Modify attribute divisor for multiview instanced rendering

If the ANGLE_multiview extension is used in a program, the number
of geometry instances is the number of instances passed to
glDraw*Instanced times the number of views in the program. The attribute
divisor has to be multiplied by the number of views so that the correct
attributes are gathered in the input assembly stage.

BUG=angleproject:2062
TEST=angle_end2end_tests

Change-Id: I960d6313c02e3eb83f7a07e72b9bcac072c736f4
Reviewed-on: https://chromium-review.googlesource.com/593953
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/VertexAttribute.cpp b/src/libANGLE/VertexAttribute.cpp
index 086e64c..0c0fbc8 100644
--- a/src/libANGLE/VertexAttribute.cpp
+++ b/src/libANGLE/VertexAttribute.cpp
@@ -110,16 +110,13 @@
     return attrib.relativeOffset + binding.getOffset();
 }
 
-size_t ComputeVertexBindingElementCount(const VertexBinding &binding,
-                                        size_t drawCount,
-                                        size_t instanceCount)
+size_t ComputeVertexBindingElementCount(GLuint divisor, size_t drawCount, size_t instanceCount)
 {
     // For instanced rendering, we draw "instanceDrawCount" sets of "vertexDrawCount" vertices.
     //
     // A vertex attribute with a positive divisor loads one instanced vertex for every set of
     // non-instanced vertices, and the instanced vertex index advances once every "mDivisor"
     // instances.
-    GLuint divisor = binding.getDivisor();
     if (instanceCount > 0 && divisor > 0)
     {
         // When instanceDrawCount is not a multiple attrib.divisor, the division must round up.
diff --git a/src/libANGLE/VertexAttribute.h b/src/libANGLE/VertexAttribute.h
index bccc49f..4014edf 100644
--- a/src/libANGLE/VertexAttribute.h
+++ b/src/libANGLE/VertexAttribute.h
@@ -76,9 +76,7 @@
 // Warning: you should ensure binding really matches attrib.bindingIndex before using this function.
 GLintptr ComputeVertexAttributeOffset(const VertexAttribute &attrib, const VertexBinding &binding);
 
-size_t ComputeVertexBindingElementCount(const VertexBinding &binding,
-                                        size_t drawCount,
-                                        size_t instanceCount);
+size_t ComputeVertexBindingElementCount(GLuint divisor, size_t drawCount, size_t instanceCount);
 
 GLenum GetVertexAttributeBaseType(const VertexAttribute &attrib);
 
diff --git a/src/libANGLE/renderer/d3d/VertexDataManager.cpp b/src/libANGLE/renderer/d3d/VertexDataManager.cpp
index 46592e5..a73448b 100644
--- a/src/libANGLE/renderer/d3d/VertexDataManager.cpp
+++ b/src/libANGLE/renderer/d3d/VertexDataManager.cpp
@@ -452,7 +452,8 @@
     BufferD3D *bufferD3D = buffer ? GetImplAs<BufferD3D>(buffer) : nullptr;
     ASSERT(!bufferD3D || bufferD3D->getStaticVertexBuffer(attrib, binding) == nullptr);
 
-    size_t totalCount = ComputeVertexBindingElementCount(binding, count, instances);
+    size_t totalCount = gl::ComputeVertexBindingElementCount(
+        binding.getDivisor(), static_cast<size_t>(count), static_cast<size_t>(instances));
     ASSERT(!bufferD3D ||
            ElementsInBuffer(attrib, binding, static_cast<unsigned int>(bufferD3D->getSize())) >=
                static_cast<int>(totalCount));
@@ -499,7 +500,8 @@
     translated->storage = nullptr;
     ANGLE_TRY_RESULT(mFactory->getVertexSpaceRequired(attrib, binding, 1, 0), translated->stride);
 
-    size_t totalCount = ComputeVertexBindingElementCount(binding, count, instances);
+    size_t totalCount = gl::ComputeVertexBindingElementCount(
+        binding.getDivisor(), static_cast<size_t>(count), static_cast<size_t>(instances));
 
     ANGLE_TRY(mStreamingBuffer->storeDynamicAttribute(
         attrib, binding, translated->currentValueType, firstVertexIndex,
diff --git a/src/libANGLE/renderer/gl/StateManagerGL.cpp b/src/libANGLE/renderer/gl/StateManagerGL.cpp
index 51117bd..d04c9d4 100644
--- a/src/libANGLE/renderer/gl/StateManagerGL.cpp
+++ b/src/libANGLE/renderer/gl/StateManagerGL.cpp
@@ -389,6 +389,8 @@
         mVAO                              = vao;
         mBuffers[GL_ELEMENT_ARRAY_BUFFER] = elementArrayBuffer;
         mFunctions->bindVertexArray(vao);
+
+        mLocalDirtyBits.set(gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING);
     }
 }
 
@@ -1892,12 +1894,16 @@
                 break;
             case gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING:
                 // TODO(jmadill): implement this
+                propagateNumViewsToVAO(state.getProgram(),
+                                       GetImplAs<VertexArrayGL>(state.getVertexArray()));
                 break;
             case gl::State::DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING:
                 // TODO: implement this
                 break;
             case gl::State::DIRTY_BIT_PROGRAM_BINDING:
                 // TODO(jmadill): implement this
+                propagateNumViewsToVAO(state.getProgram(),
+                                       GetImplAs<VertexArrayGL>(state.getVertexArray()));
                 break;
             case gl::State::DIRTY_BIT_PROGRAM_EXECUTABLE:
                 // TODO(jmadill): implement this
@@ -2142,4 +2148,17 @@
         mMultiviewDirtyBits.set(MULTIVIEW_DIRTY_BIT_VIEWPORT_OFFSETS);
     }
 }
+
+void StateManagerGL::propagateNumViewsToVAO(const gl::Program *program, VertexArrayGL *vao)
+{
+    if (mIsMultiviewEnabled && vao != nullptr)
+    {
+        int programNumViews = 1;
+        if (program && program->usesMultiview())
+        {
+            programNumViews = program->getNumViews();
+        }
+        vao->applyNumViewsToDivisor(programNumViews);
+    }
+}
 }
diff --git a/src/libANGLE/renderer/gl/StateManagerGL.h b/src/libANGLE/renderer/gl/StateManagerGL.h
index f1c4694..8fb9a7f 100644
--- a/src/libANGLE/renderer/gl/StateManagerGL.h
+++ b/src/libANGLE/renderer/gl/StateManagerGL.h
@@ -30,6 +30,7 @@
 class FramebufferGL;
 class FunctionsGL;
 class TransformFeedbackGL;
+class VertexArrayGL;
 class QueryGL;
 
 class StateManagerGL final : angle::NonCopyable
@@ -192,6 +193,7 @@
                                             const gl::Framebuffer &drawFramebuffer);
     void applyViewportOffsetsAndSetViewports(const gl::Rectangle &viewport,
                                              const gl::Framebuffer &drawFramebuffer);
+    void propagateNumViewsToVAO(const gl::Program *program, VertexArrayGL *vao);
 
     enum MultiviewDirtyBitType
     {
diff --git a/src/libANGLE/renderer/gl/VertexArrayGL.cpp b/src/libANGLE/renderer/gl/VertexArrayGL.cpp
index b22a215..43da1ca 100644
--- a/src/libANGLE/renderer/gl/VertexArrayGL.cpp
+++ b/src/libANGLE/renderer/gl/VertexArrayGL.cpp
@@ -48,6 +48,12 @@
 {
     return (attribIndex == attrib.bindingIndex && attrib.relativeOffset == 0);
 }
+
+GLuint GetAdjustedDivisor(GLuint numViews, GLuint divisor)
+{
+    return numViews * divisor;
+}
+
 }  // anonymous namespace
 
 VertexArrayGL::VertexArrayGL(const VertexArrayState &state,
@@ -57,6 +63,7 @@
       mFunctions(functions),
       mStateManager(stateManager),
       mVertexArrayID(0),
+      mAppliedNumViews(1),
       mAppliedElementArrayBuffer(),
       mAppliedBindings(state.getMaxBindings()),
       mStreamingElementArrayBufferSize(0),
@@ -80,6 +87,7 @@
 {
     mStateManager->deleteVertexArray(mVertexArrayID);
     mVertexArrayID = 0;
+    mAppliedNumViews = 1;
 
     mStateManager->deleteBuffer(mStreamingElementArrayBuffer);
     mStreamingElementArrayBufferSize = 0;
@@ -283,8 +291,10 @@
         // and how much slack space at the beginning of the buffer will be required by determining
         // the attribute with the largest data size.
         size_t typeSize = ComputeVertexAttributeTypeSize(attrib);
-        *outStreamingDataSize += typeSize * ComputeVertexBindingElementCount(
-                                                binding, indexRange.vertexCount(), instanceCount);
+        GLuint adjustedDivisor = GetAdjustedDivisor(mAppliedNumViews, binding.getDivisor());
+        *outStreamingDataSize +=
+            typeSize * ComputeVertexBindingElementCount(adjustedDivisor, indexRange.vertexCount(),
+                                                        instanceCount);
         *outMaxAttributeDataSize = std::max(*outMaxAttributeDataSize, typeSize);
     }
 }
@@ -347,15 +357,16 @@
             const auto &binding = bindings[attrib.bindingIndex];
             ASSERT(AttributeNeedsStreaming(attrib, binding));
 
-            const size_t streamedVertexCount =
-                ComputeVertexBindingElementCount(binding, indexRange.vertexCount(), instanceCount);
+            GLuint adjustedDivisor = GetAdjustedDivisor(mAppliedNumViews, binding.getDivisor());
+            const size_t streamedVertexCount = ComputeVertexBindingElementCount(
+                adjustedDivisor, indexRange.vertexCount(), instanceCount);
 
             const size_t sourceStride = ComputeVertexAttributeStride(attrib, binding);
             const size_t destStride   = ComputeVertexAttributeTypeSize(attrib);
 
             // Vertices do not apply the 'start' offset when the divisor is non-zero even when doing
             // a non-instanced draw call
-            const size_t firstIndex = binding.getDivisor() == 0 ? indexRange.start : 0;
+            const size_t firstIndex = adjustedDivisor == 0 ? indexRange.start : 0;
 
             // Attributes using client memory ignore the VERTEX_ATTRIB_BINDING state.
             // https://www.opengl.org/registry/specs/ARB/vertex_attrib_binding.txt
@@ -610,24 +621,25 @@
 
 void VertexArrayGL::updateBindingDivisor(size_t bindingIndex)
 {
-    GLuint newDivisor = mData.getVertexBinding(bindingIndex).getDivisor();
-    if (mAppliedBindings[bindingIndex].getDivisor() == newDivisor)
+    GLuint adjustedDivisor =
+        GetAdjustedDivisor(mAppliedNumViews, mData.getVertexBinding(bindingIndex).getDivisor());
+    if (mAppliedBindings[bindingIndex].getDivisor() == adjustedDivisor)
     {
         return;
     }
 
     if (supportVertexAttribBinding())
     {
-        mFunctions->vertexBindingDivisor(static_cast<GLuint>(bindingIndex), newDivisor);
+        mFunctions->vertexBindingDivisor(static_cast<GLuint>(bindingIndex), adjustedDivisor);
     }
     else
     {
         // We can only use VertexAttribDivisor on platforms that don't support Vertex Attrib
         // Binding.
-        mFunctions->vertexAttribDivisor(static_cast<GLuint>(bindingIndex), newDivisor);
+        mFunctions->vertexAttribDivisor(static_cast<GLuint>(bindingIndex), adjustedDivisor);
     }
 
-    mAppliedBindings[bindingIndex].setDivisor(newDivisor);
+    mAppliedBindings[bindingIndex].setDivisor(adjustedDivisor);
 }
 
 void VertexArrayGL::syncState(const gl::Context *context, const VertexArray::DirtyBits &dirtyBits)
@@ -683,4 +695,17 @@
     }
 }
 
+void VertexArrayGL::applyNumViewsToDivisor(int numViews)
+{
+    if (numViews != mAppliedNumViews)
+    {
+        mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID());
+        mAppliedNumViews = numViews;
+        for (size_t index = 0u; index < mAppliedBindings.size(); ++index)
+        {
+            updateBindingDivisor(index);
+        }
+    }
+}
+
 }  // rx
diff --git a/src/libANGLE/renderer/gl/VertexArrayGL.h b/src/libANGLE/renderer/gl/VertexArrayGL.h
index 7445b2c..6158099 100644
--- a/src/libANGLE/renderer/gl/VertexArrayGL.h
+++ b/src/libANGLE/renderer/gl/VertexArrayGL.h
@@ -45,6 +45,7 @@
 
     void syncState(const gl::Context *context,
                    const gl::VertexArray::DirtyBits &dirtyBits) override;
+    void applyNumViewsToDivisor(int numViews);
 
   private:
     gl::Error syncDrawState(const gl::Context *context,
@@ -100,6 +101,7 @@
     StateManagerGL *mStateManager;
 
     GLuint mVertexArrayID;
+    int mAppliedNumViews;
 
     mutable gl::BindingPointer<gl::Buffer> mAppliedElementArrayBuffer;
 
diff --git a/src/tests/gl_tests/MultiviewDrawTest.cpp b/src/tests/gl_tests/MultiviewDrawTest.cpp
index 010e271..bf62701 100644
--- a/src/tests/gl_tests/MultiviewDrawTest.cpp
+++ b/src/tests/gl_tests/MultiviewDrawTest.cpp
@@ -633,6 +633,231 @@
     }
 }
 
+// The test verifies that the attribute divisor is correctly adjusted when drawing with a multi-view
+// program. The test draws 4 instances of a quad each of which covers a single pixel. The x and y
+// offset of each quad are passed as separate attributes which are indexed based on the
+// corresponding attribute divisors. A divisor of 1 is used for the y offset to have all quads
+// drawn vertically next to each other. A divisor of 3 is used for the x offset to have the last
+// quad offsetted by one pixel to the right. Note that the number of views is divisible by 1, but
+// not by 3.
+TEST_P(MultiviewSideBySideRenderTest, AttribDivisor)
+{
+    if (!requestMultiviewExtension())
+    {
+        return;
+    }
+
+    const std::string &vsSource =
+        "#version 300 es\n"
+        "#extension GL_OVR_multiview2 : require\n"
+        "layout(num_views = 2) in;\n"
+        "in vec3 vPosition;\n"
+        "in float offsetX;\n"
+        "in float offsetY;\n"
+        "void main()\n"
+        "{\n"
+        "       vec4 p = vec4(vPosition, 1.);\n"
+        "       p.xy = p.xy * 0.25 - 0.75 + vec2(offsetX, offsetY);\n"
+        "       gl_Position.x = (gl_ViewID_OVR == 0u ? p.x : p.x + 1.0);\n"
+        "       gl_Position.yzw = p.yzw;\n"
+        "}\n";
+
+    const std::string &fsSource =
+        "#version 300 es\n"
+        "#extension GL_OVR_multiview2 : require\n"
+        "precision mediump float;\n"
+        "out vec4 col;\n"
+        "void main()\n"
+        "{\n"
+        "    col = vec4(1,0,0,0);\n"
+        "}\n";
+    createFBO(8, 4, 2);
+    ANGLE_GL_PROGRAM(program, vsSource, fsSource);
+    glUseProgram(program);
+
+    GLBuffer xOffsetVBO;
+    glBindBuffer(GL_ARRAY_BUFFER, xOffsetVBO);
+    const GLfloat xOffsetData[4] = {0.0f, 0.5f, 1.0f, 1.0f};
+    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 4, xOffsetData, GL_STATIC_DRAW);
+    GLint xOffsetLoc = glGetAttribLocation(program, "offsetX");
+    glVertexAttribPointer(xOffsetLoc, 1, GL_FLOAT, GL_FALSE, 0, 0);
+    glVertexAttribDivisor(xOffsetLoc, 3);
+    glEnableVertexAttribArray(xOffsetLoc);
+
+    GLBuffer yOffsetVBO;
+    glBindBuffer(GL_ARRAY_BUFFER, yOffsetVBO);
+    const GLfloat yOffsetData[4] = {0.0f, 0.5f, 1.0f, 1.5f};
+    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 4, yOffsetData, GL_STATIC_DRAW);
+    GLint yOffsetLoc = glGetAttribLocation(program, "offsetY");
+    glVertexAttribDivisor(yOffsetLoc, 1);
+    glVertexAttribPointer(yOffsetLoc, 1, GL_FLOAT, GL_FALSE, 0, 0);
+    glEnableVertexAttribArray(yOffsetLoc);
+
+    drawQuad(program, "vPosition", 0.0f, 1.0f, true, true, 4);
+    ASSERT_GL_NO_ERROR();
+
+    const GLubyte expectedRedChannel[4][8] = {{255, 0, 0, 0, 0, 0, 255, 0},
+                                              {255, 0, 0, 0, 0, 0, 255, 0},
+                                              {255, 0, 0, 0, 0, 0, 255, 0},
+                                              {0, 255, 0, 0, 0, 0, 0, 255}};
+    for (int row = 0; row < 4; ++row)
+    {
+        for (int col = 0; col < 8; ++col)
+        {
+            EXPECT_PIXEL_EQ(col, row, expectedRedChannel[row][col], 0, 0, 0);
+        }
+    }
+}
+
+// Test that different sequences of vertexAttribDivisor, useProgram and bindVertexArray in a
+// multi-view context propagate the correct divisor to the driver.
+TEST_P(MultiviewSideBySideRenderTest, DivisorOrderOfOperation)
+{
+    if (!requestMultiviewExtension())
+    {
+        return;
+    }
+
+    createFBO(2, 1, 2);
+
+    // Create multiview program.
+    const std::string &vs =
+        "#version 300 es\n"
+        "#extension GL_OVR_multiview2 : require\n"
+        "layout(num_views = 2) in;\n"
+        "layout(location = 0) in vec2 vPosition;\n"
+        "layout(location = 1) in float offsetX;\n"
+        "void main()\n"
+        "{\n"
+        "       vec4 p = vec4(vPosition, 0.0, 1.0);\n"
+        "       p.x += offsetX;\n"
+        "       gl_Position = p;\n"
+        "}\n";
+
+    const std::string &fs =
+        "#version 300 es\n"
+        "#extension GL_OVR_multiview2 : require\n"
+        "precision mediump float;\n"
+        "out vec4 col;\n"
+        "void main()\n"
+        "{\n"
+        "    col = vec4(1,0,0,0);\n"
+        "}\n";
+
+    ANGLE_GL_PROGRAM(program, vs, fs);
+
+    const std::string &dummyVS =
+        "#version 300 es\n"
+        "layout(location = 0) in vec2 vPosition;\n"
+        "layout(location = 1) in float offsetX;\n"
+        "void main()\n"
+        "{\n"
+        "       gl_Position = vec4(vPosition, 0.0, 1.0);\n"
+        "}\n";
+
+    const std::string &dummyFS =
+        "#version 300 es\n"
+        "precision mediump float;\n"
+        "out vec4 col;\n"
+        "void main()\n"
+        "{\n"
+        "    col = vec4(0,0,0,0);\n"
+        "}\n";
+
+    ANGLE_GL_PROGRAM(dummyProgram, dummyVS, dummyFS);
+
+    GLBuffer xOffsetVBO;
+    glBindBuffer(GL_ARRAY_BUFFER, xOffsetVBO);
+    const GLfloat xOffsetData[12] = {0.0f, 4.0f, 4.0f, 4.0f, 4.0f, 4.0f,
+                                     4.0f, 4.0f, 4.0f, 4.0f, 4.0f, 4.0f};
+    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 12, xOffsetData, GL_STATIC_DRAW);
+
+    GLBuffer vertexVBO;
+    glBindBuffer(GL_ARRAY_BUFFER, vertexVBO);
+    Vector2 kQuadVertices[6] = {Vector2(-1.f, -1.f), Vector2(1.f, -1.f), Vector2(1.f, 1.f),
+                                Vector2(-1.f, -1.f), Vector2(1.f, 1.f),  Vector2(-1.f, 1.f)};
+    glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW);
+
+    GLVertexArray vao[2];
+    for (size_t i = 0u; i < 2u; ++i)
+    {
+        glBindVertexArray(vao[i]);
+
+        glBindBuffer(GL_ARRAY_BUFFER, vertexVBO);
+        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
+        glEnableVertexAttribArray(0);
+
+        glBindBuffer(GL_ARRAY_BUFFER, xOffsetVBO);
+        glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, 0);
+        glEnableVertexAttribArray(1);
+    }
+    ASSERT_GL_NO_ERROR();
+
+    glViewport(0, 0, 1, 1);
+    glScissor(0, 0, 1, 1);
+    glClearColor(0, 0, 0, 0);
+
+    // Clear the buffers, propagate divisor to the driver, bind the vao and keep it active.
+    // It is necessary to call draw, so that the divisor is propagated and to guarantee that dirty
+    // bits are cleared.
+    glUseProgram(dummyProgram);
+    glBindVertexArray(vao[0]);
+    glVertexAttribDivisor(1, 0);
+    glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
+    glUseProgram(0);
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+    ASSERT_GL_NO_ERROR();
+
+    // Check that vertexAttribDivisor uses the number of views to update the divisor.
+    glUseProgram(program);
+    glVertexAttribDivisor(1, 1);
+    glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
+    EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 0);
+    EXPECT_PIXEL_EQ(1, 0, 255, 0, 0, 0);
+
+    // Clear the buffers and propagate divisor to the driver.
+    // We keep the vao active and propagate the divisor to guarantee that there are no unresolved
+    // dirty bits when useProgram is called.
+    glUseProgram(dummyProgram);
+    glVertexAttribDivisor(1, 1);
+    glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
+    glUseProgram(0);
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+    ASSERT_GL_NO_ERROR();
+
+    // Check that useProgram uses the number of views to update the divisor.
+    glUseProgram(program);
+    glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
+    EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 0);
+    EXPECT_PIXEL_EQ(1, 0, 255, 0, 0, 0);
+
+    // We go through similar steps as before.
+    glUseProgram(dummyProgram);
+    glVertexAttribDivisor(1, 1);
+    glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
+    glUseProgram(0);
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+    ASSERT_GL_NO_ERROR();
+
+    // Check that bindVertexArray uses the number of views to update the divisor.
+    {
+        // Call useProgram with vao[1] being active to guarantee that useProgram will adjust the
+        // divisor for vao[1] only.
+        glBindVertexArray(vao[1]);
+        glUseProgram(program);
+        glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
+        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+        glBindVertexArray(0);
+        ASSERT_GL_NO_ERROR();
+    }
+    // Bind vao[0] after useProgram is called to ensure that bindVertexArray is the call which
+    // adjusts the divisor.
+    glBindVertexArray(vao[0]);
+    glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1);
+    EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 0);
+    EXPECT_PIXEL_EQ(1, 0, 255, 0, 0, 0);
+}
+
 ANGLE_INSTANTIATE_TEST(MultiviewDrawValidationTest, ES31_OPENGL());
 ANGLE_INSTANTIATE_TEST(MultiviewSideBySideRenderDualViewTest, ES3_OPENGL());
 ANGLE_INSTANTIATE_TEST(MultiviewSideBySideRenderTest, ES3_OPENGL());
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