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https://github.com/MobileGL-Dev/MobileGL
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[Test] (MG_IntegrationTest): pin a non-constant index into an array of storage blocks
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@@ -97,6 +97,7 @@ add_executable(MobileGLIntegrationTest
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Scenarios/LayeredAttachmentBarrierScenario.cpp
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Scenarios/LayeredTextureReadbackScenario.cpp
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Scenarios/AtomicCounterScenario.cpp
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Scenarios/SsboArrayDynamicIndexScenario.cpp
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)
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target_include_directories(MobileGLIntegrationTest PRIVATE
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@@ -0,0 +1,189 @@
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// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/SsboArrayDynamicIndexScenario.cpp
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// Copyright (c) 2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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//
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// Scenario - A NON-CONSTANT INDEX INTO AN ARRAY OF SHADER STORAGE BLOCKS.
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//
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// GL 4.3 allows any dynamically-uniform expression there; GLSL ES keeps the ES 3.1 rule that the
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// index must be a constant integral expression, and the Qualcomm compiler enforces it:
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//
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// '[' : indexing into an SSBO array using a non-constant expression is not permitted
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//
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// The stage then never compiles, the backend program links nothing, and every dispatch is a
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// silent no-op - while glGetProgramiv(GL_LINK_STATUS) keeps reporting the successful link the
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// frontend already published. That is why the conformance failures
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// (KHR-GL43.shader_storage_buffer_object.basic-stdLayout-case1/case4,
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// advanced-indirectAddressing-case2, compute_shader.resources-max, 7 cases in all) read back as
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// "the buffer was never written" rather than as an error, and why this scenario asserts on
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// contents rather than on link status.
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//
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// Both index shapes the legalization has to cover are exercised in one dispatch: a loop induction
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// variable (which folds when the loop unrolls) and a `uniform int` (which nothing can fold, so the
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// switch/select lowering is what carries it), for a read AND for a write.
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#include <string>
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#include <vector>
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#include "../Harness/HeadlessGL.h"
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#include "../Harness/ScenarioFixture.h"
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#ifdef GLAPI
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#undef GLAPI
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#endif
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glcorearb.h>
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#undef GL_GLEXT_PROTOTYPES
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namespace MGITest {
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namespace {
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// Bindings 0..3 are the block array, 4 is the output.
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constexpr const char* kComputeSource = R"(#version 430 core
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layout(local_size_x = 1) in;
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layout(std430, binding = 0) buffer Slot {
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uint value;
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} g_slots[4];
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layout(std430, binding = 4) buffer Output {
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uint g_result[];
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};
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uniform int g_index;
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void main() {
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// Loop-derived index: foldable by unrolling.
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for (int i = 0; i < 4; ++i) {
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g_result[i] = g_slots[i].value;
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}
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// Uniform-derived index: not foldable, read and write both.
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g_result[4] = g_slots[g_index].value;
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g_slots[g_index].value = 99u;
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}
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)";
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constexpr int kSlotCount = 4;
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constexpr int kResultCount = 5;
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class SsboArrayDynamicIndexScenario : public ScenarioTest {
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protected:
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void SetUp() override {
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ScenarioTest::SetUp();
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if (!Ready()) return;
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GLint blocks = 0;
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glGetIntegerv(GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, &blocks);
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if (blocks < kSlotCount + 1) {
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GTEST_SKIP() << "GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS is " << blocks << "; this needs "
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<< kSlotCount + 1;
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}
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m_program = CompileComputeProgram(kComputeSource);
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ASSERT_NE(m_program, 0u) << m_buildLog;
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}
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void TearDown() override {
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if (!Ready()) return;
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if (!m_buffers.empty()) glDeleteBuffers(static_cast<GLsizei>(m_buffers.size()), m_buffers.data());
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if (m_program != 0) glDeleteProgram(m_program);
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}
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unsigned int CompileComputeProgram(const char* source) {
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const GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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GLint compiled = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (compiled == GL_FALSE) {
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char log[2048] = {};
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glGetShaderInfoLog(shader, sizeof(log) - 1, nullptr, log);
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m_buildLog = std::string("compute shader did not compile: ") + log;
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glDeleteShader(shader);
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return 0;
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}
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const GLuint program = glCreateProgram();
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glAttachShader(program, shader);
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glLinkProgram(program);
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glDeleteShader(shader);
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GLint linked = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (linked == GL_FALSE) {
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char log[2048] = {};
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glGetProgramInfoLog(program, sizeof(log) - 1, nullptr, log);
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m_buildLog = std::string("compute program did not link: ") + log;
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glDeleteProgram(program);
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return 0;
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}
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return program;
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}
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GLuint MakeStorageBuffer(const std::vector<unsigned int>& contents) {
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GLuint buffer = 0;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER,
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static_cast<GLsizeiptr>(contents.size() * sizeof(unsigned int)), contents.data(),
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GL_DYNAMIC_COPY);
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m_buffers.push_back(buffer);
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return buffer;
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}
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static std::vector<unsigned int> ReadBuffer(GLuint buffer, int count) {
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std::vector<unsigned int> values(static_cast<std::size_t>(count), 0xDEADBEEFu);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0,
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static_cast<GLsizeiptr>(values.size() * sizeof(unsigned int)), values.data());
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return values;
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}
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unsigned int m_program = 0;
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std::string m_buildLog;
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std::vector<GLuint> m_buffers;
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};
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} // namespace
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TEST_F(SsboArrayDynamicIndexScenario, ReadsAndWritesTheBlockTheIndexNames) {
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if (!Ready() || IsSkipped()) return;
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GLuint slots[kSlotCount] = {};
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for (int i = 0; i < kSlotCount; ++i) {
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slots[i] = MakeStorageBuffer({static_cast<unsigned int>(10 + i)});
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, static_cast<GLuint>(i), slots[i]);
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}
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const GLuint output = MakeStorageBuffer(std::vector<unsigned int>(kResultCount, 0u));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, kSlotCount, output);
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ASSERT_EQ(FirstGLError(), 0u);
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glUseProgram(m_program);
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const GLint indexLocation = glGetUniformLocation(m_program, "g_index");
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ASSERT_NE(indexLocation, -1);
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glUniform1i(indexLocation, 2);
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glDispatchCompute(1, 1, 1);
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glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
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EXPECT_EQ(FirstGLError(), 0u);
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const std::vector<unsigned int> result = ReadBuffer(output, kResultCount);
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for (int i = 0; i < kSlotCount; ++i) {
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EXPECT_EQ(result[static_cast<std::size_t>(i)], static_cast<unsigned int>(10 + i))
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<< "g_slots[" << i << "] read through the loop index came back as "
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<< result[static_cast<std::size_t>(i)]
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<< "; 0 means the stage never compiled and the dispatch was a silent no-op";
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}
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EXPECT_EQ(result[4], 12u) << "g_slots[g_index] with g_index = 2 read back as " << result[4];
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const std::vector<unsigned int> written = ReadBuffer(slots[2], 1);
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EXPECT_EQ(written[0], 99u) << "the uniform-indexed WRITE landed as " << written[0]
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<< " instead of 99 in g_slots[2]";
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// The write must have gone to element 2 and nowhere else.
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for (int i = 0; i < kSlotCount; ++i) {
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if (i == 2) continue;
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const std::vector<unsigned int> untouched = ReadBuffer(slots[i], 1);
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EXPECT_EQ(untouched[0], static_cast<unsigned int>(10 + i))
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<< "g_slots[" << i << "] was overwritten by a write that named element 2";
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}
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for (int i = 0; i <= kSlotCount; ++i) {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, static_cast<GLuint>(i), 0);
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}
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}
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} // namespace MGITest
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