Edit

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

Branch :

  • Show log

    Commit

  • Author : Olli Etuaho
    Date : 2017-08-09 18:52:59
    Hash : c2157a09
    Message : HLSL: Fix handling nested structs in interface blocks Make sure that the type definitions for nested structs get added to the HLSL header, and that the std140 padding information gets recorded. Prior to this trying to use nested structs in interface blocks crashed. BUG=angleproject:2084 TEST=angle_end2end_tests Change-Id: If57870285c6feaf0c2e462f98f50f20730dd6470 Reviewed-on: https://chromium-review.googlesource.com/608449 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • src/tests/gl_tests/UniformBufferTest.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;
    
    namespace
    {
    
    class UniformBufferTest : public ANGLETest
    {
      protected:
        UniformBufferTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            mVertexShaderSource = SHADER_SOURCE(#version 300 es\n in vec4 position;
                                                void main() { gl_Position = position; });
            mFragmentShaderSource =
                SHADER_SOURCE(#version 300 es\n precision highp float; uniform uni { vec4 color; };
    
                              out vec4 fragColor;
    
                              void main() { fragColor = color; });
    
            mProgram = CompileProgram(mVertexShaderSource, mFragmentShaderSource);
            ASSERT_NE(mProgram, 0u);
    
            mUniformBufferIndex = glGetUniformBlockIndex(mProgram, "uni");
            ASSERT_NE(mUniformBufferIndex, -1);
    
            glGenBuffers(1, &mUniformBuffer);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteBuffers(1, &mUniformBuffer);
            glDeleteProgram(mProgram);
            ANGLETest::TearDown();
        }
    
        std::string mVertexShaderSource;
        std::string mFragmentShaderSource;
        GLuint mProgram;
        GLint mUniformBufferIndex;
        GLuint mUniformBuffer;
    };
    
    // Basic UBO functionality.
    TEST_P(UniformBufferTest, Simple)
    {
        glClear(GL_COLOR_BUFFER_BIT);
        float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f};
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, sizeof(float) * 4, floatData, GL_STATIC_DRAW);
    
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer);
    
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
        drawQuad(mProgram, "position", 0.5f);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1);
    }
    
    // Test that using a UBO with a non-zero offset and size actually works.
    // The first step of this test renders a color from a UBO with a zero offset.
    // The second step renders a color from a UBO with a non-zero offset.
    TEST_P(UniformBufferTest, UniformBufferRange)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        // Query the uniform buffer alignment requirement
        GLint alignment;
        glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment);
    
        GLint64 maxUniformBlockSize;
        glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize);
        if (alignment >= maxUniformBlockSize)
        {
            // ANGLE doesn't implement UBO offsets for this platform.
            // Ignore the test case.
            return;
        }
    
        ASSERT_GL_NO_ERROR();
    
        // Let's create a buffer which contains two vec4.
        GLuint vec4Size = 4 * sizeof(float);
        GLuint stride   = 0;
        do
        {
            stride += alignment;
        } while (stride < vec4Size);
    
        std::vector<char> v(2 * stride);
        float *first  = reinterpret_cast<float *>(v.data());
        float *second = reinterpret_cast<float *>(v.data() + stride);
    
        first[0] = 10.f / 255.f;
        first[1] = 20.f / 255.f;
        first[2] = 30.f / 255.f;
        first[3] = 40.f / 255.f;
    
        second[0] = 110.f / 255.f;
        second[1] = 120.f / 255.f;
        second[2] = 130.f / 255.f;
        second[3] = 140.f / 255.f;
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        // We use on purpose a size which is not a multiple of the alignment.
        glBufferData(GL_UNIFORM_BUFFER, stride + vec4Size, v.data(), GL_STATIC_DRAW);
    
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
    
        EXPECT_GL_NO_ERROR();
    
        // Bind the first part of the uniform buffer and draw
        // Use a size which is smaller than the alignment to check
        // to check that this case is handle correctly in the conversion to 11.1.
        glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, 0, vec4Size);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40);
    
        // Bind the second part of the uniform buffer and draw
        // Furthermore the D3D11.1 backend will internally round the vec4Size (16 bytes) to a stride
        // (256 bytes) hence it will try to map the range [stride, 2 * stride] which is out-of-bound of
        // the buffer bufferSize = stride + vec4Size < 2 * stride. Ensure that this behaviour works.
        glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, stride, vec4Size);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 110, 120, 130, 140);
    }
    
    // Test uniform block bindings.
    TEST_P(UniformBufferTest, UniformBufferBindings)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        ASSERT_GL_NO_ERROR();
    
        // Let's create a buffer which contains one vec4.
        GLuint vec4Size = 4 * sizeof(float);
        std::vector<char> v(vec4Size);
        float *first = reinterpret_cast<float *>(v.data());
    
        first[0] = 10.f / 255.f;
        first[1] = 20.f / 255.f;
        first[2] = 30.f / 255.f;
        first[3] = 40.f / 255.f;
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW);
    
        EXPECT_GL_NO_ERROR();
    
        // Try to bind the buffer to binding point 2
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 2);
        glBindBufferBase(GL_UNIFORM_BUFFER, 2, mUniformBuffer);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40);
    
        // Clear the framebuffer
        glClearColor(0.0, 0.0, 0.0, 0.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(px, py, 0, 0, 0, 0);
    
        // Try to bind the buffer to another binding point
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 5);
        glBindBufferBase(GL_UNIFORM_BUFFER, 5, mUniformBuffer);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40);
    }
    
    // Test that ANGLE handles used but unbound UBO.
    // TODO: A test case shouldn't depend on the error code of an undefined behaviour. Move this to unit
    // tests of the validation layer.
    TEST_P(UniformBufferTest, UnboundUniformBuffer)
    {
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
        EXPECT_GL_NO_ERROR();
    
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Update a UBO many time and verify that ANGLE uses the latest version of the data.
    // https://code.google.com/p/angleproject/issues/detail?id=965
    TEST_P(UniformBufferTest, UniformBufferManyUpdates)
    {
        // TODO(jmadill): Figure out why this fails on Intel OpenGL.
        if (IsIntel() && IsOpenGL())
        {
            std::cout << "Test skipped on Intel OpenGL." << std::endl;
            return;
        }
    
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        ASSERT_GL_NO_ERROR();
    
        float data[4];
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, sizeof(data), nullptr, GL_DYNAMIC_DRAW);
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer);
    
        EXPECT_GL_NO_ERROR();
    
        // Repeteadly update the data and draw
        for (size_t i = 0; i < 10; ++i)
        {
            data[0] = (i + 10.f) / 255.f;
            data[1] = (i + 20.f) / 255.f;
            data[2] = (i + 30.f) / 255.f;
            data[3] = (i + 40.f) / 255.f;
    
            glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(data), data);
    
            drawQuad(mProgram, "position", 0.5f);
            EXPECT_GL_NO_ERROR();
            EXPECT_PIXEL_EQ(px, py, i + 10, i + 20, i + 30, i + 40);
        }
    }
    
    // Use a large number of buffer ranges (compared to the actual size of the UBO)
    TEST_P(UniformBufferTest, ManyUniformBufferRange)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        // Query the uniform buffer alignment requirement
        GLint alignment;
        glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &alignment);
    
        GLint64 maxUniformBlockSize;
        glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &maxUniformBlockSize);
        if (alignment >= maxUniformBlockSize)
        {
            // ANGLE doesn't implement UBO offsets for this platform.
            // Ignore the test case.
            return;
        }
    
        ASSERT_GL_NO_ERROR();
    
        // Let's create a buffer which contains eight vec4.
        GLuint vec4Size = 4 * sizeof(float);
        GLuint stride   = 0;
        do
        {
            stride += alignment;
        } while (stride < vec4Size);
    
        std::vector<char> v(8 * stride);
    
        for (size_t i = 0; i < 8; ++i)
        {
            float *data = reinterpret_cast<float *>(v.data() + i * stride);
    
            data[0] = (i + 10.f) / 255.f;
            data[1] = (i + 20.f) / 255.f;
            data[2] = (i + 30.f) / 255.f;
            data[3] = (i + 40.f) / 255.f;
        }
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, v.size(), v.data(), GL_STATIC_DRAW);
    
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
    
        EXPECT_GL_NO_ERROR();
    
        // Bind each possible offset
        for (size_t i = 0; i < 8; ++i)
        {
            glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, stride);
            drawQuad(mProgram, "position", 0.5f);
            EXPECT_GL_NO_ERROR();
            EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i);
        }
    
        // Try to bind larger range
        for (size_t i = 0; i < 7; ++i)
        {
            glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, 2 * stride);
            drawQuad(mProgram, "position", 0.5f);
            EXPECT_GL_NO_ERROR();
            EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i);
        }
    
        // Try to bind even larger range
        for (size_t i = 0; i < 5; ++i)
        {
            glBindBufferRange(GL_UNIFORM_BUFFER, 0, mUniformBuffer, i * stride, 4 * stride);
            drawQuad(mProgram, "position", 0.5f);
            EXPECT_GL_NO_ERROR();
            EXPECT_PIXEL_EQ(px, py, 10 + i, 20 + i, 30 + i, 40 + i);
        }
    }
    
    // Tests that active uniforms have the right names.
    TEST_P(UniformBufferTest, ActiveUniformNames)
    {
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec2 position;\n"
            "out vec2 v;\n"
            "uniform blockName1 {\n"
            "  float f1;\n"
            "} instanceName1;\n"
            "uniform blockName2 {\n"
            "  float f2;\n"
            "} instanceName2[1];\n"
            "void main() {\n"
            "  v = vec2(instanceName1.f1, instanceName2[0].f2);\n"
            "  gl_Position = vec4(position, 0, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "in vec2 v;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "  color = vec4(v, 0, 1);\n"
            "}";
    
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        ASSERT_NE(0u, program);
    
        GLint activeUniformBlocks;
        glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks);
        ASSERT_EQ(2, activeUniformBlocks);
    
        GLuint index = glGetUniformBlockIndex(program, "blockName1");
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
    
        index = glGetUniformBlockIndex(program, "blockName2[0]");
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
    
        GLint activeUniforms;
        glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &activeUniforms);
    
        ASSERT_EQ(2, activeUniforms);
    
        GLint size;
        GLenum type;
        GLint maxLength;
        GLsizei length;
    
        glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength);
        std::vector<GLchar> strUniformNameBuffer(maxLength + 1, 0);
        const GLchar *uniformNames[1];
        uniformNames[0] = "blockName1.f1";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program, index, maxLength, &length, &size, &type, &strUniformNameBuffer[0]);
        EXPECT_EQ(1, size);
        EXPECT_GLENUM_EQ(GL_FLOAT, type);
        EXPECT_EQ("blockName1.f1", std::string(&strUniformNameBuffer[0]));
    
        uniformNames[0] = "blockName2.f2";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program, index, maxLength, &length, &size, &type, &strUniformNameBuffer[0]);
        EXPECT_EQ(1, size);
        EXPECT_GLENUM_EQ(GL_FLOAT, type);
        EXPECT_EQ("blockName2.f2", std::string(&strUniformNameBuffer[0]));
    }
    
    // Tests active uniforms and blocks when the layout is std140, shared and packed.
    TEST_P(UniformBufferTest, ActiveUniformNumberAndName)
    {
        const std::string &vertexShaderSource =
            "#version 300 es\n"
            "in vec2 position;\n"
            "out float v;\n"
            "struct S {\n"
            "  highp ivec3 a;\n"
            "  mediump ivec2 b[4];\n"
            "};\n"
            "layout(std140) uniform blockName0 {\n"
            "  S s0;\n"
            "  lowp vec2 v0;\n"
            "  S s1[2];\n"
            "  highp uint u0;\n"
            "};\n"
            "layout(std140) uniform blockName1 {\n"
            "  float f1;\n"
            "  bool b1;\n"
            "} instanceName1;\n"
            "layout(shared) uniform blockName2 {\n"
            "  float f2;\n"
            "};\n"
            "layout(packed) uniform blockName3 {\n"
            "  float f3;\n"
            "};\n"
            "void main() {\n"
            "  v = instanceName1.f1;\n"
            "  gl_Position = vec4(position, 0, 1);\n"
            "}";
    
        const std::string &fragmentShaderSource =
            "#version 300 es\n"
            "precision highp float;\n"
            "in float v;\n"
            "out vec4 color;\n"
            "void main() {\n"
            "  color = vec4(v, 0, 0, 1);\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
    
        // Note that the packed |blockName3| might (or might not) be optimized out.
        GLint activeUniforms;
        glGetProgramiv(program.get(), GL_ACTIVE_UNIFORMS, &activeUniforms);
        EXPECT_GE(activeUniforms, 11);
    
        GLint activeUniformBlocks;
        glGetProgramiv(program.get(), GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks);
        EXPECT_GE(activeUniformBlocks, 3);
    
        GLint maxLength, size;
        GLenum type;
        GLsizei length;
        GLuint index;
        const GLchar *uniformNames[1];
        glGetProgramiv(program.get(), GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength);
        std::vector<GLchar> strBuffer(maxLength + 1, 0);
    
        uniformNames[0] = "s0.a";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]);
        EXPECT_EQ(1, size);
        EXPECT_EQ("s0.a", std::string(&strBuffer[0]));
    
        uniformNames[0] = "s0.b[0]";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(4, size);
        EXPECT_EQ("s0.b[0]", std::string(&strBuffer[0]));
    
        uniformNames[0] = "v0";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("v0", std::string(&strBuffer[0]));
    
        uniformNames[0] = "s1[0].a";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("s1[0].a", std::string(&strBuffer[0]));
    
        uniformNames[0] = "s1[0].b[0]";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(4, size);
        EXPECT_EQ("s1[0].b[0]", std::string(&strBuffer[0]));
    
        uniformNames[0] = "s1[1].a";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("s1[1].a", std::string(&strBuffer[0]));
    
        uniformNames[0] = "s1[1].b[0]";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(4, size);
        EXPECT_EQ("s1[1].b[0]", std::string(&strBuffer[0]));
    
        uniformNames[0] = "u0";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("u0", std::string(&strBuffer[0]));
    
        uniformNames[0] = "blockName1.f1";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("blockName1.f1", std::string(&strBuffer[0]));
    
        uniformNames[0] = "blockName1.b1";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("blockName1.b1", std::string(&strBuffer[0]));
    
        uniformNames[0] = "f2";
        glGetUniformIndices(program, 1, uniformNames, &index);
        EXPECT_NE(GL_INVALID_INDEX, index);
        ASSERT_GL_NO_ERROR();
        glGetActiveUniform(program.get(), index, maxLength, &length, &size, &type, &strBuffer[0]);
        ASSERT_GL_NO_ERROR();
        EXPECT_EQ(1, size);
        EXPECT_EQ("f2", std::string(&strBuffer[0]));
    }
    
    // Test that using a very large buffer to back a small uniform block works OK.
    TEST_P(UniformBufferTest, VeryLarge)
    {
        glClear(GL_COLOR_BUFFER_BIT);
        float floatData[4] = {0.5f, 0.75f, 0.25f, 1.0f};
    
        GLsizei bigSize = 4096 * 64;
        std::vector<GLubyte> zero(bigSize, 0);
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, bigSize, zero.data(), GL_STATIC_DRAW);
        glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(float) * 4, floatData);
    
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer);
    
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
        drawQuad(mProgram, "position", 0.5f);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1);
    }
    
    // Test that readback from a very large uniform buffer works OK.
    TEST_P(UniformBufferTest, VeryLargeReadback)
    {
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Generate some random data.
        GLsizei bigSize = 4096 * 64;
        std::vector<GLubyte> expectedData(bigSize);
        for (GLsizei index = 0; index < bigSize; ++index)
        {
            expectedData[index] = static_cast<GLubyte>(index);
        }
    
        // Initialize the GL buffer.
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, bigSize, expectedData.data(), GL_STATIC_DRAW);
    
        // Do a small update.
        GLsizei smallSize = sizeof(float) * 4;
        std::array<float, 4> floatData = {{0.5f, 0.75f, 0.25f, 1.0f}};
        memcpy(expectedData.data(), floatData.data(), smallSize);
    
        glBufferSubData(GL_UNIFORM_BUFFER, 0, smallSize, expectedData.data());
    
        // Draw with the buffer.
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer);
        glUniformBlockBinding(mProgram, mUniformBufferIndex, 0);
        drawQuad(mProgram, "position", 0.5f);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(0, 0, 128, 191, 64, 255, 1);
    
        // Read back the large buffer data.
        const void *mapPtr = glMapBufferRange(GL_UNIFORM_BUFFER, 0, bigSize, GL_MAP_READ_BIT);
        ASSERT_GL_NO_ERROR();
        const GLubyte *bytePtr = reinterpret_cast<const GLubyte *>(mapPtr);
        std::vector<GLubyte> actualData(bytePtr, bytePtr + bigSize);
        EXPECT_EQ(expectedData, actualData);
    
        glUnmapBuffer(GL_UNIFORM_BUFFER);
    }
    
    class UniformBufferTest31 : public ANGLETest
    {
      protected:
        UniformBufferTest31()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    // Test uniform block bindings greater than GL_MAX_UNIFORM_BUFFER_BINDINGS cause compile error.
    TEST_P(UniformBufferTest31, MaxUniformBufferBindingsExceeded)
    {
        GLint maxUniformBufferBindings;
        glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings);
        std::string source =
            "#version 310 es\n"
            "in vec4 position;\n"
            "layout(binding = ";
        std::stringstream ss;
        ss << maxUniformBufferBindings;
        source = source + ss.str() +
                 ") uniform uni {\n"
                 "    vec4 color;\n"
                 "};\n"
                 "void main()\n"
                 "{\n"
                 "    gl_Position = position;\n"
                 "}";
        GLuint shader = CompileShader(GL_VERTEX_SHADER, source);
        EXPECT_EQ(0u, shader);
    }
    
    // Test uniform block bindings specified by layout in shader work properly.
    TEST_P(UniformBufferTest31, UniformBufferBindings)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "in vec4 position;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = position;\n"
            "}";
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "layout(binding = 2) uniform uni {\n"
            "    vec4 color;\n"
            "};\n"
            "out vec4 fragColor;\n"
            "void main()\n"
            "{"
            "    fragColor = color;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
        GLuint uniformBufferIndex = glGetUniformBlockIndex(program, "uni");
        ASSERT_NE(GL_INVALID_INDEX, uniformBufferIndex);
        GLBuffer uniformBuffer;
    
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        ASSERT_GL_NO_ERROR();
    
        // Let's create a buffer which contains one vec4.
        GLuint vec4Size = 4 * sizeof(float);
        std::vector<char> v(vec4Size);
        float *first = reinterpret_cast<float *>(v.data());
    
        first[0] = 10.f / 255.f;
        first[1] = 20.f / 255.f;
        first[2] = 30.f / 255.f;
        first[3] = 40.f / 255.f;
    
        glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer.get());
        glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW);
    
        EXPECT_GL_NO_ERROR();
    
        glBindBufferBase(GL_UNIFORM_BUFFER, 2, uniformBuffer.get());
        drawQuad(program, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40);
    
        // Clear the framebuffer
        glClearColor(0.0, 0.0, 0.0, 0.0);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(px, py, 0, 0, 0, 0);
    
        // Try to bind the buffer to another binding point
        glUniformBlockBinding(program, uniformBufferIndex, 5);
        glBindBufferBase(GL_UNIFORM_BUFFER, 5, uniformBuffer.get());
        drawQuad(program, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 10, 20, 30, 40);
    }
    
    // Test uniform blocks used as instanced array take next binding point for each subsequent element.
    TEST_P(UniformBufferTest31, ConsecutiveBindingsForBlockArray)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "in vec4 position;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = position;\n"
            "}";
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "layout(binding = 2) uniform uni {\n"
            "    vec4 color;\n"
            "} blocks[2];\n"
            "out vec4 fragColor;\n"
            "void main()\n"
            "{\n"
            "    fragColor = blocks[0].color + blocks[1].color;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, vertexShaderSource, fragmentShaderSource);
        std::array<GLBuffer, 2> uniformBuffers;
    
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        ASSERT_GL_NO_ERROR();
    
        // Let's create a buffer which contains one vec4.
        GLuint vec4Size = 4 * sizeof(float);
        std::vector<char> v(vec4Size);
        float *first = reinterpret_cast<float *>(v.data());
    
        first[0] = 10.f / 255.f;
        first[1] = 20.f / 255.f;
        first[2] = 30.f / 255.f;
        first[3] = 40.f / 255.f;
    
        glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffers[0].get());
        glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW);
        EXPECT_GL_NO_ERROR();
        glBindBufferBase(GL_UNIFORM_BUFFER, 2, uniformBuffers[0].get());
        ASSERT_GL_NO_ERROR();
        glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffers[1].get());
        glBufferData(GL_UNIFORM_BUFFER, vec4Size, v.data(), GL_STATIC_DRAW);
        EXPECT_GL_NO_ERROR();
        glBindBufferBase(GL_UNIFORM_BUFFER, 3, uniformBuffers[1].get());
    
        drawQuad(program, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 20, 40, 60, 80);
    }
    
    // Test the layout qualifier binding must be both specified(ESSL 3.10.4 section 9.2).
    TEST_P(UniformBufferTest31, BindingMustBeBothSpecified)
    {
        const std::string &vertexShaderSource =
            "#version 310 es\n"
            "in vec4 position;\n"
            "uniform uni\n"
            "{\n"
            "    vec4 color;\n"
            "} block;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = position + block.color;\n"
            "}";
        const std::string &fragmentShaderSource =
            "#version 310 es\n"
            "precision highp float;\n"
            "layout(binding = 0) uniform uni\n"
            "{\n"
            "    vec4 color;\n"
            "} block;\n"
            "out vec4 fragColor;\n"
            "void main()\n"
            "{\n"
            "    fragColor = block.color;\n"
            "}";
        GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
        ASSERT_EQ(0u, program);
    }
    
    // Test with a block containing an array of structs.
    TEST_P(UniformBufferTest, BlockContainingArrayOfStructs)
    {
        const std::string &fragmentShader =
            "#version 300 es\n"
            "precision highp float;\n"
            "out vec4 my_FragColor;\n"
            "struct light_t {\n"
            "    vec4 intensity;\n"
            "};\n"
            "const int maxLights = 2;\n"
            "layout(std140) uniform lightData { light_t lights[maxLights]; };\n"
            "vec4 processLight(vec4 lighting, light_t light)\n"
            "{\n"
            "    return lighting + light.intensity;\n"
            "}\n"
            "void main()\n"
            "{\n"
            "    vec4 lighting = vec4(0, 0, 0, 1);\n"
            "    for (int n = 0; n < maxLights; n++)\n"
            "    {\n"
            "        lighting = processLight(lighting, lights[n]);\n"
            "    }\n"
            "    my_FragColor = lighting;\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, mVertexShaderSource, fragmentShader);
        GLint uniformBufferIndex = glGetUniformBlockIndex(program, "lightData");
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        const GLsizei kStructCount        = 2;
        const GLsizei kVectorElementCount = 4;
        const GLsizei kBytesPerElement    = 4;
        const GLsizei kDataSize           = kStructCount * kVectorElementCount * kBytesPerElement;
        std::vector<GLubyte> v(kDataSize, 0);
        float *vAsFloat = reinterpret_cast<float *>(v.data());
    
        vAsFloat[1]                       = 0.5f;
        vAsFloat[kVectorElementCount + 1] = 0.5f;
    
        glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW);
    
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer);
        glUniformBlockBinding(program, uniformBufferIndex, 0);
        drawQuad(program.get(), "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Test with a block containing an array of structs containing arrays.
    TEST_P(UniformBufferTest, BlockContainingArrayOfStructsContainingArrays)
    {
        const std::string &fragmentShader =
            "#version 300 es\n"
            "precision highp float;\n"
            "out vec4 my_FragColor;\n"
            "struct light_t {\n"
            "    vec4 intensity[3];\n"
            "};\n"
            "const int maxLights = 2;\n"
            "layout(std140) uniform lightData { light_t lights[maxLights]; };\n"
            "vec4 processLight(vec4 lighting, light_t light)\n"
            "{\n"
            "    return lighting + light.intensity[1];\n"
            "}\n"
            "void main()\n"
            "{\n"
            "    vec4 lighting = vec4(0, 0, 0, 1);\n"
            "    for (int n = 0; n < maxLights; n++)\n"
            "    {\n"
            "        lighting = processLight(lighting, lights[n]);\n"
            "    }\n"
            "    my_FragColor = lighting;\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, mVertexShaderSource, fragmentShader);
        GLint uniformBufferIndex = glGetUniformBlockIndex(program, "lightData");
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        const GLsizei kStructCount       = 2;
        const GLsizei kVectorsPerStruct  = 3;
        const GLsizei kElementsPerVector = 4;
        const GLsizei kBytesPerElement   = 4;
        const GLsizei kDataSize =
            kStructCount * kVectorsPerStruct * kElementsPerVector * kBytesPerElement;
        std::vector<GLubyte> v(kDataSize, 0);
        float *vAsFloat = reinterpret_cast<float *>(v.data());
    
        vAsFloat[kElementsPerVector + 1]                                          = 0.5f;
        vAsFloat[kVectorsPerStruct * kElementsPerVector + kElementsPerVector + 1] = 0.5f;
    
        glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW);
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer);
        glUniformBlockBinding(program, uniformBufferIndex, 0);
        drawQuad(program.get(), "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Test with a block containing nested structs.
    TEST_P(UniformBufferTest, BlockContainingNestedStructs)
    {
        const std::string &fragmentShader =
            "#version 300 es\n"
            "precision highp float;\n"
            "out vec4 my_FragColor;\n"
            "struct light_t {\n"
            "    vec4 intensity;\n"
            "};\n"
            "struct lightWrapper_t {\n"
            "    light_t light;\n"
            "};\n"
            "const int maxLights = 2;\n"
            "layout(std140) uniform lightData { lightWrapper_t lightWrapper; };\n"
            "vec4 processLight(vec4 lighting, lightWrapper_t aLightWrapper)\n"
            "{\n"
            "    return lighting + aLightWrapper.light.intensity;\n"
            "}\n"
            "void main()\n"
            "{\n"
            "    vec4 lighting = vec4(0, 0, 0, 1);\n"
            "    for (int n = 0; n < maxLights; n++)\n"
            "    {\n"
            "        lighting = processLight(lighting, lightWrapper);\n"
            "    }\n"
            "    my_FragColor = lighting;\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, mVertexShaderSource, fragmentShader);
        GLint uniformBufferIndex = glGetUniformBlockIndex(program, "lightData");
    
        glBindBuffer(GL_UNIFORM_BUFFER, mUniformBuffer);
        const GLsizei kVectorsPerStruct  = 3;
        const GLsizei kElementsPerVector = 4;
        const GLsizei kBytesPerElement   = 4;
        const GLsizei kDataSize          = kVectorsPerStruct * kElementsPerVector * kBytesPerElement;
        std::vector<GLubyte> v(kDataSize, 0);
        float *vAsFloat = reinterpret_cast<float *>(v.data());
    
        vAsFloat[1] = 1.0f;
    
        glBufferData(GL_UNIFORM_BUFFER, kDataSize, v.data(), GL_STATIC_DRAW);
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, mUniformBuffer);
        glUniformBlockBinding(program, uniformBufferIndex, 0);
        drawQuad(program.get(), "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(UniformBufferTest,
                           ES3_D3D11(),
                           ES3_D3D11_FL11_1(),
                           ES3_D3D11_FL11_1_REFERENCE(),
                           ES3_OPENGL(),
                           ES3_OPENGLES());
    ANGLE_INSTANTIATE_TEST(UniformBufferTest31, ES31_D3D11(), ES31_OPENGL(), ES31_OPENGLES());
    
    } // namespace