinkResultIn;
        }
    
        PlatformParameters loadParams;
        bool expectedLinkResult;
    };
    
    // Provide a custom gtest parameter name function for PlatformsWithLinkResult
    // to avoid returning the same parameter name twice. Such a conflict would happen
    // between ES2_D3D11_to_ES2D3D11 and ES2_D3D11_to_ES3D3D11 as they were both
    // named ES2_D3D11
    std::ostream &operator<<(std::ostream& stream, const PlatformsWithLinkResult &platform)
    {
        const PlatformParameters &platform1 = platform;
        const PlatformParameters &platform2 = platform.loadParams;
        stream << platform1 << "_to_" << platform2;
        return stream;
    }
    
    class ProgramBinariesAcrossPlatforms : public testing::TestWithParam<PlatformsWithLinkResult>
    {
      public:
        void SetUp() override
        {
            mOSWindow = CreateOSWindow();
            bool result = mOSWindow->initialize("ProgramBinariesAcrossRenderersTests", 100, 100);
    
            if (result == false)
            {
                FAIL() << "Failed to create OS window";
            }
        }
    
        EGLWindow *createAndInitEGLWindow(angle::PlatformParameters &param)
        {
            EGLWindow *eglWindow =
                new EGLWindow(param.majorVersion, param.minorVersion, param.eglParameters);
            bool result = eglWindow->initializeGL(mOSWindow);
            if (result == false)
            {
                SafeDelete(eglWindow);
                eglWindow = nullptr;
            }
    
            return eglWindow;
        }
    
        void destroyEGLWindow(EGLWindow **eglWindow)
        {
            ASSERT_NE(nullptr, *eglWindow);
            (*eglWindow)->destroyGL();
            SafeDelete(*eglWindow);
            *eglWindow = nullptr;
        }
    
        GLuint createES2ProgramFromSource()
        {
            return CompileProgram(essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        }
    
        GLuint createES3ProgramFromSource()
        {
            return CompileProgram(essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
        }
    
        void drawWithProgram(GLuint program)
        {
            glClearColor(0, 0, 0, 1);
            glClear(GL_COLOR_BUFFER_BIT);
    
            GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
    
            glUseProgram(program);
    
            const GLfloat vertices[] =
            {
                -1.0f,  1.0f, 0.5f,
                -1.0f, -1.0f, 0.5f,
                 1.0f, -1.0f, 0.5f,
    
                -1.0f,  1.0f, 0.5f,
                 1.0f, -1.0f, 0.5f,
                 1.0f,  1.0f, 0.5f,
            };
    
            glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
            glEnableVertexAttribArray(positionLocation);
    
            glDrawArrays(GL_TRIANGLES, 0, 6);
    
            glDisableVertexAttribArray(positionLocation);
            glVertexAttribPointer(positionLocation, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
    
            EXPECT_PIXEL_EQ(mOSWindow->getWidth() / 2, mOSWindow->getHeight() / 2, 255, 0, 0, 255);
        }
    
        void TearDown() override
        {
            mOSWindow->destroy();
            SafeDelete(mOSWindow);
        }
    
        OSWindow *mOSWindow;
    };
    
    // Tries to create a program binary using one set of platform params, then load it using a different sent of params
    TEST_P(ProgramBinariesAcrossPlatforms, CreateAndReloadBinary)
    {
        angle::PlatformParameters firstRenderer  = GetParam();
        angle::PlatformParameters secondRenderer = GetParam().loadParams;
        bool expectedLinkResult                  = GetParam().expectedLinkResult;
    
        // First renderer not supported, skipping test.
        ANGLE_SKIP_TEST_IF(!(IsPlatformAvailable(firstRenderer)));
    
        // Second renderer not supported, skipping test.
        ANGLE_SKIP_TEST_IF(!(IsPlatformAvailable(secondRenderer)));
    
        EGLWindow *eglWindow = nullptr;
        std::vector<uint8_t> binary(0);
        GLuint program = 0;
    
        GLint programLength = 0;
        GLint writtenLength = 0;
        GLenum binaryFormat = 0;
    
        // Create a EGL window with the first renderer
        eglWindow = createAndInitEGLWindow(firstRenderer);
        if (eglWindow == nullptr)
        {
            FAIL() << "Failed to create EGL window";
            return;
        }
    
        // If the test is trying to use both the default GPU and WARP, but the default GPU *IS* WARP,
        // then our expectations for the test results will be invalid.
        if (firstRenderer.eglParameters.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE &&
            secondRenderer.eglParameters.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE)
        {
            std::string rendererString = std::string(reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
            angle::ToLower(&rendererString);
    
            auto basicRenderPos = rendererString.find(std::string("microsoft basic render"));
            auto softwareAdapterPos = rendererString.find(std::string("software adapter"));
    
            // The first renderer is using WARP, even though we didn't explictly request it
            // We should skip this test
            ANGLE_SKIP_TEST_IF(basicRenderPos != std::string::npos ||
                               softwareAdapterPos != std::string::npos);
        }
    
        // Create a program
        if (firstRenderer.majorVersion == 3)
        {
            program = createES3ProgramFromSource();
        }
        else
        {
            program = createES2ProgramFromSource();
        }
    
        if (program == 0)
        {
            destroyEGLWindow(&eglWindow);
            FAIL() << "Failed to create program from source";
        }
    
        // Draw using the program to ensure it works as expected
        drawWithProgram(program);
        EXPECT_GL_NO_ERROR();
    
        // Save the program binary out from this renderer
        glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &programLength);
        EXPECT_GL_NO_ERROR();
        binary.resize(programLength);
        glGetProgramBinaryOES(program, programLength, &writtenLength, &binaryFormat, binary.data());
        EXPECT_GL_NO_ERROR();
    
        // Destroy the first renderer
        glDeleteProgram(program);
        destroyEGLWindow(&eglWindow);
    
        // Create an EGL window with the second renderer
        eglWindow = createAndInitEGLWindow(secondRenderer);
        if (eglWindow == nullptr)
        {
            FAIL() << "Failed to create EGL window";
            return;
        }
    
        program = glCreateProgram();
        glProgramBinaryOES(program, binaryFormat, binary.data(), writtenLength);
    
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_EQ(expectedLinkResult, (linkStatus != 0));
    
        if (linkStatus != 0)
        {
            // If the link was successful, then we should try to draw using the program to ensure it works as expected
            drawWithProgram(program);
            EXPECT_GL_NO_ERROR();
        }
    
        // Destroy the second renderer
        glDeleteProgram(program);
        destroyEGLWindow(&eglWindow);
    }
    
    // clang-format off
    ANGLE_INSTANTIATE_TEST(ProgramBinariesAcrossPlatforms,
                           //                     | Save the program   | Load the program      | Expected
                           //                     | using these params | using these params    | link result
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D11(),            true         ), // Loading + reloading binary should work
                           PlatformsWithLinkResult(ES3_D3D11(),         ES3_D3D11(),            true         ), // Loading + reloading binary should work
                           PlatformsWithLinkResult(ES2_D3D11_FL11_0(),  ES2_D3D11_FL9_3(),      false        ), // Switching feature level shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D11_WARP(),       false        ), // Switching from hardware to software shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11_FL9_3(),   ES2_D3D11_FL9_3_WARP(), false        ), // Switching from hardware to software shouldn't work for FL9 either
                           PlatformsWithLinkResult(ES2_D3D11(),         ES2_D3D9(),             false        ), // Switching from D3D11 to D3D9 shouldn't work
                           PlatformsWithLinkResult(ES2_D3D9(),          ES2_D3D11(),            false        ), // Switching from D3D9 to D3D11 shouldn't work
                           PlatformsWithLinkResult(ES2_D3D11(),         ES3_D3D11(),            false        ), // Switching to newer client version shouldn't work
                           );
    // clang-format on