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

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  • Author : Olli Etuaho
    Date : 2017-02-19 18:05:10
    Hash : 6ca2b65c
    Message : Implement location layout qualifier for uniforms This is a complete implementation of the uniform location layout qualifier. Uniform location set in the shader is plumbed to shader linking, which does several link-time checks for conflicts and recursively applies the location to struct members. Validate that location is consistent as specified in the table in section 9.2.1 of the ESSL 3.10.4 spec. The location set in the shader overrides the one set via the CHROMIUM_bind_uniform_location API. Location conflicts must be checked even if the uniforms are not statically used. Because of this unused uniforms are now recorded during uniform linking. After linking checks are done, unused uniforms are pruned from the program state. Location is validated against the maximum number of uniform locations at compile time as specified in section 4.4.3 of the ESSL 3.10.4 spec. All dEQP uniform location tests don't yet pass due to unrelated bugs. BUG=angleproject:1442 TEST=angle_end2end_tests, dEQP-GLES31.functional.uniform_location.* Change-Id: I1f968e971f521fbc804b01e1a7c2b4d14f24d20f Reviewed-on: https://chromium-review.googlesource.com/447942 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/tests/gl_tests/BindUniformLocationTest.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.
    //
    
    // BindUniformLocationTest.cpp : Tests of the GL_CHROMIUM_bind_uniform_location extension.
    
    #include "test_utils/ANGLETest.h"
    
    #include <cmath>
    
    using namespace angle;
    
    namespace
    {
    
    class BindUniformLocationTest : public ANGLETest
    {
      protected:
        BindUniformLocationTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
            mBindUniformLocation = reinterpret_cast<PFNGLBINDUNIFORMLOCATIONCHROMIUMPROC>(
                eglGetProcAddress("glBindUniformLocationCHROMIUM"));
        }
    
        void TearDown() override
        {
            if (mProgram != 0)
            {
                glDeleteProgram(mProgram);
            }
            ANGLETest::TearDown();
        }
    
        typedef void(GL_APIENTRYP PFNGLBINDUNIFORMLOCATIONCHROMIUMPROC)(GLuint mProgram,
                                                                        GLint location,
                                                                        const GLchar *name);
        PFNGLBINDUNIFORMLOCATIONCHROMIUMPROC mBindUniformLocation = nullptr;
    
        GLuint mProgram = 0;
    };
    
    // Test basic functionality of GL_CHROMIUM_bind_uniform_location
    TEST_P(BindUniformLocationTest, Basic)
    {
        if (!extensionEnabled("GL_CHROMIUM_bind_uniform_location"))
        {
            std::cout << "Test skipped because GL_CHROMIUM_bind_uniform_location is not available."
                      << std::endl;
            return;
        }
    
        ASSERT_NE(mBindUniformLocation, nullptr);
    
        // clang-format off
        const std::string vsSource = SHADER_SOURCE
        (
            attribute vec4 a_position;
            void main()
            {
                gl_Position = a_position;
            }
        );
    
        const std::string fsSource = SHADER_SOURCE
        (
            precision mediump float;
            uniform vec4 u_colorC;
            uniform vec4 u_colorB[2];
            uniform vec4 u_colorA;
            void main()
            {
                gl_FragColor = u_colorA + u_colorB[0] + u_colorB[1] + u_colorC;
            }
        );
        // clang-format on
    
        GLint colorALocation = 3;
        GLint colorBLocation = 10;
        GLint colorCLocation = 5;
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
    
        mProgram = glCreateProgram();
    
        mBindUniformLocation(mProgram, colorALocation, "u_colorA");
        mBindUniformLocation(mProgram, colorBLocation, "u_colorB[0]");
        mBindUniformLocation(mProgram, colorCLocation, "u_colorC");
    
        glAttachShader(mProgram, vs);
        glDeleteShader(vs);
    
        glAttachShader(mProgram, fs);
        glDeleteShader(fs);
    
        // Link the mProgram
        glLinkProgram(mProgram);
        // Check the link status
        GLint linked = 0;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
        ASSERT_EQ(1, linked);
    
        glUseProgram(mProgram);
    
        static const float colorB[] = {
            0.0f, 0.50f, 0.0f, 0.0f, 0.0f, 0.0f, 0.75f, 0.0f,
        };
    
        glUniform4f(colorALocation, 0.25f, 0.0f, 0.0f, 0.0f);
        glUniform4fv(colorBLocation, 2, colorB);
        glUniform4f(colorCLocation, 0.0f, 0.0f, 0.0f, 1.0f);
    
        drawQuad(mProgram, "a_position", 0.5f);
    
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(0, 0, 64, 128, 192, 255, 1.0);
    }
    
    // Test that conflicts are detected when two uniforms are bound to the same location
    TEST_P(BindUniformLocationTest, ConflictsDetection)
    {
        if (!extensionEnabled("GL_CHROMIUM_bind_uniform_location"))
        {
            std::cout << "Test skipped because GL_CHROMIUM_bind_uniform_location is not available."
                      << std::endl;
            return;
        }
    
        ASSERT_NE(nullptr, mBindUniformLocation);
    
        // clang-format off
        const std::string vsSource = SHADER_SOURCE
        (
            attribute vec4 a_position;
            void main()
            {
                gl_Position = a_position;
            }
        );
    
        const std::string fsSource = SHADER_SOURCE
        (
            precision mediump float;
            uniform vec4 u_colorA;
            uniform vec4 u_colorB;
            void main()
            {
                gl_FragColor = u_colorA + u_colorB;
            }
        );
        // clang-format on
    
        GLint colorALocation = 3;
        GLint colorBLocation = 4;
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
    
        mProgram = glCreateProgram();
        glAttachShader(mProgram, vs);
        glDeleteShader(vs);
        glAttachShader(mProgram, fs);
        glDeleteShader(fs);
    
        mBindUniformLocation(mProgram, colorALocation, "u_colorA");
        // Bind u_colorB to location a, causing conflicts, link should fail.
        mBindUniformLocation(mProgram, colorALocation, "u_colorB");
        glLinkProgram(mProgram);
        GLint linked = 0;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
        ASSERT_EQ(0, linked);
    
        // Bind u_colorB to location b, no conflicts, link should succeed.
        mBindUniformLocation(mProgram, colorBLocation, "u_colorB");
        glLinkProgram(mProgram);
        linked = 0;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
        EXPECT_EQ(1, linked);
    }
    
    // Test a use case of the chromium compositor
    TEST_P(BindUniformLocationTest, Compositor)
    {
        if (!extensionEnabled("GL_CHROMIUM_bind_uniform_location"))
        {
            std::cout << "Test skipped because GL_CHROMIUM_bind_uniform_location is not available."
                      << std::endl;
            return;
        }
    
        ASSERT_NE(nullptr, mBindUniformLocation);
    
        // clang-format off
        const std::string vsSource = SHADER_SOURCE
        (
            attribute vec4 a_position;
            attribute vec2 a_texCoord;
            uniform mat4 matrix;
            uniform vec2 color_a[4];
            uniform vec4 color_b;
            varying vec4 v_color;
            void main()
            {
                v_color.xy = color_a[0] + color_a[1];
                v_color.zw = color_a[2] + color_a[3];
                v_color += color_b;
                gl_Position = matrix * a_position;
            }
        );
    
        const std::string fsSource = SHADER_SOURCE
        (
            precision mediump float;
            varying vec4 v_color;
            uniform float alpha;
            uniform vec4 multiplier;
            uniform vec3 color_c[8];
            void main()
            {
                vec4 color_c_sum = vec4(0.0);
                color_c_sum.xyz += color_c[0];
                color_c_sum.xyz += color_c[1];
                color_c_sum.xyz += color_c[2];
                color_c_sum.xyz += color_c[3];
                color_c_sum.xyz += color_c[4];
                color_c_sum.xyz += color_c[5];
                color_c_sum.xyz += color_c[6];
                color_c_sum.xyz += color_c[7];
                color_c_sum.w = alpha;
                color_c_sum *= multiplier;
                gl_FragColor = v_color + color_c_sum;
            }
        );
        // clang-format on
    
        int counter            = 6;
        int matrixLocation     = counter++;
        int colorALocation     = counter++;
        int colorBLocation     = counter++;
        int alphaLocation      = counter++;
        int multiplierLocation = counter++;
        int colorCLocation     = counter++;
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
    
        mProgram = glCreateProgram();
    
        mBindUniformLocation(mProgram, matrixLocation, "matrix");
        mBindUniformLocation(mProgram, colorALocation, "color_a");
        mBindUniformLocation(mProgram, colorBLocation, "color_b");
        mBindUniformLocation(mProgram, alphaLocation, "alpha");
        mBindUniformLocation(mProgram, multiplierLocation, "multiplier");
        mBindUniformLocation(mProgram, colorCLocation, "color_c");
    
        glAttachShader(mProgram, vs);
        glDeleteShader(vs);
        glAttachShader(mProgram, fs);
        glDeleteShader(fs);
    
        // Link the mProgram
        glLinkProgram(mProgram);
        // Check the link status
        GLint linked = 0;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
        ASSERT_EQ(1, linked);
    
        glUseProgram(mProgram);
    
        static const float colorA[] = {
            0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f,
        };
    
        static const float colorC[] = {
            0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f,
            0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f, 0.1f,
        };
    
        static const float identity[] = {
            1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1,
        };
    
        glUniformMatrix4fv(matrixLocation, 1, false, identity);
        glUniform2fv(colorALocation, 4, colorA);
        glUniform4f(colorBLocation, 0.2f, 0.2f, 0.2f, 0.2f);
        glUniform1f(alphaLocation, 0.8f);
        glUniform4f(multiplierLocation, 0.5f, 0.5f, 0.5f, 0.5f);
        glUniform3fv(colorCLocation, 8, colorC);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        drawQuad(mProgram, "a_position", 0.5f);
    
        EXPECT_PIXEL_EQ(0, 0, 204, 204, 204, 204);
    }
    
    // Test that unused uniforms don't conflict when bound to the same location
    TEST_P(BindUniformLocationTest, UnusedUniformUpdate)
    {
        if (!extensionEnabled("GL_CHROMIUM_bind_uniform_location"))
        {
            std::cout << "Test skipped because GL_CHROMIUM_bind_uniform_location is not available."
                      << std::endl;
            return;
        }
    
        ASSERT_NE(nullptr, mBindUniformLocation);
    
        // clang-format off
        const std::string vsSource = SHADER_SOURCE
        (
            attribute vec4 a_position;
            void main()
            {
                gl_Position = a_position;
            }
        );
    
        const std::string fsSource = SHADER_SOURCE
        (
            precision mediump float;
            uniform vec4 u_colorA;
            uniform float u_colorU;
            uniform vec4 u_colorC;
            void main()
            {
                gl_FragColor = u_colorA + u_colorC;
            }
        );
        // clang-format on
    
        const GLint colorULocation      = 1;
        const GLint nonexistingLocation = 5;
        const GLint unboundLocation     = 6;
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
    
        mProgram = glCreateProgram();
        mBindUniformLocation(mProgram, colorULocation, "u_colorU");
        // The non-existing uniform should behave like existing, but optimized away
        // uniform.
        mBindUniformLocation(mProgram, nonexistingLocation, "nonexisting");
        // Let A and C be assigned automatic locations.
        glAttachShader(mProgram, vs);
        glDeleteShader(vs);
        glAttachShader(mProgram, fs);
        glDeleteShader(fs);
        glLinkProgram(mProgram);
        GLint linked = 0;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
        ASSERT_EQ(1, linked);
        glUseProgram(mProgram);
    
        // No errors on bound locations, since caller does not know
        // if the driver optimizes them away or not.
        glUniform1f(colorULocation, 0.25f);
        EXPECT_GL_NO_ERROR();
    
        // No errors on bound locations of names that do not exist
        // in the shader. Otherwise it would be inconsistent wrt the
        // optimization case.
        glUniform1f(nonexistingLocation, 0.25f);
        EXPECT_GL_NO_ERROR();
    
        // The above are equal to updating -1.
        glUniform1f(-1, 0.25f);
        EXPECT_GL_NO_ERROR();
    
        // No errors when updating with other type either.
        // The type can not be known with the non-existing case.
        glUniform2f(colorULocation, 0.25f, 0.25f);
        EXPECT_GL_NO_ERROR();
        glUniform2f(nonexistingLocation, 0.25f, 0.25f);
        EXPECT_GL_NO_ERROR();
        glUniform2f(-1, 0.25f, 0.25f);
        EXPECT_GL_NO_ERROR();
    
        // Ensure that driver or ANGLE has optimized the variable
        // away and the test tests what it is supposed to.
        EXPECT_EQ(-1, glGetUniformLocation(mProgram, "u_colorU"));
    
        // The bound location gets marked as used and the driver
        // does not allocate other variables to that location.
        EXPECT_NE(colorULocation, glGetUniformLocation(mProgram, "u_colorA"));
        EXPECT_NE(colorULocation, glGetUniformLocation(mProgram, "u_colorC"));
        EXPECT_NE(nonexistingLocation, glGetUniformLocation(mProgram, "u_colorA"));
        EXPECT_NE(nonexistingLocation, glGetUniformLocation(mProgram, "u_colorC"));
    
        // Unintuitive: while specifying value works, getting the value does not.
        GLfloat getResult = 0.0f;
        glGetUniformfv(mProgram, colorULocation, &getResult);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glGetUniformfv(mProgram, nonexistingLocation, &getResult);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glGetUniformfv(mProgram, -1, &getResult);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Updating an unbound, non-existing location still causes
        // an error.
        glUniform1f(unboundLocation, 0.25f);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Test for a bug where using a sampler caused GL error if the mProgram had
    // uniforms that were optimized away by the driver. This was only a problem with
    // glBindUniformLocationCHROMIUM implementation. This could be reproed by
    // binding the sampler to a location higher than the amount of active uniforms.
    TEST_P(BindUniformLocationTest, UseSamplerWhenUnusedUniforms)
    {
        if (!extensionEnabled("GL_CHROMIUM_bind_uniform_location"))
        {
            std::cout << "Test skipped because GL_CHROMIUM_bind_uniform_location is not available."
                      << std::endl;
            return;
        }
    
        ASSERT_NE(nullptr, mBindUniformLocation);
    
        // clang-format off
        const std::string vsSource = SHADER_SOURCE
        (
            void main()
            {
                gl_Position = vec4(0);
            }
        );
    
        const std::string fsSource = SHADER_SOURCE
        (
            uniform sampler2D tex;
            void main()
            {
                gl_FragColor = texture2D(tex, vec2(1));
            }
        );
        // clang-format on
    
        const GLuint texLocation = 54;
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
    
        mProgram = glCreateProgram();
        mBindUniformLocation(mProgram, texLocation, "tex");
    
        glAttachShader(mProgram, vs);
        glDeleteShader(vs);
        glAttachShader(mProgram, fs);
        glDeleteShader(fs);
    
        glLinkProgram(mProgram);
    
        GLint linked = 0;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
        EXPECT_NE(0, linked);
        glUseProgram(mProgram);
        glUniform1i(texLocation, 0);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test for binding a statically used uniform to the same location as a non-statically used uniform.
    // This is valid according to the extension spec.
    TEST_P(BindUniformLocationTest, SameLocationForUsedAndUnusedUniform)
    {
        if (!extensionEnabled("GL_CHROMIUM_bind_uniform_location"))
        {
            std::cout << "Test skipped because GL_CHROMIUM_bind_uniform_location is not available."
                      << std::endl;
            return;
        }
    
        ASSERT_NE(nullptr, mBindUniformLocation);
    
        // clang-format off
        const std::string vsSource = SHADER_SOURCE
        (
            void main()
            {
                gl_Position = vec4(0);
            }
        );
    
        const std::string fsSource = SHADER_SOURCE
        (
            precision mediump float;
            uniform vec4 a;
            uniform vec4 b;
            void main()
            {
                gl_FragColor = a;
            }
        );
        // clang-format on
    
        const GLuint location = 54;
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
    
        mProgram = glCreateProgram();
        mBindUniformLocation(mProgram, location, "a");
        mBindUniformLocation(mProgram, location, "b");
    
        glAttachShader(mProgram, vs);
        glDeleteShader(vs);
        glAttachShader(mProgram, fs);
        glDeleteShader(fs);
    
        glLinkProgram(mProgram);
    
        GLint linked = GL_FALSE;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
        ASSERT_GL_TRUE(linked);
        glUseProgram(mProgram);
        glUniform4f(location, 0.0, 1.0, 0.0, 1.0);
        EXPECT_GL_NO_ERROR();
    }
    
    class BindUniformLocationES31Test : public BindUniformLocationTest
    {
      protected:
        BindUniformLocationES31Test() : BindUniformLocationTest() {}
    
        void linkProgramWithUniformLocation(GLuint vs,
                                            GLuint fs,
                                            const char *uniformName,
                                            GLint uniformLocation)
        {
            mProgram = glCreateProgram();
            mBindUniformLocation(mProgram, uniformLocation, uniformName);
    
            glAttachShader(mProgram, vs);
            glDeleteShader(vs);
            glAttachShader(mProgram, fs);
            glDeleteShader(fs);
    
            glLinkProgram(mProgram);
        }
    };
    
    // Test for when the shader specifies an explicit uniform location with a layout qualifier and the
    // bindUniformLocation API sets a consistent location.
    TEST_P(BindUniformLocationES31Test, ConsistentWithLocationLayoutQualifier)
    {
        if (!extensionEnabled("GL_CHROMIUM_bind_uniform_location"))
        {
            std::cout << "Test skipped because GL_CHROMIUM_bind_uniform_location is not available."
                      << std::endl;
            return;
        }
    
        const std::string vsSource =
            "#version 310 es\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(0);\n"
            "}\n";
    
        const std::string fsSource =
            "#version 310 es\n"
            "uniform layout(location=2) highp sampler2D tex;\n"
            "out highp vec4 my_FragColor;\n"
            "void main()\n"
            "{\n"
            "    my_FragColor = texture(tex, vec2(1));\n"
            "}\n";
    
        const GLuint texLocation = 2;
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
        EXPECT_NE(0u, vs);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
        EXPECT_NE(0u, fs);
        linkProgramWithUniformLocation(vs, fs, "tex", texLocation);
    
        GLint linked = GL_FALSE;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
        ASSERT_GL_TRUE(linked);
    
        EXPECT_EQ(static_cast<GLint>(texLocation), glGetUniformLocation(mProgram, "tex"));
        glUseProgram(mProgram);
        glUniform1i(texLocation, 0);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test for when the shader specifies an explicit uniform location with a layout qualifier and the
    // bindUniformLocation API sets a conflicting location for the same variable. The shader-set
    // location should prevail.
    TEST_P(BindUniformLocationES31Test, LocationLayoutQualifierOverridesAPIBinding)
    {
        if (!extensionEnabled("GL_CHROMIUM_bind_uniform_location"))
        {
            std::cout << "Test skipped because GL_CHROMIUM_bind_uniform_location is not available."
                      << std::endl;
            return;
        }
    
        const std::string vsSource =
            "#version 310 es\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(0);\n"
            "}\n";
    
        const std::string fsSource =
            "#version 310 es\n"
            "uniform layout(location=2) highp sampler2D tex;\n"
            "out highp vec4 my_FragColor;\n"
            "void main()\n"
            "{\n"
            "    my_FragColor = texture(tex, vec2(1));\n"
            "}\n";
    
        const GLuint shaderTexLocation = 2;
        const GLuint texLocation       = 3;
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
        EXPECT_NE(0u, vs);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
        EXPECT_NE(0u, fs);
        linkProgramWithUniformLocation(vs, fs, "tex", texLocation);
    
        GLint linked = GL_FALSE;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
        ASSERT_GL_TRUE(linked);
    
        EXPECT_EQ(static_cast<GLint>(shaderTexLocation), glGetUniformLocation(mProgram, "tex"));
        glUseProgram(mProgram);
        glUniform1i(shaderTexLocation, 1);
        EXPECT_GL_NO_ERROR();
        glUniform1i(texLocation, 2);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test for when the shader specifies an explicit uniform location with a layout qualifier and the
    // bindUniformLocation API sets a conflicting location for a different variable. Linking should
    // fail.
    TEST_P(BindUniformLocationES31Test, LocationLayoutQualifierConflictsWithAPIBinding)
    {
        if (!extensionEnabled("GL_CHROMIUM_bind_uniform_location"))
        {
            std::cout << "Test skipped because GL_CHROMIUM_bind_uniform_location is not available."
                      << std::endl;
            return;
        }
    
        const std::string vsSource =
            "#version 310 es\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(0);\n"
            "}\n";
    
        const std::string fsSource =
            "#version 310 es\n"
            "uniform layout(location=2) highp sampler2D tex;\n"
            "uniform highp sampler2D tex2;\n"
            "out highp vec4 my_FragColor;\n"
            "void main()\n"
            "{\n"
            "    my_FragColor = texture(tex2, vec2(1));\n"
            "}\n";
    
        const GLuint tex2Location = 2;
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
        EXPECT_NE(0u, vs);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
        EXPECT_NE(0u, fs);
        linkProgramWithUniformLocation(vs, fs, "tex2", tex2Location);
    
        GLint linked = GL_FALSE;
        glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
        ASSERT_GL_FALSE(linked);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(BindUniformLocationTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES2_OPENGLES());
    
    ANGLE_INSTANTIATE_TEST(BindUniformLocationES31Test, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES())
    
    }  // namespace