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

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  • Author : Jamie Madill
    Date : 2019-03-20 20:49:44
    Hash : f455f756
    Message : Reuse angle_end2end_test windows and displays. This both speeds up test execution and cuts down on the number of new windows and displays created for a test config. This feature is only currently enabled for Windows NVIDIA and Intel. On every other config there were blocking issues that would need investigation. Several tests were manually flagged as needed new displays on each iteration to prevent test flakiness. This feature might fix the issues with Intel test flakiness that have been prominent on the ANGLE CQ. WGL configurations have also been removed from ANGLE tests. So this removes more of the code from ANGLETest.cpp. Bug: angleproject:3261 Change-Id: Ic2864d4806ad38e0eeaa3c0afcd54ae1c548090f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1520995 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/gl_tests/DrawBuffersTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    class DrawBuffersTest : public ANGLETest
    {
      protected:
        DrawBuffersTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
        }
    
        void TearDown() override
        {
            glDeleteFramebuffers(1, &mFBO);
            glDeleteFramebuffers(1, &mReadFramebuffer);
            glDeleteTextures(4, mTextures);
    
            ANGLETest::TearDown();
        }
    
        // We must call a different DrawBuffers method depending on extension support. Use this
        // method instead of calling on directly.
        void setDrawBuffers(GLsizei n, const GLenum *drawBufs)
        {
            if (extensionEnabled("GL_EXT_draw_buffers"))
            {
                glDrawBuffersEXT(n, drawBufs);
            }
            else
            {
                ASSERT_GE(getClientMajorVersion(), 3);
                glDrawBuffers(n, drawBufs);
            }
        }
    
        // Use this method to filter if we can support these tests.
        bool setupTest()
        {
            if (getClientMajorVersion() < 3 && (!ensureExtensionEnabled("GL_EXT_draw_buffers") ||
                                                !ensureExtensionEnabled("GL_ANGLE_framebuffer_blit")))
            {
                return false;
            }
    
            // This test seems to fail on an nVidia machine when the window is hidden
            setWindowVisible(true);
    
            glGenFramebuffers(1, &mFBO);
            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
    
            glGenTextures(4, mTextures);
    
            for (size_t texIndex = 0; texIndex < ArraySize(mTextures); texIndex++)
            {
                glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                             GL_UNSIGNED_BYTE, nullptr);
            }
    
            glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
    
            glGenFramebuffers(1, &mReadFramebuffer);
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mReadFramebuffer);
    
            return true;
        }
    
        void setupMRTProgramESSL3(bool bufferEnabled[8], GLuint *programOut)
        {
            std::stringstream strstr;
    
            strstr << "#version 300 es\n"
                      "precision highp float;\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    strstr << "layout(location = " << index
                           << ") "
                              "out vec4 value"
                           << index << ";\n";
                }
            }
    
            strstr << "void main()\n"
                      "{\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    unsigned int r = (index + 1) & 1;
                    unsigned int g = (index + 1) & 2;
                    unsigned int b = (index + 1) & 4;
    
                    strstr << "    value" << index << " = vec4(" << r << ".0, " << g << ".0, " << b
                           << ".0, 1.0);\n";
                }
            }
    
            strstr << "}\n";
    
            *programOut = CompileProgram(essl3_shaders::vs::Simple(), strstr.str().c_str());
            if (*programOut == 0)
            {
                FAIL() << "shader compilation failed.";
            }
        }
    
        void setupMRTProgramESSL1(bool bufferEnabled[8], GLuint *programOut)
        {
            std::stringstream strstr;
    
            strstr << "#extension GL_EXT_draw_buffers : enable\n"
                      "precision highp float;\n"
                      "void main()\n"
                      "{\n";
    
            for (unsigned int index = 0; index < 8; index++)
            {
                if (bufferEnabled[index])
                {
                    unsigned int r = (index + 1) & 1;
                    unsigned int g = (index + 1) & 2;
                    unsigned int b = (index + 1) & 4;
    
                    strstr << "    gl_FragData[" << index << "] = vec4(" << r << ".0, " << g << ".0, "
                           << b << ".0, 1.0);\n";
                }
            }
    
            strstr << "}\n";
    
            *programOut = CompileProgram(essl1_shaders::vs::Simple(), strstr.str().c_str());
            if (*programOut == 0)
            {
                FAIL() << "shader compilation failed.";
            }
        }
    
        void setupMRTProgram(bool bufferEnabled[8], GLuint *programOut)
        {
            if (getClientMajorVersion() == 3)
            {
                setupMRTProgramESSL3(bufferEnabled, programOut);
            }
            else
            {
                ASSERT_EQ(getClientMajorVersion(), 2);
                setupMRTProgramESSL1(bufferEnabled, programOut);
            }
        }
    
        const char *positionAttrib()
        {
            if (getClientMajorVersion() == 3)
            {
                return essl3_shaders::PositionAttrib();
            }
            else
            {
                return essl1_shaders::PositionAttrib();
            }
        }
    
        static GLColor getColorForIndex(unsigned int index)
        {
            GLubyte r = (((index + 1) & 1) > 0) ? 255 : 0;
            GLubyte g = (((index + 1) & 2) > 0) ? 255 : 0;
            GLubyte b = (((index + 1) & 4) > 0) ? 255 : 0;
            return GLColor(r, g, b, 255u);
        }
    
        void verifyAttachment2DColor(unsigned int index,
                                     GLuint textureName,
                                     GLenum target,
                                     GLint level,
                                     GLColor color)
        {
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, textureName,
                                   level);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, color)
                << "index " << index;
        }
    
        void verifyAttachment2DUnwritten(unsigned int index, GLuint texture, GLenum target, GLint level)
        {
            verifyAttachment2DColor(index, texture, target, level, GLColor::transparentBlack);
        }
    
        void verifyAttachment2D(unsigned int index, GLuint texture, GLenum target, GLint level)
        {
            verifyAttachment2DColor(index, texture, target, level, getColorForIndex(index));
        }
    
        void verifyAttachmentLayer(unsigned int index, GLuint texture, GLint level, GLint layer)
        {
            glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture, level, layer);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, getColorForIndex(index));
        }
    
        GLuint mFBO             = 0;
        GLuint mReadFramebuffer = 0;
        GLuint mTextures[4]     = {};
        GLint mMaxDrawBuffers   = 0;
    };
    
    class DrawBuffersWebGL2Test : public DrawBuffersTest
    {
      public:
        DrawBuffersWebGL2Test()
        {
            setWebGLCompatibilityEnabled(true);
            setRobustResourceInit(true);
        }
    };
    
    // Verify that GL_MAX_DRAW_BUFFERS returns the expected values for D3D11
    TEST_P(DrawBuffersTest, VerifyD3DLimits)
    {
        EGLPlatformParameters platform = GetParam().eglParameters;
    
        ANGLE_SKIP_TEST_IF(platform.renderer != EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE);
    
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
    
        if (platform.majorVersion == 9 && platform.minorVersion == 3)
        {
            // D3D11 Feature Level 9_3 supports 4 draw buffers
            ASSERT_EQ(mMaxDrawBuffers, 4);
        }
        else
        {
            // D3D11 Feature Level 10_0+ supports 8 draw buffers
            ASSERT_EQ(mMaxDrawBuffers, 8);
        }
    }
    
    TEST_P(DrawBuffersTest, Gaps)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (http://anglebug.com/1535)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[0], 0);
    
        bool flags[8] = {false, true};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
        setDrawBuffers(2, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment2D(1, mTextures[0], GL_TEXTURE_2D, 0);
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, FirstAndLast)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, mTextures[1], 0);
    
        bool flags[8] = {true, false, false, true};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3};
    
        setDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
        verifyAttachment2D(3, mTextures[1], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, FirstHalfNULL)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        bool flags[8]  = {false};
        GLenum bufs[8] = {GL_NONE};
    
        GLuint halfMaxDrawBuffers = static_cast<GLuint>(mMaxDrawBuffers) / 2;
    
        for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex,
                                   GL_TEXTURE_2D, mTextures[texIndex], 0);
            flags[texIndex + halfMaxDrawBuffers] = true;
            bufs[texIndex + halfMaxDrawBuffers]  = GL_COLOR_ATTACHMENT0 + halfMaxDrawBuffers + texIndex;
        }
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        setDrawBuffers(mMaxDrawBuffers, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        for (GLuint texIndex = 0; texIndex < halfMaxDrawBuffers; texIndex++)
        {
            verifyAttachment2D(texIndex + halfMaxDrawBuffers, mTextures[texIndex], GL_TEXTURE_2D, 0);
        }
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Test that non-zero draw buffers can be queried on the default framebuffer
    TEST_P(DrawBuffersTest, DefaultFramebufferDrawBufferQuery)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
        GLint drawbuffer = 0;
        glGetIntegerv(GL_DRAW_BUFFER1, &drawbuffer);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(GL_NONE, drawbuffer);
    }
    
    // Tests masking out some of the draw buffers by not writing to them in the program.
    TEST_P(DrawBuffersWebGL2Test, SomeProgramOutputsDisabled)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        bool flags[8]  = {false};
        GLenum bufs[4] = {GL_NONE};
    
        constexpr GLuint kMaxBuffers     = 4;
        constexpr GLuint kHalfMaxBuffers = 2;
    
        // Enable all draw buffers.
        for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
                                   mTextures[texIndex], 0);
            bufs[texIndex] = GL_COLOR_ATTACHMENT0 + texIndex;
    
            // Mask out the first two buffers.
            flags[texIndex] = texIndex >= kHalfMaxBuffers;
        }
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        setDrawBuffers(kMaxBuffers, bufs);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
    
        for (GLuint texIndex = 0; texIndex < kHalfMaxBuffers; texIndex++)
        {
            verifyAttachment2DUnwritten(texIndex, mTextures[texIndex], GL_TEXTURE_2D, 0);
        }
    
        for (GLuint texIndex = kHalfMaxBuffers; texIndex < kMaxBuffers; texIndex++)
        {
            verifyAttachment2D(texIndex, mTextures[texIndex], GL_TEXTURE_2D, 0);
        }
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Same as above but adds a state change from a program with different masks after a clear.
    TEST_P(DrawBuffersWebGL2Test, TwoProgramsWithDifferentOutputsAndClear)
    {
        // TODO(http://anglebug.com/2872): Broken on the GL back-end.
        ANGLE_SKIP_TEST_IF(IsOpenGL());
    
        // TODO(ynovikov): Investigate the failure (https://anglebug.com/1533)
        ANGLE_SKIP_TEST_IF(IsWindows() && IsAMD() && IsDesktopOpenGL());
    
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &mMaxDrawBuffers);
        ASSERT_GE(mMaxDrawBuffers, 4);
    
        bool flags[8]      = {false};
        GLenum someBufs[4] = {GL_NONE};
        GLenum allBufs[4]  = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2,
                             GL_COLOR_ATTACHMENT3};
    
        constexpr GLuint kMaxBuffers     = 4;
        constexpr GLuint kHalfMaxBuffers = 2;
    
        // Enable all draw buffers.
        for (GLuint texIndex = 0; texIndex < kMaxBuffers; texIndex++)
        {
            glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + texIndex, GL_TEXTURE_2D,
                                   mTextures[texIndex], 0);
            someBufs[texIndex] =
                texIndex >= kHalfMaxBuffers ? GL_COLOR_ATTACHMENT0 + texIndex : GL_NONE;
    
            // Mask out the first two buffers.
            flags[texIndex] = texIndex >= kHalfMaxBuffers;
        }
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        // Now set up a second simple program that draws to FragColor. Should be broadcast.
        ANGLE_GL_PROGRAM(simpleProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
    
        // Draw with simple program.
        drawQuad(simpleProgram, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        // Clear draw buffers.
        setDrawBuffers(kMaxBuffers, someBufs);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        ASSERT_GL_NO_ERROR();
    
        // Verify first is drawn red, second is untouched, and last two are cleared green.
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack);
        verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
    
        // Draw with MRT program.
        setDrawBuffers(kMaxBuffers, allBufs);
        drawQuad(program, positionAttrib(), 0.5, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        // Only the last two attachments should be updated.
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::red);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::transparentBlack);
        verifyAttachment2D(2, mTextures[2], GL_TEXTURE_2D, 0);
        verifyAttachment2D(3, mTextures[3], GL_TEXTURE_2D, 0);
    
        // Clear again. All attachments should be cleared.
        glClear(GL_COLOR_BUFFER_BIT);
        verifyAttachment2DColor(0, mTextures[0], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(1, mTextures[1], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(2, mTextures[2], GL_TEXTURE_2D, 0, GLColor::green);
        verifyAttachment2DColor(3, mTextures[3], GL_TEXTURE_2D, 0, GLColor::green);
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, UnwrittenOutputVariablesShouldNotCrash)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // Bind two render targets but use a shader which writes only to the first one.
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
    
        bool flags[8] = {true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_NONE,
            GL_NONE,
        };
    
        setDrawBuffers(4, bufs);
    
        // This call should not crash when we dynamically generate the HLSL code.
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    TEST_P(DrawBuffersTest, BroadcastGLFragColor)
    {
        // Broadcast is not supported on GLES 3.0.
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() >= 3);
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        // Bind two render targets. gl_FragColor should be broadcast to both.
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
    
        const GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
    
        constexpr char kFS[] =
            "#extension GL_EXT_draw_buffers : enable\n"
            "precision highp float;\n"
            "uniform float u_zero;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1, 0, 0, 1);\n"
            "    if (u_zero < 1.0)\n"
            "    {\n"
            "        return;\n"
            "    }\n"
            "}\n";
    
        GLuint program = CompileProgram(essl1_shaders::vs::Simple(), kFS);
        if (program == 0)
        {
            FAIL() << "shader compilation failed.";
        }
    
        setDrawBuffers(2, bufs);
        drawQuad(program, essl1_shaders::PositionAttrib(), 0.5);
    
        verifyAttachment2D(0, mTextures[0], GL_TEXTURE_2D, 0);
        verifyAttachment2D(0, mTextures[1], GL_TEXTURE_2D, 0);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    class DrawBuffersTestES3 : public DrawBuffersTest
    {};
    
    // Test that binding multiple layers of a 3D texture works correctly
    TEST_P(DrawBuffersTestES3, 3DTextures)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_3D, texture.get());
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), getWindowWidth(),
                     0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
    
        bool flags[8] = {true, true, true, true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_COLOR_ATTACHMENT2,
            GL_COLOR_ATTACHMENT3,
        };
    
        glDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachmentLayer(0, texture.get(), 0, 0);
        verifyAttachmentLayer(1, texture.get(), 0, 1);
        verifyAttachmentLayer(2, texture.get(), 0, 2);
        verifyAttachmentLayer(3, texture.get(), 0, 3);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Test that binding multiple layers of a 2D array texture works correctly
    TEST_P(DrawBuffersTestES3, 2DArrayTextures)
    {
        ANGLE_SKIP_TEST_IF(!setupTest());
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get());
        glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, getWindowWidth(), getWindowHeight(),
                     getWindowWidth(), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, texture.get(), 0, 1);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, texture.get(), 0, 2);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, texture.get(), 0, 3);
    
        bool flags[8] = {true, true, true, true, false};
    
        GLuint program;
        setupMRTProgram(flags, &program);
    
        const GLenum bufs[] = {
            GL_COLOR_ATTACHMENT0,
            GL_COLOR_ATTACHMENT1,
            GL_COLOR_ATTACHMENT2,
            GL_COLOR_ATTACHMENT3,
        };
    
        glDrawBuffers(4, bufs);
        drawQuad(program, positionAttrib(), 0.5);
    
        verifyAttachmentLayer(0, texture.get(), 0, 0);
        verifyAttachmentLayer(1, texture.get(), 0, 1);
        verifyAttachmentLayer(2, texture.get(), 0, 2);
        verifyAttachmentLayer(3, texture.get(), 0, 3);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteProgram(program);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(DrawBuffersTest,
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES(),
                           ES2_VULKAN());
    
    ANGLE_INSTANTIATE_TEST(DrawBuffersWebGL2Test, ES3_D3D11(), ES3_OPENGL());
    
    ANGLE_INSTANTIATE_TEST(DrawBuffersTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());