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

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  • Author : Geoff Lang
    Date : 2017-02-21 16:48:43
    Hash : d7d526ad
    Message : Allow enabling GL_EXT_texture_filter_anisotropic. BUG=angleproject:1721 Change-Id: I7cbc734915cde7d09165a3fcfe9a6bc0d7149aff Reviewed-on: https://chromium-review.googlesource.com/445959 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/WebGLCompatibilityTest.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.
    //
    
    // WebGLCompatibilityTest.cpp : Tests of the GL_ANGLE_webgl_compatibility extension.
    
    #include "test_utils/ANGLETest.h"
    
    #include "test_utils/gl_raii.h"
    
    namespace
    {
    
    bool ConstantColorAndAlphaBlendFunctions(GLenum first, GLenum second)
    {
        return (first == GL_CONSTANT_COLOR || first == GL_ONE_MINUS_CONSTANT_COLOR) &&
               (second == GL_CONSTANT_ALPHA || second == GL_ONE_MINUS_CONSTANT_ALPHA);
    }
    
    void CheckBlendFunctions(GLenum src, GLenum dst)
    {
        if (ConstantColorAndAlphaBlendFunctions(src, dst) ||
            ConstantColorAndAlphaBlendFunctions(dst, src))
        {
            EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        }
        else
        {
            ASSERT_GL_NO_ERROR();
        }
    }
    
    }  // namespace
    
    namespace angle
    {
    
    class WebGLCompatibilityTest : public ANGLETest
    {
      protected:
        WebGLCompatibilityTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setWebGLCompatibilityEnabled(true);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
            glRequestExtensionANGLE = reinterpret_cast<PFNGLREQUESTEXTENSIONANGLEPROC>(
                eglGetProcAddress("glRequestExtensionANGLE"));
        }
    
        // Called from RenderingFeedbackLoopWithDrawBuffersEXT.
        void drawBuffersEXTFeedbackLoop(GLuint program,
                                        const std::array<GLenum, 2> &drawBuffers,
                                        GLenum expectedError);
    
        // Called from RenderingFeedbackLoopWithDrawBuffers.
        void drawBuffersFeedbackLoop(GLuint program,
                                     const std::array<GLenum, 2> &drawBuffers,
                                     GLenum expectedError);
    
        PFNGLREQUESTEXTENSIONANGLEPROC glRequestExtensionANGLE = nullptr;
    };
    
    class WebGL2CompatibilityTest : public WebGLCompatibilityTest
    {
    };
    
    // Context creation would fail if EGL_ANGLE_create_context_webgl_compatibility was not available so
    // the GL extension should always be present
    TEST_P(WebGLCompatibilityTest, ExtensionStringExposed)
    {
        EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility"));
    }
    
    // Verify that all extension entry points are available
    TEST_P(WebGLCompatibilityTest, EntryPoints)
    {
        if (extensionEnabled("GL_ANGLE_request_extension"))
        {
            EXPECT_NE(nullptr, eglGetProcAddress("glRequestExtensionANGLE"));
        }
    }
    
    // WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point.  Make sure it is usable,
    // even in ES2 contexts.
    TEST_P(WebGLCompatibilityTest, DepthStencilBindingPoint)
    {
        GLRenderbuffer renderbuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                  renderbuffer.get());
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that attempting to enable an extension that doesn't exist generates GL_INVALID_OPERATION
    TEST_P(WebGLCompatibilityTest, EnableExtensionValidation)
    {
        glRequestExtensionANGLE("invalid_extension_string");
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Test enabling the GL_OES_element_index_uint extension
    TEST_P(WebGLCompatibilityTest, EnableExtensionUintIndices)
    {
        if (getClientMajorVersion() != 2)
        {
            // This test only works on ES2 where uint indices are not available by default
            return;
        }
    
        EXPECT_FALSE(extensionEnabled("GL_OES_element_index_uint"));
    
        GLBuffer indexBuffer;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
    
        GLuint data[] = {0, 1, 2, 1, 3, 2};
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
    
        ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
                         "void main() { gl_FragColor = vec4(0, 1, 0, 1); }")
        glUseProgram(program.get());
    
        glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_INT, nullptr);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        if (extensionRequestable("GL_OES_element_index_uint"))
        {
            glRequestExtensionANGLE("GL_OES_element_index_uint");
            EXPECT_GL_NO_ERROR();
            EXPECT_TRUE(extensionEnabled("GL_OES_element_index_uint"));
    
            glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_INT, nullptr);
            EXPECT_GL_NO_ERROR();
        }
    }
    
    // Test enabling the GL_EXT_texture_filter_anisotropic extension
    TEST_P(WebGLCompatibilityTest, EnableExtensionTextureFilterAnisotropic)
    {
        EXPECT_FALSE(extensionEnabled("GL_EXT_texture_filter_anisotropic"));
    
        GLfloat maxAnisotropy = 0.0f;
        glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture.get());
        ASSERT_GL_NO_ERROR();
    
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        GLfloat currentAnisotropy = 0.0f;
        glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        if (extensionRequestable("GL_EXT_texture_filter_anisotropic"))
        {
            glRequestExtensionANGLE("GL_EXT_texture_filter_anisotropic");
            EXPECT_GL_NO_ERROR();
            EXPECT_TRUE(extensionEnabled("GL_EXT_texture_filter_anisotropic"));
    
            glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
            ASSERT_GL_NO_ERROR();
            EXPECT_GE(maxAnisotropy, 2.0f);
    
            glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &currentAnisotropy);
            ASSERT_GL_NO_ERROR();
            EXPECT_EQ(1.0f, currentAnisotropy);
    
            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0f);
            ASSERT_GL_NO_ERROR();
        }
    }
    
    // Verify that shaders are of a compatible spec when the extension is enabled.
    TEST_P(WebGLCompatibilityTest, ExtensionCompilerSpec)
    {
        EXPECT_TRUE(extensionEnabled("GL_ANGLE_webgl_compatibility"));
    
        // Use of reserved _webgl prefix should fail when the shader specification is for WebGL.
        const std::string &vert =
            "struct Foo {\n"
            "    int _webgl_bar;\n"
            "};\n"
            "void main()\n"
            "{\n"
            "    Foo foo = Foo(1);\n"
            "}";
    
        // Default fragement shader.
        const std::string &frag =
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n"
            "}";
    
        GLuint program = CompileProgram(vert, frag);
        EXPECT_EQ(0u, program);
        glDeleteProgram(program);
    }
    
    // Test that client-side array buffers are forbidden in WebGL mode
    TEST_P(WebGLCompatibilityTest, ForbidsClientSideArrayBuffer)
    {
        const std::string &vert =
            "attribute vec3 a_pos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_pos, 1.0);\n"
            "}\n";
    
        const std::string &frag =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vert, frag);
    
        GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
        ASSERT_NE(-1, posLocation);
        glUseProgram(program.get());
    
        const auto &vertices = GetQuadVertices();
        glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 4, vertices.data());
        glEnableVertexAttribArray(posLocation);
    
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Test that client-side element array buffers are forbidden in WebGL mode
    TEST_P(WebGLCompatibilityTest, ForbidsClientSideElementBuffer)
    {
        const std::string &vert =
            "attribute vec3 a_pos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_pos, 1.0);\n"
            "}\n";
    
        const std::string &frag =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vert, frag);
    
        GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
        ASSERT_NE(-1, posLocation);
        glUseProgram(program.get());
    
        const auto &vertices = GetQuadVertices();
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(posLocation);
    
        ASSERT_GL_NO_ERROR();
    
        // Use the pointer with value of 1 for indices instead of an actual pointer because WebGL also
        // enforces that the top bit of indices must be 0 (i.e. offset >= 0) and would generate
        // GL_INVALID_VALUE in that case. Using a null pointer gets caught by another check.
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, reinterpret_cast<const void*>(intptr_t(1)));
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Tests the WebGL requirement of having the same stencil mask, writemask and ref for fron and back
    TEST_P(WebGLCompatibilityTest, RequiresSameStencilMaskAndRef)
    {
        // Run the test in an FBO to make sure we have some stencil bits.
        GLRenderbuffer renderbuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer.get());
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 32, 32);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                  renderbuffer.get());
    
        ANGLE_GL_PROGRAM(program, "void main() { gl_Position = vec4(0, 0, 0, 1); }",
                         "void main() { gl_FragColor = vec4(0, 1, 0, 1); }")
        glUseProgram(program.get());
        ASSERT_GL_NO_ERROR();
    
        // Having ref and mask the same for front and back is valid.
        glStencilMask(255);
        glStencilFunc(GL_ALWAYS, 0, 255);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Having a different front - back write mask generates an error.
        glStencilMaskSeparate(GL_FRONT, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Setting both write masks separately to the same value is valid.
        glStencilMaskSeparate(GL_BACK, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Having a different stencil front - back mask generates an error
        glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Setting both masks separately to the same value is valid.
        glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Having a different stencil front - back reference generates an error
        glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 255, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Setting both references separately to the same value is valid.
        glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 255, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Using different stencil funcs, everything being equal is valid.
        glStencilFuncSeparate(GL_BACK, GL_NEVER, 255, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that GL_FIXED is forbidden
    TEST_P(WebGLCompatibilityTest, ForbidsGLFixed)
    {
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
        glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
    
        glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
        ASSERT_GL_NO_ERROR();
    
        glVertexAttribPointer(0, 1, GL_FIXED, GL_FALSE, 0, nullptr);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    }
    
    // Test the WebGL limit of 255 for the attribute stride
    TEST_P(WebGLCompatibilityTest, MaxStride)
    {
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
        glBufferData(GL_ARRAY_BUFFER, 1024, nullptr, GL_STATIC_DRAW);
    
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 255, nullptr);
        ASSERT_GL_NO_ERROR();
    
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 256, nullptr);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    }
    
    // Test the checks for OOB reads in the vertex buffers, non-instanced version
    TEST_P(WebGLCompatibilityTest, DrawArraysBufferOutOfBoundsNonInstanced)
    {
        const std::string &vert =
            "attribute float a_pos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
            "}\n";
    
        const std::string &frag =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vert, frag);
    
        GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
        ASSERT_NE(-1, posLocation);
        glUseProgram(program.get());
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
        glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
    
        glEnableVertexAttribArray(posLocation);
    
        const uint8_t* zeroOffset = nullptr;
    
        // Test touching the last element is valid.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
        glDrawArrays(GL_POINTS, 0, 4);
        ASSERT_GL_NO_ERROR();
    
        // Test touching the last element + 1 is invalid.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
        glDrawArrays(GL_POINTS, 0, 4);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Test touching the last element is valid, using a stride.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
        glDrawArrays(GL_POINTS, 0, 4);
        ASSERT_GL_NO_ERROR();
    
        // Test touching the last element + 1 is invalid, using a stride.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
        glDrawArrays(GL_POINTS, 0, 4);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Test any offset is valid if no vertices are drawn.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
        glDrawArrays(GL_POINTS, 0, 0);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test the checks for OOB reads in the index buffer
    TEST_P(WebGLCompatibilityTest, DrawElementsBufferOutOfBoundsInIndexBuffer)
    {
        const std::string &vert =
            "attribute float a_pos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
            "}\n";
    
        const std::string &frag =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vert, frag);
    
        GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
        ASSERT_NE(-1, posLocation);
        glUseProgram(program.get());
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
        glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
    
        glEnableVertexAttribArray(posLocation);
    
        const uint8_t *zeroOffset   = nullptr;
        const uint8_t zeroIndices[] = {0, 0, 0, 0, 0, 0, 0, 0};
    
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset);
    
        GLBuffer indexBuffer;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(zeroIndices), zeroIndices, GL_STATIC_DRAW);
        ASSERT_GL_NO_ERROR();
    
        // Test touching the last index is valid
        glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
        ASSERT_GL_NO_ERROR();
    
        // Test touching the last + 1 element is invalid
        glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 5);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Test any offset if valid if count is zero
        glDrawElements(GL_POINTS, 0, GL_UNSIGNED_BYTE, zeroOffset + 42);
        ASSERT_GL_NO_ERROR();
    
        // Test touching the first index is valid
        glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset + 4);
        ASSERT_GL_NO_ERROR();
    
        // Test touching the first - 1 index is invalid
        // The error ha been specified to be INVALID_VALUE instead of INVALID_OPERATION because it was
        // the historic behavior of WebGL implementations
        glDrawElements(GL_POINTS, 4, GL_UNSIGNED_BYTE, zeroOffset - 1);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    }
    
    // Test depth range with 'near' more or less than 'far.'
    TEST_P(WebGLCompatibilityTest, DepthRange)
    {
        glDepthRangef(0, 1);
        ASSERT_GL_NO_ERROR();
    
        glDepthRangef(.5, .5);
        ASSERT_GL_NO_ERROR();
    
        glDepthRangef(1, 0);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Test all blend function combinations.
    // In WebGL it is invalid to combine constant color with constant alpha.
    TEST_P(WebGLCompatibilityTest, BlendWithConstantColor)
    {
        constexpr GLenum srcFunc[] = {
            GL_ZERO,
            GL_ONE,
            GL_SRC_COLOR,
            GL_ONE_MINUS_SRC_COLOR,
            GL_DST_COLOR,
            GL_ONE_MINUS_DST_COLOR,
            GL_SRC_ALPHA,
            GL_ONE_MINUS_SRC_ALPHA,
            GL_DST_ALPHA,
            GL_ONE_MINUS_DST_ALPHA,
            GL_CONSTANT_COLOR,
            GL_ONE_MINUS_CONSTANT_COLOR,
            GL_CONSTANT_ALPHA,
            GL_ONE_MINUS_CONSTANT_ALPHA,
            GL_SRC_ALPHA_SATURATE,
        };
    
        constexpr GLenum dstFunc[] = {
            GL_ZERO,           GL_ONE,
            GL_SRC_COLOR,      GL_ONE_MINUS_SRC_COLOR,
            GL_DST_COLOR,      GL_ONE_MINUS_DST_COLOR,
            GL_SRC_ALPHA,      GL_ONE_MINUS_SRC_ALPHA,
            GL_DST_ALPHA,      GL_ONE_MINUS_DST_ALPHA,
            GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR,
            GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA,
        };
    
        for (GLenum src : srcFunc)
        {
            for (GLenum dst : dstFunc)
            {
                glBlendFunc(src, dst);
                CheckBlendFunctions(src, dst);
                glBlendFuncSeparate(src, dst, GL_ONE, GL_ONE);
                CheckBlendFunctions(src, dst);
            }
        }
    }
    
    // Test the checks for OOB reads in the vertex buffers, instanced version
    TEST_P(WebGL2CompatibilityTest, DrawArraysBufferOutOfBoundsInstanced)
    {
        const std::string &vert =
            "attribute float a_pos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_pos, a_pos, a_pos, 1.0);\n"
            "}\n";
    
        const std::string &frag =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vert, frag);
    
        GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
        ASSERT_NE(-1, posLocation);
        glUseProgram(program.get());
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer.get());
        glBufferData(GL_ARRAY_BUFFER, 16, nullptr, GL_STATIC_DRAW);
    
        glEnableVertexAttribArray(posLocation);
        glVertexAttribDivisor(posLocation, 1);
    
        const uint8_t* zeroOffset = nullptr;
    
        // Test touching the last element is valid.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 12);
        glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
        ASSERT_GL_NO_ERROR();
    
        // Test touching the last element + 1 is invalid.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 13);
        glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Test touching the last element is valid, using a stride.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 9);
        glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
        ASSERT_GL_NO_ERROR();
    
        // Test touching the last element + 1 is invalid, using a stride.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 2, zeroOffset + 10);
        glDrawArraysInstanced(GL_POINTS, 0, 1, 4);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Test any offset is valid if no vertices are drawn.
        glVertexAttribPointer(0, 1, GL_UNSIGNED_BYTE, GL_FALSE, 0, zeroOffset + 32);
        glDrawArraysInstanced(GL_POINTS, 0, 1, 0);
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests that NPOT is not enabled by default in WebGL 1 and that it can be enabled
    TEST_P(WebGLCompatibilityTest, NPOT)
    {
        EXPECT_FALSE(extensionEnabled("GL_OES_texture_npot"));
    
        // Create a texture and set an NPOT mip 0, should always be acceptable.
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture.get());
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        ASSERT_GL_NO_ERROR();
    
        // Try setting an NPOT mip 1 and verify the error if WebGL 1
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        if (getClientMajorVersion() < 3)
        {
            ASSERT_GL_ERROR(GL_INVALID_VALUE);
        }
        else
        {
            ASSERT_GL_NO_ERROR();
        }
    
        if (extensionRequestable("GL_OES_texture_npot"))
        {
            glRequestExtensionANGLE("GL_OES_texture_npot");
            ASSERT_GL_NO_ERROR();
    
            // Try again to set NPOT mip 1
            glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 5, 5, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
            ASSERT_GL_NO_ERROR();
        }
    }
    
    template <typename T>
    void FillTexture2D(GLuint texture,
                       GLsizei width,
                       GLsizei height,
                       const T &onePixelData,
                       GLint level,
                       GLint internalFormat,
                       GLenum format,
                       GLenum type)
    {
        std::vector<T> allPixelsData(width * height, onePixelData);
    
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, 0, format, type,
                     allPixelsData.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    }
    
    // Test that unset gl_Position defaults to (0,0,0,0).
    TEST_P(WebGLCompatibilityTest, DefaultPosition)
    {
        // Draw a quad where each vertex is red if gl_Position is (0,0,0,0) before it is set,
        // and green otherwise.  The center of each quadrant will be red if and only if all
        // four corners are red.
        const std::string vertexShader =
            "attribute vec3 pos;\n"
            "varying vec4 color;\n"
            "void main() {\n"
            "    if (gl_Position == vec4(0,0,0,0)) {\n"
            "        color = vec4(1,0,0,1);\n"
            "    } else {\n"
            "        color = vec4(0,1,0,1);\n"
            "    }\n"
            "    gl_Position = vec4(pos,1);\n"
            "}\n";
    
        const std::string fragmentShader =
            "precision mediump float;\n"
            "varying vec4 color;\n"
            "void main() {\n"
            "    gl_FragColor = color;\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
        drawQuad(program.get(), "pos", 0.0f, 1.0f, true);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 1 / 4, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 1 / 4, getWindowHeight() * 3 / 4, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 1 / 4, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() * 3 / 4, getWindowHeight() * 3 / 4, GLColor::red);
    }
    
    // Tests that a rendering feedback loop triggers a GL error under WebGL.
    // Based on WebGL test conformance/renderbuffers/feedback-loop.html.
    TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoop)
    {
        const std::string vertexShader =
            "attribute vec4 a_position;\n"
            "varying vec2 v_texCoord;\n"
            "void main() {\n"
            "    gl_Position = a_position;\n"
            "    v_texCoord = (a_position.xy * 0.5) + 0.5;\n"
            "}\n";
    
        const std::string fragmentShader =
            "precision mediump float;\n"
            "varying vec2 v_texCoord;\n"
            "uniform sampler2D u_texture;\n"
            "void main() {\n"
            "    // Shader swizzles color channels so we can tell if the draw succeeded.\n"
            "    gl_FragColor = texture2D(u_texture, v_texCoord).gbra;\n"
            "}\n";
    
        GLTexture texture;
        FillTexture2D(texture.get(), 1, 1, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
    
        ASSERT_GL_NO_ERROR();
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
    
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
    
        GLint uniformLoc = glGetUniformLocation(program.get(), "u_texture");
        ASSERT_NE(-1, uniformLoc);
    
        glUseProgram(program.get());
        glUniform1i(uniformLoc, 0);
        glDisable(GL_BLEND);
        glDisable(GL_DEPTH_TEST);
        ASSERT_GL_NO_ERROR();
    
        // Drawing with a texture that is also bound to the current framebuffer should fail
        glBindTexture(GL_TEXTURE_2D, texture.get());
        drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Ensure that the texture contents did not change after the previous render
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Drawing when texture is bound to an inactive uniform should succeed
        GLTexture texture2;
        FillTexture2D(texture2.get(), 1, 1, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
    
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture.get());
        drawQuad(program.get(), "a_position", 0.5f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Test for the max draw buffers and color attachments.
    TEST_P(WebGLCompatibilityTest, MaxDrawBuffersAttachmentPoints)
    {
        // This test only applies to ES2.
        if (getClientMajorVersion() != 2)
        {
            return;
        }
    
        GLFramebuffer fbo[2];
        glBindFramebuffer(GL_FRAMEBUFFER, fbo[0].get());
    
        // Test that is valid when we bind with a single attachment point.
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture.get());
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
        ASSERT_GL_NO_ERROR();
    
        // Test that enabling the draw buffers extension will allow us to bind with a non-zero
        // attachment point.
        if (extensionRequestable("GL_EXT_draw_buffers"))
        {
            glRequestExtensionANGLE("GL_EXT_draw_buffers");
            EXPECT_GL_NO_ERROR();
            EXPECT_TRUE(extensionEnabled("GL_EXT_draw_buffers"));
    
            glBindFramebuffer(GL_FRAMEBUFFER, fbo[1].get());
    
            GLTexture texture2;
            glBindTexture(GL_TEXTURE_2D, texture2.get());
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, texture2.get(),
                                   0);
            ASSERT_GL_NO_ERROR();
        }
    }
    
    // Test that the offset in the index buffer is forced to be a multiple of the element size
    TEST_P(WebGLCompatibilityTest, DrawElementsOffsetRestriction)
    {
        const std::string &vert =
            "attribute vec3 a_pos;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(a_pos, 1.0);\n"
            "}\n";
    
        const std::string &frag =
            "precision highp float;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, vert, frag);
    
        GLint posLocation = glGetAttribLocation(program.get(), "a_pos");
        ASSERT_NE(-1, posLocation);
        glUseProgram(program.get());
    
        const auto &vertices = GetQuadVertices();
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer.get());
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(posLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(posLocation);
    
        GLBuffer indexBuffer;
        const GLubyte indices[] = {0, 0, 0, 0, 0, 0, 0};
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer.get());
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    
        ASSERT_GL_NO_ERROR();
    
        const char *zeroIndices = nullptr;
    
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, zeroIndices);
        ASSERT_GL_NO_ERROR();
    
        glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, zeroIndices);
        ASSERT_GL_NO_ERROR();
    
        glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, zeroIndices + 1);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Test that the offset and stride in the vertex buffer is forced to be a multiple of the element
    // size
    TEST_P(WebGLCompatibilityTest, VertexAttribPointerOffsetRestriction)
    {
        const char *zeroOffset = nullptr;
    
        // Base case, vector of two floats
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset);
        ASSERT_GL_NO_ERROR();
    
        // Test setting a non-multiple offset
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 1);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 2);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, zeroOffset + 3);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Test setting a non-multiple stride
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 1, zeroOffset);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2, zeroOffset);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3, zeroOffset);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    void WebGLCompatibilityTest::drawBuffersEXTFeedbackLoop(GLuint program,
                                                            const std::array<GLenum, 2> &drawBuffers,
                                                            GLenum expectedError)
    {
        glDrawBuffersEXT(2, drawBuffers.data());
    
        // Make sure framebuffer is complete before feedback loop detection
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        drawQuad(program, "aPosition", 0.5f, 1.0f, true);
    
        // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
        // it should be NO_ERROR"
        EXPECT_GL_ERROR(expectedError);
    }
    
    // This tests that rendering feedback loops works as expected with GL_EXT_draw_buffers.
    // Based on WebGL test conformance/extensions/webgl-draw-buffers-feedback-loop.html
    TEST_P(WebGLCompatibilityTest, RenderingFeedbackLoopWithDrawBuffersEXT)
    {
        const std::string vertexShader =
            "attribute vec4 aPosition;\n"
            "varying vec2 texCoord;\n"
            "void main() {\n"
            "    gl_Position = aPosition;\n"
            "    texCoord = (aPosition.xy * 0.5) + 0.5;\n"
            "}\n";
    
        const std::string fragmentShader =
            "#extension GL_EXT_draw_buffers : require\n"
            "precision mediump float;\n"
            "uniform sampler2D tex;\n"
            "varying vec2 texCoord;\n"
            "void main() {\n"
            "    gl_FragData[0] = texture2D(tex, texCoord);\n"
            "    gl_FragData[1] = texture2D(tex, texCoord);\n"
            "}\n";
    
        GLsizei width  = 8;
        GLsizei height = 8;
    
        // This shader cannot be run in ES3, because WebGL 2 does not expose the draw buffers
        // extension and gl_FragData semantics are changed to enforce indexing by zero always.
        // TODO(jmadill): This extension should be disabled in WebGL 2 contexts.
        if (/*!extensionEnabled("GL_EXT_draw_buffers")*/ getClientMajorVersion() != 2)
        {
            // No WEBGL_draw_buffers support -- this is legal.
            return;
        }
    
        GLint maxDrawBuffers = 0;
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
    
        if (maxDrawBuffers < 2)
        {
            std::cout << "Test skipped because MAX_DRAW_BUFFERS is too small." << std::endl;
            return;
        }
    
        ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
        glUseProgram(program.get());
        glViewport(0, 0, width, height);
    
        GLTexture tex0;
        GLTexture tex1;
        GLFramebuffer fbo;
        FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
        FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
        ASSERT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, tex1.get());
        GLint texLoc = glGetUniformLocation(program.get(), "tex");
        ASSERT_NE(-1, texLoc);
        glUniform1i(texLoc, 0);
        ASSERT_GL_NO_ERROR();
    
        // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
        glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
    
        drawBuffersEXTFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}},
                                   GL_INVALID_OPERATION);
        drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
                                   GL_INVALID_OPERATION);
        drawBuffersEXTFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR);
    }
    
    // Test tests that texture copying feedback loops are properly rejected in WebGL.
    // Based on the WebGL test conformance/textures/misc/texture-copying-feedback-loops.html
    TEST_P(WebGLCompatibilityTest, TextureCopyingFeedbackLoops)
    {
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture.get());
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
        GLTexture texture2;
        glBindTexture(GL_TEXTURE_2D, texture2.get());
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.get(), 0);
    
        // framebuffer should be FRAMEBUFFER_COMPLETE.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
        ASSERT_GL_NO_ERROR();
    
        // testing copyTexImage2D
    
        // copyTexImage2D to same texture but different level
        glBindTexture(GL_TEXTURE_2D, texture.get());
        glCopyTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 0, 0, 2, 2, 0);
        EXPECT_GL_NO_ERROR();
    
        // copyTexImage2D to same texture same level, invalid feedback loop
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // copyTexImage2D to different texture
        glBindTexture(GL_TEXTURE_2D, texture2.get());
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 2, 2, 0);
        EXPECT_GL_NO_ERROR();
    
        // testing copyTexSubImage2D
    
        // copyTexSubImage2D to same texture but different level
        glBindTexture(GL_TEXTURE_2D, texture.get());
        glCopyTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, 0, 0, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        // copyTexSubImage2D to same texture same level, invalid feedback loop
        glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // copyTexSubImage2D to different texture
        glBindTexture(GL_TEXTURE_2D, texture2.get());
        glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
        EXPECT_GL_NO_ERROR();
    }
    
    void WebGLCompatibilityTest::drawBuffersFeedbackLoop(GLuint program,
                                                         const std::array<GLenum, 2> &drawBuffers,
                                                         GLenum expectedError)
    {
        glDrawBuffers(2, drawBuffers.data());
    
        // Make sure framebuffer is complete before feedback loop detection
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        drawQuad(program, "aPosition", 0.5f, 1.0f, true);
    
        // "Rendering to a texture where it samples from should geneates INVALID_OPERATION. Otherwise,
        // it should be NO_ERROR"
        EXPECT_GL_ERROR(expectedError);
    }
    
    // Tests invariance matching rules between built in varyings.
    // Based on WebGL test conformance/glsl/misc/shaders-with-invariance.html.
    TEST_P(WebGLCompatibilityTest, BuiltInInvariant)
    {
        const std::string vertexShaderVariant =
            "varying vec4 v_varying;\n"
            "void main()\n"
            "{\n"
            "    gl_PointSize = 1.0;\n"
            "    gl_Position = v_varying;\n"
            "}";
        const std::string fragmentShaderInvariantGlFragCoord =
            "invariant gl_FragCoord;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = gl_FragCoord;\n"
            "}";
        const std::string fragmentShaderInvariantGlPointCoord =
            "invariant gl_PointCoord;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(gl_PointCoord, 0.0, 0.0);\n"
            "}";
    
        GLuint program = CompileProgram(vertexShaderVariant, fragmentShaderInvariantGlFragCoord);
        EXPECT_EQ(0u, program);
    
        program = CompileProgram(vertexShaderVariant, fragmentShaderInvariantGlPointCoord);
        EXPECT_EQ(0u, program);
    }
    
    // This tests that rendering feedback loops works as expected with WebGL 2.
    // Based on WebGL test conformance2/rendering/rendering-sampling-feedback-loop.html
    TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDrawBuffers)
    {
        const std::string vertexShader =
            "#version 300 es\n"
            "in vec4 aPosition;\n"
            "out vec2 texCoord;\n"
            "void main() {\n"
            "    gl_Position = aPosition;\n"
            "    texCoord = (aPosition.xy * 0.5) + 0.5;\n"
            "}\n";
    
        const std::string fragmentShader =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform sampler2D tex;\n"
            "in vec2 texCoord;\n"
            "out vec4 oColor;\n"
            "void main() {\n"
            "    oColor = texture(tex, texCoord);\n"
            "}\n";
    
        GLsizei width  = 8;
        GLsizei height = 8;
    
        GLint maxDrawBuffers = 0;
        glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
        // ES3 requires a minimum value of 4 for MAX_DRAW_BUFFERS.
        ASSERT_GE(maxDrawBuffers, 2);
    
        ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
        glUseProgram(program.get());
        glViewport(0, 0, width, height);
    
        GLTexture tex0;
        GLTexture tex1;
        GLFramebuffer fbo;
        FillTexture2D(tex0.get(), width, height, GLColor::red, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
        FillTexture2D(tex1.get(), width, height, GLColor::green, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
        ASSERT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, tex1.get());
        GLint texLoc = glGetUniformLocation(program.get(), "tex");
        ASSERT_NE(-1, texLoc);
        glUniform1i(texLoc, 0);
    
        // The sampling texture is bound to COLOR_ATTACHMENT1 during resource allocation
        glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex1.get(), 0);
        ASSERT_GL_NO_ERROR();
    
        drawBuffersFeedbackLoop(program.get(), {{GL_NONE, GL_COLOR_ATTACHMENT1}}, GL_INVALID_OPERATION);
        drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1}},
                                GL_INVALID_OPERATION);
        drawBuffersFeedbackLoop(program.get(), {{GL_COLOR_ATTACHMENT0, GL_NONE}}, GL_NO_ERROR);
    }
    
    // This test covers detection of rendering feedback loops between the FBO and a depth Texture.
    // Based on WebGL test conformance2/rendering/depth-stencil-feedback-loop.html
    TEST_P(WebGL2CompatibilityTest, RenderingFeedbackLoopWithDepthStencil)
    {
        const std::string vertexShader =
            "#version 300 es\n"
            "in vec4 aPosition;\n"
            "out vec2 texCoord;\n"
            "void main() {\n"
            "    gl_Position = aPosition;\n"
            "    texCoord = (aPosition.xy * 0.5) + 0.5;\n"
            "}\n";
    
        const std::string fragmentShader =
            "#version 300 es\n"
            "precision mediump float;\n"
            "uniform sampler2D tex;\n"
            "in vec2 texCoord;\n"
            "out vec4 oColor;\n"
            "void main() {\n"
            "    oColor = texture(tex, texCoord);\n"
            "}\n";
    
        GLsizei width  = 8;
        GLsizei height = 8;
    
        ANGLE_GL_PROGRAM(program, vertexShader, fragmentShader);
        glUseProgram(program.get());
    
        glViewport(0, 0, width, height);
    
        GLint texLoc = glGetUniformLocation(program.get(), "tex");
        glUniform1i(texLoc, 0);
    
        // Create textures and allocate storage
        GLTexture tex0;
        GLTexture tex1;
        GLRenderbuffer rb;
        FillTexture2D(tex0.get(), width, height, GLColor::black, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
        FillTexture2D(tex1.get(), width, height, 0x80, 0, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
                      GL_UNSIGNED_INT);
        glBindRenderbuffer(GL_RENDERBUFFER, rb.get());
        glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
        ASSERT_GL_NO_ERROR();
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo.get());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex0.get(), 0);
    
        // Test rendering and sampling feedback loop for depth buffer
        glBindTexture(GL_TEXTURE_2D, tex1.get());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex1.get(), 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // The same image is used as depth buffer during rendering.
        glEnable(GL_DEPTH_TEST);
        drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // The same image is used as depth buffer. But depth mask is false.
        glDepthMask(GL_FALSE);
        drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
        EXPECT_GL_NO_ERROR();
    
        // The same image is used as depth buffer. But depth test is not enabled during rendering.
        glDepthMask(GL_TRUE);
        glDisable(GL_DEPTH_TEST);
        drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
        EXPECT_GL_NO_ERROR();
    
        // Test rendering and sampling feedback loop for stencil buffer
        glBindTexture(GL_RENDERBUFFER, rb.get());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb.get());
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
        constexpr GLint stencilClearValue = 0x40;
        glClearBufferiv(GL_STENCIL, 0, &stencilClearValue);
    
        // The same image is used as stencil buffer during rendering.
        glEnable(GL_STENCIL_TEST);
        drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // The same image is used as stencil buffer. But stencil mask is zero.
        glStencilMask(0x0);
        drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
        EXPECT_GL_NO_ERROR();
    
        // The same image is used as stencil buffer. But stencil test is not enabled during rendering.
        glStencilMask(0xffff);
        glDisable(GL_STENCIL_TEST);
        drawQuad(program.get(), "aPosition", 0.5f, 1.0f, true);
        EXPECT_GL_NO_ERROR();
    }
    
    // The source and the target for CopyTexSubImage3D are the same 3D texture.
    // But the level of the 3D texture != the level of the read attachment.
    TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLevels)
    {
        GLTexture texture;
        GLFramebuffer framebuffer;
    
        glBindTexture(GL_TEXTURE_3D, texture.get());
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
    
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 0);
        ASSERT_GL_NO_ERROR();
    
        glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
        EXPECT_GL_NO_ERROR();
    }
    
    // The source and the target for CopyTexSubImage3D are the same 3D texture.
    // But the zoffset of the 3D texture != the layer of the read attachment.
    TEST_P(WebGL2CompatibilityTest, NoTextureCopyingFeedbackLoopBetween3DLayers)
    {
        GLTexture texture;
        GLFramebuffer framebuffer;
    
        glBindTexture(GL_TEXTURE_3D, texture.get());
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
    
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 0, 1);
        ASSERT_GL_NO_ERROR();
    
        glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 2, 2);
        EXPECT_GL_NO_ERROR();
    }
    
    // The source and the target for CopyTexSubImage3D are the same 3D texture.
    // And the level / zoffset of the 3D texture is equal to the level / layer of the read attachment.
    TEST_P(WebGL2CompatibilityTest, TextureCopyingFeedbackLoop3D)
    {
        GLTexture texture;
        GLFramebuffer framebuffer;
    
        glBindTexture(GL_TEXTURE_3D, texture.get());
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
    
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 4, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3D(GL_TEXTURE_3D, 2, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.get(), 1, 0);
        ASSERT_GL_NO_ERROR();
    
        glCopyTexSubImage3D(GL_TEXTURE_3D, 1, 0, 0, 0, 0, 0, 2, 2);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(WebGLCompatibilityTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES3_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES());
    
    ANGLE_INSTANTIATE_TEST(WebGL2CompatibilityTest, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    }  // namespace