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

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  • Author : Qin Jiajia
    Date : 2019-03-01 13:31:14
    Hash : 9b050f84
    Message : Fix that 0 is a valid memory barrier Bug: angleproject:2280 Change-Id: Iad82d5838a7efdb6f6287aafb9ab980e9e86468d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1496017 Reviewed-by: Jamie Madill (use @chromium please) <jmadill@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>

  • src/tests/gl_tests/ComputeShaderTest.cpp
  • //
    // Copyright 2016 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.
    //
    // ComputeShaderTest:
    //   Compute shader specific tests.
    
    #include <vector>
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    class ComputeShaderTest : public ANGLETest
    {
      protected:
        ComputeShaderTest() {}
    
        template <class T, GLint kWidth, GLint kHeight>
        void runSharedMemoryTest(const char *kCS,
                                 GLenum internalFormat,
                                 GLenum format,
                                 const std::array<T, kWidth * kHeight> &inputData,
                                 const std::array<T, kWidth * kHeight> &expectedValues)
        {
            GLTexture texture[2];
            GLFramebuffer framebuffer;
    
            glBindTexture(GL_TEXTURE_2D, texture[0]);
            glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, kWidth, kHeight);
            glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, format,
                            inputData.data());
            EXPECT_GL_NO_ERROR();
    
            constexpr T initData[kWidth * kHeight] = {};
            glBindTexture(GL_TEXTURE_2D, texture[1]);
            glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, kWidth, kHeight);
            glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, format, initData);
            EXPECT_GL_NO_ERROR();
    
            ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
            glUseProgram(program.get());
    
            glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, internalFormat);
            EXPECT_GL_NO_ERROR();
    
            glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, internalFormat);
            EXPECT_GL_NO_ERROR();
    
            glDispatchCompute(1, 1, 1);
            EXPECT_GL_NO_ERROR();
    
            glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
    
            T outputValues[kWidth * kHeight] = {};
            glUseProgram(0);
            glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[1],
                                   0);
            EXPECT_GL_NO_ERROR();
            glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, format, outputValues);
            EXPECT_GL_NO_ERROR();
    
            for (int i = 0; i < kWidth * kHeight; i++)
            {
                EXPECT_EQ(expectedValues[i], outputValues[i]);
            }
        }
    };
    
    class ComputeShaderTestES3 : public ANGLETest
    {
      protected:
        ComputeShaderTestES3() {}
    };
    
    class WebGL2ComputeTest : public ComputeShaderTest
    {
      protected:
        WebGL2ComputeTest() { setWebGLCompatibilityEnabled(true); }
    };
    
    // link a simple compute program. It should be successful.
    TEST_P(ComputeShaderTest, LinkComputeProgram)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1) in;
    void main()
    {
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Link a simple compute program. Then detach the shader and dispatch compute.
    // It should be successful.
    TEST_P(ComputeShaderTest, DetachShaderAfterLinkSuccess)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1) in;
    void main()
    {
    })";
    
        GLuint program = glCreateProgram();
    
        GLuint cs = CompileShader(GL_COMPUTE_SHADER, kCS);
        EXPECT_NE(0u, cs);
    
        glAttachShader(program, cs);
        glDeleteShader(cs);
    
        glLinkProgram(program);
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_GL_TRUE(linkStatus);
    
        glDetachShader(program, cs);
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(program);
        glDispatchCompute(8, 4, 2);
        EXPECT_GL_NO_ERROR();
    }
    
    // link a simple compute program. There is no local size and linking should fail.
    TEST_P(ComputeShaderTest, LinkComputeProgramNoLocalSizeLinkError)
    {
        constexpr char kCS[] = R"(#version 310 es
    void main()
    {
    })";
    
        GLuint program = CompileComputeProgram(kCS, false);
        EXPECT_EQ(0u, program);
    
        glDeleteProgram(program);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // link a simple compute program.
    // make sure that uniforms and uniform samplers get recorded
    TEST_P(ComputeShaderTest, LinkComputeProgramWithUniforms)
    {
        constexpr char kCS[] = R"(#version 310 es
    precision mediump sampler2D;
    layout(local_size_x=1) in;
    uniform int myUniformInt;
    uniform sampler2D myUniformSampler;
    layout(rgba32i) uniform highp writeonly iimage2D imageOut;
    void main()
    {
        int q = myUniformInt;
        vec4 v = textureLod(myUniformSampler, vec2(0.0), 0.0);
        imageStore(imageOut, ivec2(0), ivec4(v) * q);
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
    
        GLint uniformLoc = glGetUniformLocation(program.get(), "myUniformInt");
        EXPECT_NE(-1, uniformLoc);
    
        uniformLoc = glGetUniformLocation(program.get(), "myUniformSampler");
        EXPECT_NE(-1, uniformLoc);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Attach both compute and non-compute shaders. A link time error should occur.
    // OpenGL ES 3.10, 7.3 Program Objects
    TEST_P(ComputeShaderTest, AttachMultipleShaders)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1) in;
    void main()
    {
    })";
    
        constexpr char kVS[] = R"(#version 310 es
    void main()
    {
    })";
    
        constexpr char kFS[] = R"(#version 310 es
    void main()
    {
    })";
    
        GLuint program = glCreateProgram();
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
        GLuint cs = CompileShader(GL_COMPUTE_SHADER, kCS);
    
        EXPECT_NE(0u, vs);
        EXPECT_NE(0u, fs);
        EXPECT_NE(0u, cs);
    
        glAttachShader(program, vs);
        glDeleteShader(vs);
    
        glAttachShader(program, fs);
        glDeleteShader(fs);
    
        glAttachShader(program, cs);
        glDeleteShader(cs);
    
        glLinkProgram(program);
    
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
    
        EXPECT_GL_FALSE(linkStatus);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Attach a vertex, fragment and compute shader.
    // Query for the number of attached shaders and check the count.
    TEST_P(ComputeShaderTest, AttachmentCount)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1) in;
    void main()
    {
    })";
    
        constexpr char kVS[] = R"(#version 310 es
    void main()
    {
    })";
    
        constexpr char kFS[] = R"(#version 310 es
    void main()
    {
    })";
    
        GLuint program = glCreateProgram();
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
        GLuint cs = CompileShader(GL_COMPUTE_SHADER, kCS);
    
        EXPECT_NE(0u, vs);
        EXPECT_NE(0u, fs);
        EXPECT_NE(0u, cs);
    
        glAttachShader(program, vs);
        glDeleteShader(vs);
    
        glAttachShader(program, fs);
        glDeleteShader(fs);
    
        glAttachShader(program, cs);
        glDeleteShader(cs);
    
        GLint numAttachedShaders;
        glGetProgramiv(program, GL_ATTACHED_SHADERS, &numAttachedShaders);
    
        EXPECT_EQ(3, numAttachedShaders);
    
        glDeleteProgram(program);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Attach a compute shader and link, but start rendering.
    TEST_P(ComputeShaderTest, StartRenderingWithComputeProgram)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1) in;
    void main()
    {
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(program);
        glDrawArrays(GL_POINTS, 0, 2);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Attach a vertex and fragment shader and link, but dispatch compute.
    TEST_P(ComputeShaderTest, DispatchComputeWithRenderingProgram)
    {
        constexpr char kVS[] = R"(#version 310 es
    void main() {})";
    
        constexpr char kFS[] = R"(#version 310 es
    void main() {})";
    
        GLuint program = glCreateProgram();
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, kVS);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, kFS);
    
        EXPECT_NE(0u, vs);
        EXPECT_NE(0u, fs);
    
        glAttachShader(program, vs);
        glDeleteShader(vs);
    
        glAttachShader(program, fs);
        glDeleteShader(fs);
    
        glLinkProgram(program);
    
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        EXPECT_GL_TRUE(linkStatus);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(program);
        glDispatchCompute(8, 4, 2);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Access all compute shader special variables.
    TEST_P(ComputeShaderTest, AccessAllSpecialVariables)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=4, local_size_y=3, local_size_z=2) in;
    layout(rgba32ui) uniform highp writeonly uimage2D imageOut;
    void main()
    {
        uvec3 temp1 = gl_NumWorkGroups;
        uvec3 temp2 = gl_WorkGroupSize;
        uvec3 temp3 = gl_WorkGroupID;
        uvec3 temp4 = gl_LocalInvocationID;
        uvec3 temp5 = gl_GlobalInvocationID;
        uint  temp6 = gl_LocalInvocationIndex;
        imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), uvec4(temp1 + temp2 + temp3 + temp4 + temp5, temp6));
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
    }
    
    // Access part compute shader special variables.
    TEST_P(ComputeShaderTest, AccessPartSpecialVariables)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=4, local_size_y=3, local_size_z=2) in;
    layout(rgba32ui) uniform highp writeonly uimage2D imageOut;
    void main()
    {
        uvec3 temp1 = gl_WorkGroupSize;
        uvec3 temp2 = gl_WorkGroupID;
        uint  temp3 = gl_LocalInvocationIndex;
        imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), uvec4(temp1 + temp2, temp3));
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
    }
    
    // Use glDispatchCompute to define work group count.
    TEST_P(ComputeShaderTest, DispatchCompute)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=4, local_size_y=3, local_size_z=2) in;
    layout(rgba32ui) uniform highp writeonly uimage2D imageOut;
    void main()
    {
        uvec3 temp = gl_NumWorkGroups;
        imageStore(imageOut, ivec2(0), uvec4(temp, 0u));
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
    
        glUseProgram(program.get());
        glDispatchCompute(8, 4, 2);
        EXPECT_GL_NO_ERROR();
    }
    
    // Basic test for DispatchComputeIndirect.
    TEST_P(ComputeShaderTest, DispatchComputeIndirect)
    {
        GLTexture texture;
        GLFramebuffer framebuffer;
        const char kCSSource[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) uniform highp uimage2D uImage;
    void main()
    {
        imageStore(uImage, ivec2(gl_WorkGroupID.x, gl_WorkGroupID.y), uvec4(100, 0, 0, 0));
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
        glUseProgram(program.get());
        const int kWidth = 4, kHeight = 6;
        GLuint inputValues[] = {0};
    
        GLBuffer buffer;
        glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer);
        GLuint params[] = {kWidth, kHeight, 1};
        glBufferData(GL_DISPATCH_INDIRECT_BUFFER, sizeof(params), params, GL_STATIC_DRAW);
    
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        inputValues);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glDispatchComputeIndirect(0);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        glUseProgram(0);
        GLuint outputValues[kWidth][kHeight];
        GLuint expectedValue = 100u;
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        EXPECT_GL_NO_ERROR();
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
    
        for (int i = 0; i < kWidth; i++)
        {
            for (int j = 0; j < kHeight; j++)
            {
                EXPECT_EQ(expectedValue, outputValues[i][j]);
            }
        }
    }
    
    // Use image uniform to write texture in compute shader, and verify the content is expected.
    TEST_P(ComputeShaderTest, BindImageTexture)
    {
        GLTexture mTexture[2];
        GLFramebuffer mFramebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) writeonly uniform highp uimage2D uImage[2];
    void main()
    {
        imageStore(uImage[0], ivec2(gl_LocalInvocationIndex, gl_WorkGroupID.x), uvec4(100, 0,
    0, 0));
        imageStore(uImage[1], ivec2(gl_LocalInvocationIndex, gl_WorkGroupID.x), uvec4(100, 0,
    0, 0));
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program.get());
        int width = 1, height = 1;
        GLuint inputValues[] = {200};
    
        glBindTexture(GL_TEXTURE_2D, mTexture[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width, height);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        inputValues);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(0, mTexture[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, mTexture[1]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, width, height);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        inputValues);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(1, mTexture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        glUseProgram(0);
        GLuint outputValues[2][1];
        GLuint expectedValue = 100;
        glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture[0],
                               0);
        EXPECT_GL_NO_ERROR();
        glReadPixels(0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues[0]);
        EXPECT_GL_NO_ERROR();
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture[1],
                               0);
        EXPECT_GL_NO_ERROR();
        glReadPixels(0, 0, width, height, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues[1]);
        EXPECT_GL_NO_ERROR();
    
        for (int i = 0; i < width * height; i++)
        {
            EXPECT_EQ(expectedValue, outputValues[0][i]);
            EXPECT_EQ(expectedValue, outputValues[1][i]);
        }
    }
    
    // When declare a image array without a binding qualifier, all elements are bound to unit zero.
    TEST_P(ComputeShaderTest, ImageArrayWithoutBindingQualifier)
    {
        ANGLE_SKIP_TEST_IF(IsD3D11());
    
        // TODO(xinghua.cao@intel.com): On AMD desktop OpenGL, bind two image variables to unit 0,
        // only one variable is valid.
        ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
    
        GLTexture mTexture;
        GLFramebuffer mFramebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui) writeonly uniform highp uimage2D uImage[2];
    void main()
    {
        imageStore(uImage[0], ivec2(gl_LocalInvocationIndex, 0), uvec4(100, 0, 0, 0));
        imageStore(uImage[1], ivec2(gl_LocalInvocationIndex, 1), uvec4(100, 0, 0, 0));
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program.get());
        constexpr int kTextureWidth = 1, kTextureHeight = 2;
        GLuint inputValues[] = {200, 200};
    
        glBindTexture(GL_TEXTURE_2D, mTexture);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kTextureWidth, kTextureHeight);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTextureWidth, kTextureHeight, GL_RED_INTEGER,
                        GL_UNSIGNED_INT, inputValues);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(0, mTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture, 0);
        GLuint outputValues[kTextureWidth * kTextureHeight];
        glReadPixels(0, 0, kTextureWidth, kTextureHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                     outputValues);
        EXPECT_GL_NO_ERROR();
    
        GLuint expectedValue = 100;
        for (int i = 0; i < kTextureWidth * kTextureHeight; i++)
        {
            EXPECT_EQ(expectedValue, outputValues[i]);
        }
    }
    
    // imageLoad functions
    TEST_P(ComputeShaderTest, ImageLoad)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=8) in;
    layout(rgba8) uniform highp readonly image2D mImage2DInput;
    layout(rgba16i) uniform highp readonly iimageCube mImageCubeInput;
    layout(rgba32ui) uniform highp readonly uimage3D mImage3DInput;
    layout(r32i) uniform highp writeonly iimage2D imageOut;
    void main()
    {
        vec4 result2d = imageLoad(mImage2DInput, ivec2(gl_LocalInvocationID.xy));
        ivec4 resultCube = imageLoad(mImageCubeInput, ivec3(gl_LocalInvocationID.xyz));
        uvec4 result3d = imageLoad(mImage3DInput, ivec3(gl_LocalInvocationID.xyz));
        imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), ivec4(result2d) + resultCube + ivec4(result3d));
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        EXPECT_GL_NO_ERROR();
    }
    
    // imageStore functions
    TEST_P(ComputeShaderTest, ImageStore)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=8) in;
    layout(rgba16f) uniform highp writeonly imageCube mImageCubeOutput;
    layout(r32f) uniform highp writeonly image3D mImage3DOutput;
    layout(rgba8ui) uniform highp writeonly uimage2DArray mImage2DArrayOutput;
    void main()
    {
        imageStore(mImageCubeOutput, ivec3(gl_LocalInvocationID.xyz), vec4(0.0));
        imageStore(mImage3DOutput, ivec3(gl_LocalInvocationID.xyz), vec4(0.0));
        imageStore(mImage2DArrayOutput, ivec3(gl_LocalInvocationID.xyz), uvec4(0));
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        EXPECT_GL_NO_ERROR();
    }
    
    // imageSize functions
    TEST_P(ComputeShaderTest, ImageSize)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=8) in;
    layout(rgba8) uniform highp readonly imageCube mImageCubeInput;
    layout(r32i) uniform highp readonly iimage2D mImage2DInput;
    layout(rgba16ui) uniform highp readonly uimage2DArray mImage2DArrayInput;
    layout(r32i) uniform highp writeonly iimage2D imageOut;
    void main()
    {
        ivec2 sizeCube = imageSize(mImageCubeInput);
        ivec2 size2D = imageSize(mImage2DInput);
        ivec3 size2DArray = imageSize(mImage2DArrayInput);
        imageStore(imageOut, ivec2(gl_LocalInvocationIndex, 0), ivec4(sizeCube, size2D.x, size2DArray.x));
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that texelFetch works well in compute shader.
    TEST_P(ComputeShaderTest, TexelFetchFunction)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=16, local_size_y=16) in;
    precision highp usampler2D;
    uniform usampler2D tex;
    layout(std140, binding = 0) buffer buf {
        uint outData[16][16];
    };
    
    void main()
    {
        uint x = gl_LocalInvocationID.x;
        uint y = gl_LocalInvocationID.y;
        outData[y][x] = texelFetch(tex, ivec2(x, y), 0).x;
    })";
    
        constexpr unsigned int kWidth  = 16;
        constexpr unsigned int kHeight = 16;
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
        GLuint texels[kHeight][kWidth] = {{0}};
        for (unsigned int y = 0; y < kHeight; ++y)
        {
            for (unsigned int x = 0; x < kWidth; ++x)
            {
                texels[y][x] = x + y * kWidth;
            }
        }
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        texels);
        glBindTexture(GL_TEXTURE_2D, 0);
    
        // The array stride are rounded up to the base alignment of a vec4 for std140 layout.
        constexpr unsigned int kArrayStride = 16;
        GLBuffer ssbo;
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
        glBufferData(GL_SHADER_STORAGE_BUFFER, kWidth * kHeight * kArrayStride, nullptr,
                     GL_STREAM_DRAW);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program);
    
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, tex);
        glUniform1i(glGetUniformLocation(program, "tex"), 0);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
        glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
    
        glDispatchCompute(1, 1, 1);
    
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
        const GLuint *ptr = reinterpret_cast<const GLuint *>(glMapBufferRange(
            GL_SHADER_STORAGE_BUFFER, 0, kWidth * kHeight * kArrayStride, GL_MAP_READ_BIT));
        EXPECT_GL_NO_ERROR();
        for (unsigned int idx = 0; idx < kWidth * kHeight; idx++)
        {
            EXPECT_EQ(idx, *(ptr + idx * kArrayStride / 4));
        }
    }
    
    // Test that texture function works well in compute shader.
    TEST_P(ComputeShaderTest, TextureFunction)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=16, local_size_y=16) in;
    precision highp usampler2D;
    uniform usampler2D tex;
    layout(std140, binding = 0) buffer buf {
        uint outData[16][16];
    };
    
    void main()
    {
        uint x = gl_LocalInvocationID.x;
        uint y = gl_LocalInvocationID.y;
        float xCoord = float(x) / float(16);
        float yCoord = float(y) / float(16);
        outData[y][x] = texture(tex, vec2(xCoord, yCoord)).x;
    })";
    
        constexpr unsigned int kWidth  = 16;
        constexpr unsigned int kHeight = 16;
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
        GLuint texels[kHeight][kWidth] = {{0}};
        for (unsigned int y = 0; y < kHeight; ++y)
        {
            for (unsigned int x = 0; x < kWidth; ++x)
            {
                texels[y][x] = x + y * kWidth;
            }
        }
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        texels);
        glBindTexture(GL_TEXTURE_2D, 0);
    
        // The array stride are rounded up to the base alignment of a vec4 for std140 layout.
        constexpr unsigned int kArrayStride = 16;
        GLBuffer ssbo;
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
        glBufferData(GL_SHADER_STORAGE_BUFFER, kWidth * kHeight * kArrayStride, nullptr,
                     GL_STREAM_DRAW);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program);
    
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, tex);
        glUniform1i(glGetUniformLocation(program, "tex"), 0);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
        glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
    
        glDispatchCompute(1, 1, 1);
    
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
        const GLuint *ptr = reinterpret_cast<const GLuint *>(glMapBufferRange(
            GL_SHADER_STORAGE_BUFFER, 0, kWidth * kHeight * kArrayStride, GL_MAP_READ_BIT));
        EXPECT_GL_NO_ERROR();
        for (unsigned int idx = 0; idx < kWidth * kHeight; idx++)
        {
            EXPECT_EQ(idx, *(ptr + idx * kArrayStride / 4));
        }
    }
    
    // Test mixed use of sampler and image.
    TEST_P(ComputeShaderTest, SamplingAndImageReadWrite)
    {
        GLTexture texture[3];
        GLFramebuffer framebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
    precision highp usampler2D;
    uniform usampler2D tex;
    void main()
    {
        uvec4 value_1 = texelFetch(tex, ivec2(gl_LocalInvocationID.xy), 0);
        uvec4 value_2 = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
        imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value_1 + value_2);
    })";
    
        constexpr int kWidth = 1, kHeight = 1;
        constexpr GLuint kInputValues[3][1] = {{50}, {100}, {20}};
    
        glBindTexture(GL_TEXTURE_2D, texture[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues[0]);
        glBindTexture(GL_TEXTURE_2D, texture[2]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues[2]);
        EXPECT_GL_NO_ERROR();
        glBindTexture(GL_TEXTURE_2D, 0);
    
        glBindTexture(GL_TEXTURE_2D, texture[1]);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues[1]);
    
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program.get());
    
        glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
        glBindImageTexture(1, texture[2], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        GLuint outputValues[kWidth * kHeight];
        constexpr GLuint expectedValue = 150;
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[2], 0);
        EXPECT_GL_NO_ERROR();
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
    
        for (int i = 0; i < kWidth * kHeight; i++)
        {
            EXPECT_EQ(expectedValue, outputValues[i]);
        }
    }
    
    // Use image uniform to read and write Texture2D in compute shader, and verify the contents.
    TEST_P(ComputeShaderTest, BindImageTextureWithTexture2D)
    {
        GLTexture texture[2];
        GLFramebuffer framebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
    void main()
    {
        uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
        imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
    })";
    
        constexpr int kWidth = 1, kHeight = 1;
        constexpr GLuint kInputValues[2][1] = {{200}, {100}};
    
        glBindTexture(GL_TEXTURE_2D, texture[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues[0]);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, texture[1]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues[1]);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program.get());
    
        glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        GLuint outputValues[kWidth * kHeight];
        constexpr GLuint expectedValue = 200;
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[1], 0);
        EXPECT_GL_NO_ERROR();
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
    
        for (int i = 0; i < kWidth * kHeight; i++)
        {
            EXPECT_EQ(expectedValue, outputValues[i]);
        }
    }
    
    // Use image uniform to read and write Texture2DArray in compute shader, and verify the contents.
    TEST_P(ComputeShaderTest, BindImageTextureWithTexture2DArray)
    {
        GLTexture texture[2];
        GLFramebuffer framebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=2, local_size_y=2, local_size_z=2) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage2DArray uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimage2DArray uImage_2;
    void main()
    {
        uvec4 value = imageLoad(uImage_1, ivec3(gl_LocalInvocationID.xyz));
        imageStore(uImage_2, ivec3(gl_LocalInvocationID.xyz), value);
    })";
    
        constexpr int kWidth = 1, kHeight = 1, kDepth = 2;
        constexpr GLuint kInputValues[2][2] = {{200, 200}, {100, 100}};
    
        glBindTexture(GL_TEXTURE_2D_ARRAY, texture[0]);
        glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R32UI, kWidth, kHeight, kDepth);
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
                        GL_UNSIGNED_INT, kInputValues[0]);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D_ARRAY, texture[1]);
        glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R32UI, kWidth, kHeight, kDepth);
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
                        GL_UNSIGNED_INT, kInputValues[1]);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program.get());
    
        glBindImageTexture(0, texture[0], 0, GL_TRUE, 0, GL_READ_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(1, texture[1], 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        GLuint outputValues[kWidth * kHeight];
        constexpr GLuint expectedValue = 200;
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture[1], 0, 0);
        glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture[1], 0, 1);
        EXPECT_GL_NO_ERROR();
        glReadBuffer(GL_COLOR_ATTACHMENT0);
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
        for (int i = 0; i < kWidth * kHeight; i++)
        {
            EXPECT_EQ(expectedValue, outputValues[i]);
        }
        glReadBuffer(GL_COLOR_ATTACHMENT1);
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
        for (int i = 0; i < kWidth * kHeight; i++)
        {
            EXPECT_EQ(expectedValue, outputValues[i]);
        }
    }
    
    // Use image uniform to read and write Texture3D in compute shader, and verify the contents.
    TEST_P(ComputeShaderTest, BindImageTextureWithTexture3D)
    {
        GLTexture texture[2];
        GLFramebuffer framebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=2) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage3D uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimage3D uImage_2;
    void main()
    {
        uvec4 value = imageLoad(uImage_1, ivec3(gl_LocalInvocationID.xyz));
        imageStore(uImage_2, ivec3(gl_LocalInvocationID.xyz), value);
    })";
    
        constexpr int kWidth = 1, kHeight = 1, kDepth = 2;
        constexpr GLuint kInputValues[2][2] = {{200, 200}, {100, 100}};
    
        glBindTexture(GL_TEXTURE_3D, texture[0]);
        glTexStorage3D(GL_TEXTURE_3D, 1, GL_R32UI, kWidth, kHeight, kDepth);
        glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
                        GL_UNSIGNED_INT, kInputValues[0]);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_3D, texture[1]);
        glTexStorage3D(GL_TEXTURE_3D, 1, GL_R32UI, kWidth, kHeight, kDepth);
        glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
                        GL_UNSIGNED_INT, kInputValues[1]);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program.get());
    
        glBindImageTexture(0, texture[0], 0, GL_TRUE, 0, GL_READ_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(1, texture[1], 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        GLuint outputValues[kWidth * kHeight];
        constexpr GLuint expectedValue = 200;
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture[1], 0, 0);
        glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture[1], 0, 1);
        EXPECT_GL_NO_ERROR();
        glReadBuffer(GL_COLOR_ATTACHMENT0);
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
        for (int i = 0; i < kWidth * kHeight; i++)
        {
            EXPECT_EQ(expectedValue, outputValues[i]);
        }
        glReadBuffer(GL_COLOR_ATTACHMENT1);
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
        for (int i = 0; i < kWidth * kHeight; i++)
        {
            EXPECT_EQ(expectedValue, outputValues[i]);
        }
    }
    
    // Use image uniform to read and write TextureCube in compute shader, and verify the contents.
    TEST_P(ComputeShaderTest, BindImageTextureWithTextureCube)
    {
        GLTexture texture[2];
        GLFramebuffer framebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) readonly uniform highp uimageCube uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimageCube uImage_2;
    void main()
    {
        for (int i = 0; i < 6; i++)
        {
            uvec4 value = imageLoad(uImage_1, ivec3(gl_LocalInvocationID.xy, i));
            imageStore(uImage_2, ivec3(gl_LocalInvocationID.xy, i), value);
        }
    })";
    
        constexpr int kWidth = 1, kHeight = 1;
        constexpr GLuint kInputValues[2][1] = {{200}, {100}};
    
        glBindTexture(GL_TEXTURE_CUBE_MAP, texture[0]);
        glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_R32UI, kWidth, kHeight);
        for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
             face++)
        {
            glTexSubImage2D(face, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                            kInputValues[0]);
        }
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_CUBE_MAP, texture[1]);
        glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_R32UI, kWidth, kHeight);
        for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
             face++)
        {
            glTexSubImage2D(face, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                            kInputValues[1]);
        }
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program.get());
    
        glBindImageTexture(0, texture[0], 0, GL_TRUE, 0, GL_READ_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(1, texture[1], 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        GLuint outputValues[kWidth * kHeight];
        constexpr GLuint expectedValue = 200;
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        for (GLenum face = 0; face < 6; face++)
        {
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                   GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
            EXPECT_GL_NO_ERROR();
            glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
            EXPECT_GL_NO_ERROR();
    
            for (int i = 0; i < kWidth * kHeight; i++)
            {
                EXPECT_EQ(expectedValue, outputValues[i]);
            }
        }
    }
    
    // Use image uniform to read and write one layer of Texture2DArray in compute shader, and verify the
    // contents.
    TEST_P(ComputeShaderTest, BindImageTextureWithOneLayerTexture2DArray)
    {
        GLTexture texture[2];
        GLFramebuffer framebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
    void main()
    {
        uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
        imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
    })";
    
        constexpr int kWidth = 1, kHeight = 1, kDepth = 2;
        constexpr int kResultSize           = kWidth * kHeight;
        constexpr GLuint kInputValues[2][2] = {{200, 150}, {100, 50}};
        constexpr GLuint expectedValue_1    = 200;
        constexpr GLuint expectedValue_2    = 100;
        GLuint outputValues[kResultSize];
    
        glBindTexture(GL_TEXTURE_2D_ARRAY, texture[0]);
        glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R32UI, kWidth, kHeight, kDepth);
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
                        GL_UNSIGNED_INT, kInputValues[0]);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D_ARRAY, texture[1]);
        glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R32UI, kWidth, kHeight, kDepth);
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
                        GL_UNSIGNED_INT, kInputValues[1]);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program.get());
    
        glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
        glBindImageTexture(1, texture[1], 0, GL_FALSE, 1, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
        glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture[1], 0, 0);
        glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture[1], 0, 1);
        EXPECT_GL_NO_ERROR();
        glReadBuffer(GL_COLOR_ATTACHMENT0);
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
        for (int i = 0; i < kResultSize; i++)
        {
            EXPECT_EQ(expectedValue_2, outputValues[i]);
        }
        glReadBuffer(GL_COLOR_ATTACHMENT1);
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
        for (int i = 0; i < kResultSize; i++)
        {
            EXPECT_EQ(expectedValue_1, outputValues[i]);
        }
    }
    
    // Use image uniform to read and write one layer of Texture3D in compute shader, and verify the
    // contents.
    TEST_P(ComputeShaderTest, BindImageTextureWithOneLayerTexture3D)
    {
        GLTexture texture[2];
        GLFramebuffer framebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
    void main()
    {
        uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
        imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
    })";
    
        constexpr int kWidth = 1, kHeight = 1, kDepth = 2;
        constexpr int kResultSize           = kWidth * kHeight;
        constexpr GLuint kInputValues[2][2] = {{200, 150}, {100, 50}};
        constexpr GLuint expectedValue_1    = 150;
        constexpr GLuint expectedValue_2    = 50;
        GLuint outputValues[kResultSize];
    
        glBindTexture(GL_TEXTURE_3D, texture[0]);
        glTexStorage3D(GL_TEXTURE_3D, 1, GL_R32UI, kWidth, kHeight, kDepth);
        glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
                        GL_UNSIGNED_INT, kInputValues[0]);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_3D, texture[1]);
        glTexStorage3D(GL_TEXTURE_3D, 1, GL_R32UI, kWidth, kHeight, kDepth);
        glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
                        GL_UNSIGNED_INT, kInputValues[1]);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program.get());
    
        glBindImageTexture(0, texture[0], 0, GL_FALSE, 1, GL_READ_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
        glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
        glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture[1], 0, 0);
        glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture[1], 0, 1);
        EXPECT_GL_NO_ERROR();
        glReadBuffer(GL_COLOR_ATTACHMENT0);
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
        for (int i = 0; i < kResultSize; i++)
        {
            EXPECT_EQ(expectedValue_1, outputValues[i]);
        }
        glReadBuffer(GL_COLOR_ATTACHMENT1);
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
        for (int i = 0; i < kResultSize; i++)
        {
            EXPECT_EQ(expectedValue_2, outputValues[i]);
        }
    }
    
    // Use image uniform to read and write one layer of TextureCube in compute shader, and verify the
    // contents.
    TEST_P(ComputeShaderTest, BindImageTextureWithOneLayerTextureCube)
    {
        GLTexture texture[2];
        GLFramebuffer framebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
    void main()
    {
        uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
        imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
    })";
    
        constexpr int kWidth = 1, kHeight = 1;
        constexpr int kResultSize           = kWidth * kHeight;
        constexpr GLuint kInputValues[2][1] = {{200}, {100}};
        constexpr GLuint expectedValue_1    = 200;
        constexpr GLuint expectedValue_2    = 100;
        GLuint outputValues[kResultSize];
    
        glBindTexture(GL_TEXTURE_CUBE_MAP, texture[0]);
        glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_R32UI, kWidth, kHeight);
        for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
             face++)
        {
            glTexSubImage2D(face, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                            kInputValues[0]);
        }
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_CUBE_MAP, texture[1]);
        glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_R32UI, kWidth, kHeight);
        for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
             face++)
        {
            glTexSubImage2D(face, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                            kInputValues[1]);
        }
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program.get());
    
        glBindImageTexture(0, texture[0], 0, GL_FALSE, 3, GL_READ_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
        glBindImageTexture(1, texture[1], 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        for (GLenum face = 0; face < 6; face++)
        {
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                   GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
            EXPECT_GL_NO_ERROR();
            glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
            EXPECT_GL_NO_ERROR();
    
            if (face == 4)
            {
                for (int i = 0; i < kResultSize; i++)
                {
                    EXPECT_EQ(expectedValue_1, outputValues[i]);
                }
            }
            else
            {
                for (int i = 0; i < kResultSize; i++)
                {
                    EXPECT_EQ(expectedValue_2, outputValues[i]);
                }
            }
        }
    }
    
    // Test to bind kinds of texture types, bind either the entire texture
    // level or a single layer or face of the face level.
    TEST_P(ComputeShaderTest, BindImageTextureWithMixTextureTypes)
    {
        GLTexture texture[4];
        GLFramebuffer framebuffer;
        const char csSource[] =
            R"(#version 310 es
            layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
            layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
            layout(r32ui, binding = 1) readonly uniform highp uimage2D uImage_2;
            layout(r32ui, binding = 2) readonly uniform highp uimage3D uImage_3;
            layout(r32ui, binding = 3) writeonly uniform highp uimage2D uImage_4;
            void main()
            {
                uvec4 value_1 = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
                uvec4 value_2 = imageLoad(uImage_2, ivec2(gl_LocalInvocationID.xy));
                uvec4 value_3 = imageLoad(uImage_3, ivec3(gl_LocalInvocationID.xyz));
                imageStore(uImage_4, ivec2(gl_LocalInvocationID.xy), value_1 + value_2 + value_3);
            })";
    
        constexpr int kWidth = 1, kHeight = 1, kDepth = 2;
        constexpr int kResultSize               = kWidth * kHeight;
        constexpr GLuint kInputValues2D[1]      = {11};
        constexpr GLuint KInputValues2DArray[2] = {23, 35};
        constexpr GLuint KInputValues3D[2]      = {102, 67};
        constexpr GLuint KInputValuesCube[1]    = {232};
    
        constexpr GLuint expectedValue_1 = 148;
        constexpr GLuint expectedValue_2 = 232;
        GLuint outputValues[kResultSize];
    
        glBindTexture(GL_TEXTURE_2D, texture[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues2D);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D_ARRAY, texture[1]);
        glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R32UI, kWidth, kHeight, kDepth);
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
                        GL_UNSIGNED_INT, KInputValues2DArray);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_3D, texture[2]);
        glTexStorage3D(GL_TEXTURE_3D, 1, GL_R32UI, kWidth, kHeight, kDepth);
        glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, kWidth, kHeight, kDepth, GL_RED_INTEGER,
                        GL_UNSIGNED_INT, KInputValues3D);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_CUBE_MAP, texture[3]);
        glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_R32UI, kWidth, kHeight);
        for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
             face++)
        {
            glTexSubImage2D(face, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                            KInputValuesCube);
        }
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, csSource);
        glUseProgram(program.get());
    
        glBindImageTexture(0, texture[0], 0, GL_TRUE, 0, GL_READ_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
        glBindImageTexture(1, texture[1], 0, GL_FALSE, 1, GL_READ_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
        glBindImageTexture(2, texture[2], 0, GL_TRUE, 0, GL_READ_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
        glBindImageTexture(3, texture[3], 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        for (GLenum face = 0; face < 6; face++)
        {
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                   GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[3], 0);
            EXPECT_GL_NO_ERROR();
            glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
            EXPECT_GL_NO_ERROR();
    
            if (face == 4)
            {
                for (int i = 0; i < kResultSize; i++)
                {
                    EXPECT_EQ(expectedValue_1, outputValues[i]);
                }
            }
            else
            {
                for (int i = 0; i < kResultSize; i++)
                {
                    EXPECT_EQ(expectedValue_2, outputValues[i]);
                }
            }
        }
    }
    
    // Verify an INVALID_OPERATION error is reported when querying GL_COMPUTE_WORK_GROUP_SIZE for a
    // program which has not been linked successfully or which does not contain objects to form a
    // compute shader.
    TEST_P(ComputeShaderTest, QueryComputeWorkGroupSize)
    {
        constexpr char kVS[] = R"(#version 310 es
    void main()
    {
    })";
    
        constexpr char kFS[] = R"(#version 310 es
    void main()
    {
    })";
    
        GLint workGroupSize[3];
    
        ANGLE_GL_PROGRAM(graphicsProgram, kVS, kFS);
        glGetProgramiv(graphicsProgram, GL_COMPUTE_WORK_GROUP_SIZE, workGroupSize);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        GLuint computeProgram = glCreateProgram();
        GLShader computeShader(GL_COMPUTE_SHADER);
        glAttachShader(computeProgram, computeShader);
        glLinkProgram(computeProgram);
        glDetachShader(computeProgram, computeShader);
    
        GLint linkStatus;
        glGetProgramiv(computeProgram, GL_LINK_STATUS, &linkStatus);
        ASSERT_GL_FALSE(linkStatus);
    
        glGetProgramiv(computeProgram, GL_COMPUTE_WORK_GROUP_SIZE, workGroupSize);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glDeleteProgram(computeProgram);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Use groupMemoryBarrier and barrier to sync reads/writes order and the execution
    // order of multiple shader invocations in compute shader.
    TEST_P(ComputeShaderTest, groupMemoryBarrierAndBarrierTest)
    {
        // TODO(xinghua.cao@intel.com): Figure out why we get this error message
        // that shader uses features not recognized by this D3D version.
        ANGLE_SKIP_TEST_IF((IsAMD() || IsNVIDIA()) && IsD3D11());
    
        GLTexture texture;
        GLFramebuffer framebuffer;
    
        // Each invocation first stores a single value in an image, then each invocation sums up
        // all the values in the image and stores the sum in the image. groupMemoryBarrier is
        // used to order reads/writes to variables stored in memory accessible to other shader
        // invocations, and barrier is used to control the relative execution order of multiple
        // shader invocations used to process a local work group.
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=2, local_size_y=2, local_size_z=1) in;
    layout(r32i, binding = 0) uniform highp iimage2D image;
    void main()
    {
        uint x = gl_LocalInvocationID.x;
        uint y = gl_LocalInvocationID.y;
        imageStore(image, ivec2(gl_LocalInvocationID.xy), ivec4(x + y));
        groupMemoryBarrier();
        barrier();
        int sum = 0;
        for (int i = 0; i < 2; i++)
        {
            for(int j = 0; j < 2; j++)
            {
                sum += imageLoad(image, ivec2(i, j)).x;
            }
        }
        groupMemoryBarrier();
        barrier();
        imageStore(image, ivec2(gl_LocalInvocationID.xy), ivec4(sum));
    })";
    
        constexpr int kWidth = 2, kHeight = 2;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32I, kWidth, kHeight);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program.get());
    
        glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32I);
        EXPECT_GL_NO_ERROR();
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        GLuint outputValues[kWidth * kHeight];
        constexpr GLuint kExpectedValue = 4;
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        EXPECT_GL_NO_ERROR();
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_INT, outputValues);
        EXPECT_GL_NO_ERROR();
    
        for (int i = 0; i < kWidth * kHeight; i++)
        {
            EXPECT_EQ(kExpectedValue, outputValues[i]);
        }
    }
    
    // Verify that a link error is generated when the sum of the number of active image uniforms and
    // active shader storage blocks in a compute shader exceeds GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES.
    TEST_P(ComputeShaderTest, ExceedCombinedShaderOutputResourcesInCS)
    {
        GLint maxCombinedShaderOutputResources;
        GLint maxComputeShaderStorageBlocks;
        GLint maxComputeImageUniforms;
    
        glGetIntegerv(GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES, &maxCombinedShaderOutputResources);
        glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &maxComputeShaderStorageBlocks);
        glGetIntegerv(GL_MAX_COMPUTE_IMAGE_UNIFORMS, &maxComputeImageUniforms);
    
        ANGLE_SKIP_TEST_IF(maxCombinedShaderOutputResources >=
                           maxComputeShaderStorageBlocks + maxComputeImageUniforms);
    
        std::ostringstream computeShaderStream;
        computeShaderStream << "#version 310 es\n"
                               "layout(local_size_x = 3, local_size_y = 1, local_size_z = 1) in;\n"
                               "layout(shared, binding = 0) buffer blockName"
                               "{\n"
                               "    uint data;\n"
                               "} instance["
                            << maxComputeShaderStorageBlocks << "];\n";
    
        ASSERT_GE(maxComputeImageUniforms, 4);
        int numImagesInArray  = maxComputeImageUniforms / 2;
        int numImagesNonArray = maxComputeImageUniforms - numImagesInArray;
        for (int i = 0; i < numImagesNonArray; ++i)
        {
            computeShaderStream << "layout(r32f, binding = " << i << ") uniform highp image2D image"
                                << i << ";\n";
        }
    
        computeShaderStream << "layout(r32f, binding = " << numImagesNonArray
                            << ") uniform highp image2D imageArray[" << numImagesInArray << "];\n";
    
        computeShaderStream << "void main()\n"
                               "{\n"
                               "    uint val = 0u;\n"
                               "    vec4 val2 = vec4(0.0);\n";
    
        for (int i = 0; i < maxComputeShaderStorageBlocks; ++i)
        {
            computeShaderStream << "    val += instance[" << i << "].data; \n";
        }
    
        for (int i = 0; i < numImagesNonArray; ++i)
        {
            computeShaderStream << "    val2 += imageLoad(image" << i
                                << ", ivec2(gl_LocalInvocationID.xy)); \n";
        }
    
        for (int i = 0; i < numImagesInArray; ++i)
        {
            computeShaderStream << "    val2 += imageLoad(imageArray[" << i << "]"
                                << ", ivec2(gl_LocalInvocationID.xy)); \n";
        }
    
        computeShaderStream << "    instance[0].data = val + uint(val2.x);\n"
                               "}\n";
    
        GLuint computeProgram = CompileComputeProgram(computeShaderStream.str().c_str());
        EXPECT_EQ(0u, computeProgram);
    }
    
    // Test that uniform block with struct member in compute shader is supported.
    TEST_P(ComputeShaderTest, UniformBlockWithStructMember)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=8) in;
    layout(rgba8) uniform highp readonly image2D mImage2DInput;
    layout(rgba8) uniform highp writeonly image2D mImage2DOutput;
    struct S {
        ivec3 a;
        ivec2 b;
    };
    
    layout(std140, binding=0) uniform blockName {
        S bd;
    } instanceName;
    void main()
    {
        ivec2 t1 = instanceName.bd.b;
        vec4 result2d = imageLoad(mImage2DInput, t1);
        imageStore(mImage2DOutput, ivec2(gl_LocalInvocationID.xy), result2d);
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        EXPECT_GL_NO_ERROR();
    }
    
    // Verify shared non-array variables can work correctly.
    TEST_P(ComputeShaderTest, NonArraySharedVariable)
    {
        const char kCSShader[] = R"(#version 310 es
    layout (local_size_x = 2, local_size_y = 2, local_size_z = 1) in;
    layout (r32ui, binding = 0) readonly uniform highp uimage2D srcImage;
    layout (r32ui, binding = 1) writeonly uniform highp uimage2D dstImage;
    shared uint temp;
    void main()
    {
        if (gl_LocalInvocationID == uvec3(0, 0, 0))
        {
            temp = imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)).x;
        }
        groupMemoryBarrier();
        barrier();
        if (gl_LocalInvocationID == uvec3(1, 1, 0))
        {
            imageStore(dstImage, ivec2(gl_LocalInvocationID.xy), uvec4(temp));
        }
        else
        {
            uint inputValue = imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)).x;
            imageStore(dstImage, ivec2(gl_LocalInvocationID.xy), uvec4(inputValue));
        }
    })";
    
        const std::array<GLuint, 4> inputData      = {{250, 200, 150, 100}};
        const std::array<GLuint, 4> expectedValues = {{250, 200, 150, 250}};
        runSharedMemoryTest<GLuint, 2, 2>(kCSShader, GL_R32UI, GL_UNSIGNED_INT, inputData,
                                          expectedValues);
    }
    
    // Verify shared non-struct array variables can work correctly.
    TEST_P(ComputeShaderTest, NonStructArrayAsSharedVariable)
    {
        const char kCSShader[] = R"(#version 310 es
    layout (local_size_x = 2, local_size_y = 2, local_size_z = 1) in;
    layout (r32ui, binding = 0) readonly uniform highp uimage2D srcImage;
    layout (r32ui, binding = 1) writeonly uniform highp uimage2D dstImage;
    shared uint sharedData[2][2];
    void main()
    {
        uint inputData = imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)).x;
        sharedData[gl_LocalInvocationID.x][gl_LocalInvocationID.y] = inputData;
        groupMemoryBarrier();
        barrier();
        imageStore(dstImage, ivec2(gl_LocalInvocationID.xy),
                    uvec4(sharedData[gl_LocalInvocationID.y][gl_LocalInvocationID.x]));
    })";
    
        const std::array<GLuint, 4> inputData      = {{250, 200, 150, 100}};
        const std::array<GLuint, 4> expectedValues = {{250, 150, 200, 100}};
        runSharedMemoryTest<GLuint, 2, 2>(kCSShader, GL_R32UI, GL_UNSIGNED_INT, inputData,
                                          expectedValues);
    }
    
    // Verify shared struct array variables work correctly.
    TEST_P(ComputeShaderTest, StructArrayAsSharedVariable)
    {
        const char kCSShader[] = R"(#version 310 es
    layout (local_size_x = 2, local_size_y = 2, local_size_z = 1) in;
    layout (r32ui, binding = 0) readonly uniform highp uimage2D srcImage;
    layout (r32ui, binding = 1) writeonly uniform highp uimage2D dstImage;
    struct SharedStruct
    {
        uint data;
    };
    shared SharedStruct sharedData[2][2];
    void main()
    {
        uint inputData = imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)).x;
        sharedData[gl_LocalInvocationID.x][gl_LocalInvocationID.y].data = inputData;
        groupMemoryBarrier();
        barrier();
        imageStore(dstImage, ivec2(gl_LocalInvocationID.xy),
                    uvec4(sharedData[gl_LocalInvocationID.y][gl_LocalInvocationID.x].data));
    })";
    
        const std::array<GLuint, 4> inputData      = {{250, 200, 150, 100}};
        const std::array<GLuint, 4> expectedValues = {{250, 150, 200, 100}};
        runSharedMemoryTest<GLuint, 2, 2>(kCSShader, GL_R32UI, GL_UNSIGNED_INT, inputData,
                                          expectedValues);
    }
    
    // Verify using atomic functions without return value can work correctly.
    TEST_P(ComputeShaderTest, AtomicFunctionsNoReturnValue)
    {
        // TODO(jiawei.shao@intel.com): find out why this shader causes a link error on Android Nexus 5
        // bot.
        ANGLE_SKIP_TEST_IF(IsAndroid());
    
        const char kCSShader[] = R"(#version 310 es
    layout (local_size_x = 8, local_size_y = 1, local_size_z = 1) in;
    layout (r32ui, binding = 0) readonly uniform highp uimage2D srcImage;
    layout (r32ui, binding = 1) writeonly uniform highp uimage2D dstImage;
    
    const uint kSumIndex = 0u;
    const uint kMinIndex = 1u;
    const uint kMaxIndex = 2u;
    const uint kOrIndex = 3u;
    const uint kAndIndex = 4u;
    const uint kXorIndex = 5u;
    const uint kExchangeIndex = 6u;
    const uint kCompSwapIndex = 7u;
    
    shared highp uint results[8];
    
    void main()
    {
        if (gl_LocalInvocationID.x == kMinIndex || gl_LocalInvocationID.x == kAndIndex)
        {
            results[gl_LocalInvocationID.x] = 0xFFFFu;
        }
        else if (gl_LocalInvocationID.x == kCompSwapIndex)
        {
            results[gl_LocalInvocationID.x] = 1u;
        }
        else
        {
            results[gl_LocalInvocationID.x] = 0u;
        }
        memoryBarrierShared();
        barrier();
    
        uint value = imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)).x;
        atomicAdd(results[kSumIndex], value);
        atomicMin(results[kMinIndex], value);
        atomicMax(results[kMaxIndex], value);
        atomicOr(results[kOrIndex], value);
        atomicAnd(results[kAndIndex], value);
        atomicXor(results[kXorIndex], value);
        atomicExchange(results[kExchangeIndex], value);
        atomicCompSwap(results[kCompSwapIndex], value, 256u);
        memoryBarrierShared();
        barrier();
    
        imageStore(dstImage, ivec2(gl_LocalInvocationID.xy),
                    uvec4(results[gl_LocalInvocationID.x]));
    })";
    
        const std::array<GLuint, 8> inputData      = {{1, 2, 4, 8, 16, 32, 64, 128}};
        const std::array<GLuint, 8> expectedValues = {{255, 1, 128, 255, 0, 255, 128, 256}};
        runSharedMemoryTest<GLuint, 8, 1>(kCSShader, GL_R32UI, GL_UNSIGNED_INT, inputData,
                                          expectedValues);
    }
    
    // Verify using atomic functions in a non-initializer single assignment can work correctly.
    TEST_P(ComputeShaderTest, AtomicFunctionsInNonInitializerSingleAssignment)
    {
        const char kCSShader[] = R"(#version 310 es
    layout (local_size_x = 9, local_size_y = 1, local_size_z = 1) in;
    layout (r32i, binding = 0) readonly uniform highp iimage2D srcImage;
    layout (r32i, binding = 1) writeonly uniform highp iimage2D dstImage;
    
    shared highp int sharedVariable;
    
    shared highp int inputData[9];
    shared highp int outputData[9];
    
    void main()
    {
        int inputValue = imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)).x;
        inputData[gl_LocalInvocationID.x] = inputValue;
        memoryBarrierShared();
        barrier();
    
        if (gl_LocalInvocationID.x == 0u)
        {
            sharedVariable = 0;
    
            outputData[0] = atomicAdd(sharedVariable, inputData[0]);
            outputData[1] = atomicMin(sharedVariable, inputData[1]);
            outputData[2] = atomicMax(sharedVariable, inputData[2]);
            outputData[3] = atomicAnd(sharedVariable, inputData[3]);
            outputData[4] = atomicOr(sharedVariable, inputData[4]);
            outputData[5] = atomicXor(sharedVariable, inputData[5]);
            outputData[6] = atomicExchange(sharedVariable, inputData[6]);
            outputData[7] = atomicCompSwap(sharedVariable, 64, inputData[7]);
            outputData[8] = atomicAdd(sharedVariable, inputData[8]);
        }
        memoryBarrierShared();
        barrier();
    
        imageStore(dstImage, ivec2(gl_LocalInvocationID.xy),
                    ivec4(outputData[gl_LocalInvocationID.x]));
    })";
    
        const std::array<GLint, 9> inputData      = {{1, 2, 4, 8, 16, 32, 64, 128, 1}};
        const std::array<GLint, 9> expectedValues = {{0, 1, 1, 4, 0, 16, 48, 64, 128}};
        runSharedMemoryTest<GLint, 9, 1>(kCSShader, GL_R32I, GL_INT, inputData, expectedValues);
    }
    
    // Verify using atomic functions in an initializers and using unsigned int works correctly.
    TEST_P(ComputeShaderTest, AtomicFunctionsInitializerWithUnsigned)
    {
        constexpr char kCShader[] = R"(#version 310 es
    layout (local_size_x = 9, local_size_y = 1, local_size_z = 1) in;
    layout (r32ui, binding = 0) readonly uniform highp uimage2D srcImage;
    layout (r32ui, binding = 1) writeonly uniform highp uimage2D dstImage;
    
    shared highp uint sharedVariable;
    
    shared highp uint inputData[9];
    shared highp uint outputData[9];
    
    void main()
    {
        uint inputValue = imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)).x;
        inputData[gl_LocalInvocationID.x] = inputValue;
        memoryBarrierShared();
        barrier();
    
        if (gl_LocalInvocationID.x == 0u)
        {
            sharedVariable = 0u;
    
            uint addValue = atomicAdd(sharedVariable, inputData[0]);
            outputData[0] = addValue;
            uint minValue = atomicMin(sharedVariable, inputData[1]);
            outputData[1] = minValue;
            uint maxValue = atomicMax(sharedVariable, inputData[2]);
            outputData[2] = maxValue;
            uint andValue = atomicAnd(sharedVariable, inputData[3]);
            outputData[3] = andValue;
            uint orValue = atomicOr(sharedVariable, inputData[4]);
            outputData[4] = orValue;
            uint xorValue = atomicXor(sharedVariable, inputData[5]);
            outputData[5] = xorValue;
            uint exchangeValue = atomicExchange(sharedVariable, inputData[6]);
            outputData[6] = exchangeValue;
            uint compSwapValue = atomicCompSwap(sharedVariable, 64u, inputData[7]);
            outputData[7] = compSwapValue;
            uint sharedVariable = atomicAdd(sharedVariable, inputData[8]);
            outputData[8] = sharedVariable;
    
        }
        memoryBarrierShared();
        barrier();
    
        imageStore(dstImage, ivec2(gl_LocalInvocationID.xy),
                    uvec4(outputData[gl_LocalInvocationID.x]));
    })";
    
        constexpr std::array<GLuint, 9> kInputData      = {{1, 2, 4, 8, 16, 32, 64, 128, 1}};
        constexpr std::array<GLuint, 9> kExpectedValues = {{0, 1, 1, 4, 0, 16, 48, 64, 128}};
        runSharedMemoryTest<GLuint, 9, 1>(kCShader, GL_R32UI, GL_UNSIGNED_INT, kInputData,
                                          kExpectedValues);
    }
    
    // Verify using atomic functions inside expressions as unsigned int.
    TEST_P(ComputeShaderTest, AtomicFunctionsReturnWithUnsigned)
    {
        constexpr char kCShader[] = R"(#version 310 es
    layout (local_size_x = 9, local_size_y = 1, local_size_z = 1) in;
    layout (r32ui, binding = 0) readonly uniform highp uimage2D srcImage;
    layout (r32ui, binding = 1) writeonly uniform highp uimage2D dstImage;
    
    shared highp uint sharedVariable;
    
    shared highp uint inputData[9];
    shared highp uint outputData[9];
    
    void main()
    {
        uint inputValue = imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)).x;
        inputData[gl_LocalInvocationID.x] = inputValue;
        memoryBarrierShared();
        barrier();
    
        if (gl_LocalInvocationID.x == 0u)
        {
            sharedVariable = 0u;
    
            outputData[0] = 1u + atomicAdd(sharedVariable, inputData[0]);
            outputData[1] = 1u + atomicMin(sharedVariable, inputData[1]);
            outputData[2] = 1u + atomicMax(sharedVariable, inputData[2]);
            outputData[3] = 1u + atomicAnd(sharedVariable, inputData[3]);
            outputData[4] = 1u + atomicOr(sharedVariable, inputData[4]);
            outputData[5] = 1u + atomicXor(sharedVariable, inputData[5]);
            outputData[6] = 1u + atomicExchange(sharedVariable, inputData[6]);
            outputData[7] = 1u + atomicCompSwap(sharedVariable, 64u, inputData[7]);
            outputData[8] = 1u + atomicAdd(sharedVariable, inputData[8]);
        }
        memoryBarrierShared();
        barrier();
    
        imageStore(dstImage, ivec2(gl_LocalInvocationID.xy),
                    uvec4(outputData[gl_LocalInvocationID.x]));
    })";
    
        constexpr std::array<GLuint, 9> kInputData      = {{1, 2, 4, 8, 16, 32, 64, 128, 1}};
        constexpr std::array<GLuint, 9> kExpectedValues = {{1, 2, 2, 5, 1, 17, 49, 65, 129}};
        runSharedMemoryTest<GLuint, 9, 1>(kCShader, GL_R32UI, GL_UNSIGNED_INT, kInputData,
                                          kExpectedValues);
    }
    
    // Verify using nested atomic functions in expressions.
    TEST_P(ComputeShaderTest, AtomicFunctionsReturnWithMultipleTypes)
    {
        constexpr char kCShader[] = R"(#version 310 es
    layout (local_size_x = 4, local_size_y = 1, local_size_z = 1) in;
    layout (r32ui, binding = 0) readonly uniform highp uimage2D srcImage;
    layout (r32ui, binding = 1) writeonly uniform highp uimage2D dstImage;
    
    shared highp uint sharedVariable;
    shared highp int  indexVariable;
    
    shared highp uint inputData[4];
    shared highp uint outputData[4];
    
    void main()
    {
        uint inputValue = imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)).x;
        inputData[gl_LocalInvocationID.x] = inputValue;
        memoryBarrierShared();
        barrier();
    
        if (gl_LocalInvocationID.x == 0u)
        {
            sharedVariable = 0u;
            indexVariable = 2;
    
            outputData[0] = 1u + atomicAdd(sharedVariable, inputData[atomicAdd(indexVariable, -1)]);
            outputData[1] = 1u + atomicAdd(sharedVariable, inputData[atomicAdd(indexVariable, -1)]);
            outputData[2] = 1u + atomicAdd(sharedVariable, inputData[atomicAdd(indexVariable, -1)]);
            outputData[3] = atomicAdd(sharedVariable, 0u);
    
        }
        memoryBarrierShared();
        barrier();
    
        imageStore(dstImage, ivec2(gl_LocalInvocationID.xy),
                    uvec4(outputData[gl_LocalInvocationID.x]));
    })";
    
        constexpr std::array<GLuint, 4> kInputData      = {{1, 2, 3, 0}};
        constexpr std::array<GLuint, 4> kExpectedValues = {{1, 4, 6, 6}};
        runSharedMemoryTest<GLuint, 4, 1>(kCShader, GL_R32UI, GL_UNSIGNED_INT, kInputData,
                                          kExpectedValues);
    }
    
    // Basic uniform buffer functionality.
    TEST_P(ComputeShaderTest, UniformBuffer)
    {
        GLTexture texture;
        GLBuffer buffer;
        GLFramebuffer framebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    uniform uni
    {
        uvec4 value;
    };
    layout(rgba32ui, binding = 0) writeonly uniform highp uimage2D uImage;
    void main()
    {
        imageStore(uImage, ivec2(gl_LocalInvocationID.xy), value);
    })";
    
        constexpr int kWidth = 1, kHeight = 1;
        constexpr GLuint kInputValues[4] = {56, 57, 58, 59};
    
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32UI, kWidth, kHeight);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RGBA_INTEGER, GL_UNSIGNED_INT,
                        kInputValues);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program.get());
    
        GLint uniformBufferIndex = glGetUniformBlockIndex(program, "uni");
        EXPECT_NE(uniformBufferIndex, -1);
        GLuint data[4] = {201, 202, 203, 204};
        glBindBuffer(GL_UNIFORM_BUFFER, buffer);
        glBufferData(GL_UNIFORM_BUFFER, sizeof(GLuint) * 4, data, GL_STATIC_DRAW);
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, buffer);
        glUniformBlockBinding(program, uniformBufferIndex, 0);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32UI);
        EXPECT_GL_NO_ERROR();
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        GLuint outputValues[kWidth * kHeight * 4];
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        EXPECT_GL_NO_ERROR();
        glReadPixels(0, 0, kWidth, kHeight, GL_RGBA_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
    
        for (int i = 0; i < kWidth * kHeight * 4; i++)
        {
            EXPECT_EQ(data[i], outputValues[i]);
        }
    }
    
    // Test that storing data to image and then loading the same image data works correctly.
    TEST_P(ComputeShaderTest, StoreImageThenLoad)
    {
        const char kCSSource[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
    void main()
    {
        uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
        imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
    })";
    
        constexpr GLuint kInputValues[3][1] = {{300}, {200}, {100}};
        GLTexture texture[3];
        glBindTexture(GL_TEXTURE_2D, texture[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, kInputValues[0]);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, texture[1]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, kInputValues[1]);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, texture[2]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, kInputValues[2]);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
        glUseProgram(program.get());
    
        glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
        glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
    
        glDispatchCompute(1, 1, 1);
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(0, texture[1], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
        glBindImageTexture(1, texture[2], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
    
        glDispatchCompute(1, 1, 1);
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        EXPECT_GL_NO_ERROR();
    
        GLuint outputValue;
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[2], 0);
        glReadPixels(0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &outputValue);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(300u, outputValue);
    }
    
    // Test that loading image data and then storing data to the same image works correctly.
    TEST_P(ComputeShaderTest, LoadImageThenStore)
    {
        const char kCSSource[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
    void main()
    {
        uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
        imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
    })";
    
        constexpr GLuint kInputValues[3][1] = {{300}, {200}, {100}};
        GLTexture texture[3];
        glBindTexture(GL_TEXTURE_2D, texture[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, kInputValues[0]);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, texture[1]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, kInputValues[1]);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, texture[2]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, kInputValues[2]);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
        glUseProgram(program.get());
    
        glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
        glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
    
        glDispatchCompute(1, 1, 1);
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(0, texture[2], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
        glBindImageTexture(1, texture[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
    
        glDispatchCompute(1, 1, 1);
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        EXPECT_GL_NO_ERROR();
    
        GLuint outputValue;
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[0], 0);
        glReadPixels(0, 0, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &outputValue);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(100u, outputValue);
    }
    
    // Test that scalar buffer variables are supported.
    TEST_P(ComputeShaderTest, ShaderStorageBlocksScalar)
    {
        const char kCSSource[] = R"(#version 310 es
    layout(local_size_x=1) in;
    layout(std140, binding = 0) buffer blockA {
        uvec3 uv;
        float f;
    } instanceA;
    layout(std140, binding = 1) buffer blockB {
        vec2 v;
        uint u[3];
        float f;
    };
    void main()
    {
        f = instanceA.f;
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that vector buffer variables are supported.
    TEST_P(ComputeShaderTest, ShaderStorageBlocksVector)
    {
        const char kCSSource[] = R"(#version 310 es
    layout(local_size_x=1) in;
    layout(std140, binding = 0) buffer blockA {
        vec2 f;
    } instanceA;
    layout(std140, binding = 1) buffer blockB {
        vec3 f;
    };
    void main()
    {
        f[1] = instanceA.f[0];
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that matrix buffer variables are supported.
    TEST_P(ComputeShaderTest, ShaderStorageBlocksMatrix)
    {
        const char kCSSource[] = R"(#version 310 es
    layout(local_size_x=1) in;
    layout(std140, binding = 0) buffer blockA {
        mat3x4 m;
    } instanceA;
    layout(std140, binding = 1) buffer blockB {
        mat3x4 m;
    };
    void main()
    {
        m[0][1] = instanceA.m[0][1];
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that scalar array buffer variables are supported.
    TEST_P(ComputeShaderTest, ShaderStorageBlocksScalarArray)
    {
        const char kCSSource[] = R"(#version 310 es
    layout(local_size_x=8) in;
    layout(std140, binding = 0) buffer blockA {
        float f[8];
    } instanceA;
    layout(std140, binding = 1) buffer blockB {
        float f[8];
    };
    void main()
    {
        f[gl_LocalInvocationIndex] = instanceA.f[gl_LocalInvocationIndex];
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that vector array buffer variables are supported.
    TEST_P(ComputeShaderTest, ShaderStorageBlocksVectorArray)
    {
        const char kCSSource[] = R"(#version 310 es
    layout(local_size_x=4) in;
    layout(std140, binding = 0) buffer blockA {
        vec2 v[4];
    } instanceA;
    layout(std140, binding = 1) buffer blockB {
        vec4 v[4];
    };
    void main()
    {
        v[0][gl_LocalInvocationIndex] = instanceA.v[gl_LocalInvocationIndex][1];
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that matrix array buffer variables are supported.
    TEST_P(ComputeShaderTest, ShaderStorageBlocksMatrixArray)
    {
        const char kCSSource[] = R"(#version 310 es
    layout(local_size_x=8) in;
    layout(std140, binding = 0) buffer blockA {
        float v1[5];
        mat4 m[8];
    } instanceA;
    layout(std140, binding = 1) buffer blockB {
        vec2 v1[3];
        mat4 m[8];
    };
    void main()
    {
        float data = instanceA.m[gl_LocalInvocationIndex][0][0];
        m[gl_LocalInvocationIndex][gl_LocalInvocationIndex][gl_LocalInvocationIndex] = data;
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that shader storage blocks only in assignment right is supported.
    TEST_P(ComputeShaderTest, ShaderStorageBlocksInAssignmentRight)
    {
        const char kCSSource[] = R"(#version 310 es
    layout(local_size_x=8) in;
    layout(std140, binding = 0) buffer blockA {
        float data[8];
    } instanceA;
    layout(r32f, binding = 0) writeonly uniform highp image2D imageOut;
    
    void main()
    {
        float data = 1.0;
        data = instanceA.data[gl_LocalInvocationIndex];
        imageStore(imageOut, ivec2(gl_LocalInvocationID.xy), vec4(data));
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that shader storage blocks with unsized array are supported.
    TEST_P(ComputeShaderTest, ShaderStorageBlocksWithUnsizedArray)
    {
        const char kCSSource[] = R"(#version 310 es
    layout(local_size_x=8) in;
    layout(std140, binding = 0) buffer blockA {
        float v[];
    } instanceA;
    layout(std140, binding = 0) buffer blockB {
        float v[];
    } instanceB[1];
    
    void main()
    {
        float data = instanceA.v[gl_LocalInvocationIndex];
        instanceB[0].v[gl_LocalInvocationIndex * 2u + 1u] = data;
    }
    )";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCSSource);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that EOpIndexDirect/EOpIndexIndirect/EOpIndexDirectStruct nodes in ssbo EOpIndexInDirect
    // don't need to calculate the offset and should be translated by OutputHLSL directly.
    TEST_P(ComputeShaderTest, IndexAndDotOperatorsInSSBOIndexIndirectOperator)
    {
        constexpr char kComputeShaderSource[] = R"(#version 310 es
    layout(local_size_x=1) in;
    layout(std140, binding = 0) buffer blockA {
        float v[4];
    };
    layout(std140, binding = 1) buffer blockB {
        float v[4];
    } instanceB[1];
    struct S
    {
        uvec4 index[2];
    } s;
    void main()
    {
            s.index[0] = uvec4(0u, 1u, 2u, 3u);
        float data = v[s.index[0].y];
        instanceB[0].v[s.index[0].x] = data;
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShaderSource);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that swizzle node in non-SSBO symbol works well.
    TEST_P(ComputeShaderTest, ShaderStorageBlocksWithNonSSBOSwizzle)
    {
        constexpr char kComputeShaderSource[] = R"(#version 310 es
    layout(local_size_x=8) in;
    layout(std140, binding = 0) buffer blockA {
        float v[8];
    };
    layout(std140, binding = 1) buffer blockB {
        float v[8];
    } instanceB[1];
    
    void main()
    {
        float data = v[gl_GlobalInvocationID.x];
        instanceB[0].v[gl_GlobalInvocationID.x] = data;
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShaderSource);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that swizzle node in SSBO symbol works well.
    TEST_P(ComputeShaderTest, ShaderStorageBlocksWithSSBOSwizzle)
    {
        constexpr char kComputeShaderSource[] = R"(#version 310 es
    layout(local_size_x=1) in;
    layout(std140, binding = 0) buffer blockA {
        vec2 v;
    };
    layout(std140, binding = 1) buffer blockB {
        float v;
    } instanceB[1];
    
    void main()
    {
        instanceB[0].v = v.x;
    })";
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kComputeShaderSource);
        EXPECT_GL_NO_ERROR();
    }
    
    // Check that it is not possible to create a compute shader when the context does not support ES
    // 3.10
    TEST_P(ComputeShaderTestES3, NotSupported)
    {
        GLuint computeShaderHandle = glCreateShader(GL_COMPUTE_SHADER);
        EXPECT_EQ(0u, computeShaderHandle);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    }
    
    // The contents of shared variables should be cleared to zero at the beginning of shader execution.
    TEST_P(WebGL2ComputeTest, sharedVariablesShouldBeZero)
    {
        // http://anglebug.com/3226
        ANGLE_SKIP_TEST_IF(IsD3D11());
        const char kCSShader[] = R"(#version 310 es
    layout (local_size_x = 4, local_size_y = 4, local_size_z = 1) in;
    layout (r32ui, binding = 0) readonly uniform highp uimage2D srcImage;
    layout (r32ui, binding = 1) writeonly uniform highp uimage2D dstImage;
    struct S {
        float f;
        int i;
        uint u;
        bool b;
        vec4 v[64];
    };
    
    shared S vars[16];
    void main()
    {
        S zeroS;
        zeroS.f = 0.0f;
        zeroS.i = 0;
        zeroS.u = 0u;
        zeroS.b = false;
        for (int i = 0; i < 64; i++)
        {
            zeroS.v[i] = vec4(0.0f);
        }
    
        uint tid = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 4u;
        uint value = (zeroS == vars[tid] ? 127u : 0u);
        imageStore(dstImage, ivec2(gl_LocalInvocationID.xy), uvec4(value));
    })";
    
        const std::array<GLuint, 16> inputData = {{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}};
        const std::array<GLuint, 16> expectedValues = {
            {127, 127, 127, 127, 127, 127, 127, 127, 127, 127, 127, 127, 127, 127, 127, 127}};
        runSharedMemoryTest<GLuint, 4, 4>(kCSShader, GL_R32UI, GL_UNSIGNED_INT, inputData,
                                          expectedValues);
    }
    
    // Test uniform dirty in compute shader, and verify the contents.
    TEST_P(ComputeShaderTest, UniformDirty)
    {
        GLTexture texture[2];
        GLFramebuffer framebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
    uniform uint factor;
    void main()
    {
        uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
        imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value * factor);
    })";
    
        constexpr int kWidth = 1, kHeight = 1;
        constexpr GLuint kInputValues[2][1] = {{200}, {100}};
    
        glBindTexture(GL_TEXTURE_2D, texture[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues[0]);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, texture[1]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues[1]);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program);
    
        glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
        EXPECT_GL_NO_ERROR();
    
        glUniform1ui(glGetUniformLocation(program, "factor"), 2);
        EXPECT_GL_NO_ERROR();
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
    
        glUniform1ui(glGetUniformLocation(program, "factor"), 3);
        EXPECT_GL_NO_ERROR();
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        GLuint outputValues[kWidth * kHeight];
        GLuint expectedValue = 600;
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[1], 0);
        EXPECT_GL_NO_ERROR();
        glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
    
        for (int i = 0; i < kWidth * kHeight; i++)
        {
            EXPECT_EQ(expectedValue, outputValues[i]);
        }
    }
    
    // Test storage buffer bound is unchanged, shader writes it, buffer content should be updated.
    TEST_P(ComputeShaderTest, StorageBufferBoundUnchanged)
    {
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=16, local_size_y=16) in;
    precision highp usampler2D;
    uniform usampler2D tex;
    uniform uint factor;
    layout(std140, binding = 0) buffer buf {
        uint outData[16][16];
    };
    
    void main()
    {
        uint x = gl_LocalInvocationID.x;
        uint y = gl_LocalInvocationID.y;
        float xCoord = float(x) / float(16);
        float yCoord = float(y) / float(16);
        outData[y][x] = texture(tex, vec2(xCoord, yCoord)).x + factor;
    })";
    
        constexpr unsigned int kWidth  = 16;
        constexpr unsigned int kHeight = 16;
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth, kHeight);
        GLuint texels[kHeight][kWidth] = {{0}};
        for (unsigned int y = 0; y < kHeight; ++y)
        {
            for (unsigned int x = 0; x < kWidth; ++x)
            {
                texels[y][x] = x + y * kWidth;
            }
        }
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        texels);
        glBindTexture(GL_TEXTURE_2D, 0);
    
        // The array stride are rounded up to the base alignment of a vec4 for std140 layout.
        constexpr unsigned int kArrayStride = 16;
        GLBuffer ssbo;
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
        glBufferData(GL_SHADER_STORAGE_BUFFER, kWidth * kHeight * kArrayStride, nullptr,
                     GL_STREAM_DRAW);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program);
    
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, tex);
        glUniform1i(glGetUniformLocation(program, "tex"), 0);
        glUniform1ui(glGetUniformLocation(program, "factor"), 2);
        glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
        glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
    
        glDispatchCompute(1, 1, 1);
    
        const GLuint *ptr1 = reinterpret_cast<const GLuint *>(glMapBufferRange(
            GL_SHADER_STORAGE_BUFFER, 0, kWidth * kHeight * kArrayStride, GL_MAP_READ_BIT));
        EXPECT_GL_NO_ERROR();
        for (unsigned int idx = 0; idx < kWidth * kHeight; idx++)
        {
            EXPECT_EQ(idx + 2, *(ptr1 + idx * kArrayStride / 4));
        }
        glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
        glUniform1ui(glGetUniformLocation(program, "factor"), 3);
        glDispatchCompute(1, 1, 1);
    
        const GLuint *ptr2 = reinterpret_cast<const GLuint *>(glMapBufferRange(
            GL_SHADER_STORAGE_BUFFER, 0, kWidth * kHeight * kArrayStride, GL_MAP_READ_BIT));
        EXPECT_GL_NO_ERROR();
        for (unsigned int idx = 0; idx < kWidth * kHeight; idx++)
        {
            EXPECT_EQ(idx + 3, *(ptr2 + idx * kArrayStride / 4));
        }
    }
    
    // Test imageSize to access mipmap slice.
    TEST_P(ComputeShaderTest, ImageSizeMipmapSlice)
    {
        // TODO(xinghua.cao@intel.com): http://anglebug.com/3100
        ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsD3D11());
    
        // TODO(xinghua.cao@intel.com): http://anglebug.com/3101
        ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux());
    
        GLTexture texture[2];
        GLFramebuffer framebuffer;
        const char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
    layout(rgba32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
    void main()
    {
        ivec2 size = imageSize(uImage_1);
        imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), uvec4(size, 0, 0));
    })";
    
        constexpr int kWidth1 = 8, kHeight1 = 4, kWidth2 = 1, kHeight2 = 1;
        constexpr GLuint kInputValues[] = {0, 0, 0, 0};
    
        glBindTexture(GL_TEXTURE_2D, texture[0]);
        glTexStorage2D(GL_TEXTURE_2D, 2, GL_R32UI, kWidth1, kHeight1);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, texture[1]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32UI, kWidth2, kHeight2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth2, kHeight2, GL_RGBA_INTEGER, GL_UNSIGNED_INT,
                        kInputValues);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program);
    
        glBindImageTexture(0, texture[0], 1, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
        glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32UI);
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        GLuint outputValues[kWidth2 * kHeight2 * 4];
        constexpr GLuint expectedValue[] = {4, 2};
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[1], 0);
        EXPECT_GL_NO_ERROR();
        glReadPixels(0, 0, kWidth2, kHeight2, GL_RGBA_INTEGER, GL_UNSIGNED_INT, outputValues);
        EXPECT_GL_NO_ERROR();
    
        for (int i = 0; i < kWidth2 * kHeight2; i++)
        {
            EXPECT_EQ(expectedValue[i], outputValues[i]);
            EXPECT_EQ(expectedValue[i + 1], outputValues[i + 1]);
        }
    }
    
    // Test imageLoad to access mipmap slice.
    TEST_P(ComputeShaderTest, ImageLoadMipmapSlice)
    {
        // TODO(xinghua.cao@intel.com): http://anglebug.com/3101
        ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux());
    
        GLTexture texture[2];
        GLFramebuffer framebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
    void main()
    {
        uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
        imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
    })";
    
        constexpr int kWidth1 = 2, kHeight1 = 2, kWidth2 = 1, kHeight2 = 1;
        constexpr GLuint kInputValues11[] = {3, 3, 3, 3};
        constexpr GLuint kInputValues12[] = {2};
        constexpr GLuint kInputValues2[]  = {1};
    
        glBindTexture(GL_TEXTURE_2D, texture[0]);
        glTexStorage2D(GL_TEXTURE_2D, 2, GL_R32UI, kWidth1, kHeight1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth1, kHeight1, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues11);
        glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, kWidth2, kHeight2, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues12);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, texture[1]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth2, kHeight2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth2, kHeight2, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues2);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program);
    
        glBindImageTexture(0, texture[0], 1, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
        glBindImageTexture(1, texture[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        GLuint outputValues;
        constexpr GLuint expectedValue = 2;
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[1], 0);
        EXPECT_GL_NO_ERROR();
        glReadPixels(0, 0, kWidth2, kHeight2, GL_RED_INTEGER, GL_UNSIGNED_INT, &outputValues);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(expectedValue, outputValues);
    }
    
    // Test imageStore to access mipmap slice.
    TEST_P(ComputeShaderTest, ImageStoreMipmapSlice)
    {
        // TODO(xinghua.cao@intel.com): http://anglebug.com/3101
        ANGLE_SKIP_TEST_IF(IsIntel() && IsLinux());
    
        GLTexture texture[2];
        GLFramebuffer framebuffer;
        constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
    layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
    layout(r32ui, binding = 1) writeonly uniform highp uimage2D uImage_2;
    void main()
    {
        uvec4 value = imageLoad(uImage_1, ivec2(gl_LocalInvocationID.xy));
        imageStore(uImage_2, ivec2(gl_LocalInvocationID.xy), value);
    })";
    
        constexpr int kWidth1 = 1, kHeight1 = 1, kWidth2 = 2, kHeight2 = 2;
        constexpr GLuint kInputValues1[]  = {3};
        constexpr GLuint kInputValues21[] = {2, 2, 2, 2};
        constexpr GLuint kInputValues22[] = {1};
    
        glBindTexture(GL_TEXTURE_2D, texture[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, kWidth1, kHeight1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth1, kHeight1, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues1);
        EXPECT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, texture[1]);
        glTexStorage2D(GL_TEXTURE_2D, 2, GL_R32UI, kWidth2, kHeight2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kWidth2, kHeight2, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues21);
        glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, kWidth1, kHeight1, GL_RED_INTEGER, GL_UNSIGNED_INT,
                        kInputValues22);
        EXPECT_GL_NO_ERROR();
    
        ANGLE_GL_COMPUTE_PROGRAM(program, kCS);
        glUseProgram(program);
    
        glBindImageTexture(0, texture[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
        glBindImageTexture(1, texture[1], 1, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI);
    
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
        GLuint outputValues;
        constexpr GLuint expectedValue = 3;
        glUseProgram(0);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
    
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture[1], 1);
        EXPECT_GL_NO_ERROR();
        glReadPixels(0, 0, kWidth1, kHeight1, GL_RED_INTEGER, GL_UNSIGNED_INT, &outputValues);
        EXPECT_GL_NO_ERROR();
        EXPECT_EQ(expectedValue, outputValues);
    }
    
    // Test that invalid memory barrier will produce an error.
    TEST_P(ComputeShaderTest, InvalidMemoryBarrier)
    {
        GLbitfield barriers = 0;
        glMemoryBarrier(barriers);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    }
    
    ANGLE_INSTANTIATE_TEST(ComputeShaderTest, ES31_OPENGL(), ES31_OPENGLES(), ES31_D3D11());
    ANGLE_INSTANTIATE_TEST(ComputeShaderTestES3, ES3_OPENGL(), ES3_OPENGLES());
    ANGLE_INSTANTIATE_TEST(WebGL2ComputeTest, ES31_D3D11());
    }  // namespace