tests:New Object Oriented Infrastructure

tests:Clear depth stencil when drawing cube

Remove references to vtxBufferMem

tests:Add memoryReferenceManager

tests:Change tests to use memory reference manager

tests:Make slot info call generic

tests:Add images and samplers

tests:Add texture and sampler objects

tests:Add texture test

tests:Remove obsolete functions

Try to add texture to FetchAndMVP

tests:Handle multiple frames in save / compare

tests:Use more meaningful buffer names

tests:Input buffer changes for TriangleWithVertexFetch

tests:Input buffer management TWVertexFetchAndMVP

tests: Input buffer for TriangleWithVertexFetchAndMVPAndTexture
diff --git a/tests/tony_render_tests.cpp b/tests/tony_render_tests.cpp
new file mode 100644
index 0000000..a2450d7
--- /dev/null
+++ b/tests/tony_render_tests.cpp
@@ -0,0 +1,1368 @@
+// Copyright 2005, Google Inc.
+// All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+//
+//     * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+//     * Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following disclaimer
+// in the documentation and/or other materials provided with the
+// distribution.
+//     * Neither the name of Google Inc. nor the names of its
+// contributors may be used to endorse or promote products derived from
+// this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+
+//  XGL tests
+//
+//  Copyright (C) 2014 LunarG, Inc.
+//
+//  Permission is hereby granted, free of charge, to any person obtaining a
+//  copy of this software and associated documentation files (the "Software"),
+//  to deal in the Software without restriction, including without limitation
+//  the rights to use, copy, modify, merge, publish, distribute, sublicense,
+//  and/or sell copies of the Software, and to permit persons to whom the
+//  Software is furnished to do so, subject to the following conditions:
+//
+//  The above copyright notice and this permission notice shall be included
+//  in all copies or substantial portions of the Software.
+//
+//  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+//  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+//  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+//  THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+//  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+//  FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+//  DEALINGS IN THE SOFTWARE.
+
+// Basic rendering tests
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <stdbool.h>
+#include <string.h>
+#include <iostream>
+#include <fstream>
+using namespace std;
+
+#include <xgl.h>
+#include "gtest-1.7.0/include/gtest/gtest.h"
+
+#include "xgldevice.h"
+#include "xglimage.h"
+#include "icd-bil.h"
+
+#define GLM_FORCE_RADIANS
+#include "glm/glm.hpp"
+#include <glm/gtc/matrix_transform.hpp>
+
+#include "xglrenderframework.h"
+#include "tony_objs.c"
+
+#undef ASSERT_NO_FATAL_FAILURE
+#define ASSERT_NO_FATAL_FAILURE(x) x
+
+//--------------------------------------------------------------------------------------
+// Mesh and VertexFormat Data
+//--------------------------------------------------------------------------------------
+struct Vertex
+{
+    XGL_FLOAT posX, posY, posZ, posW;    // Position data
+    XGL_FLOAT r, g, b, a;                // Color
+};
+
+#define XYZ1(_x_, _y_, _z_)         (_x_), (_y_), (_z_), 1.f
+
+static const Vertex g_vbData[] =
+{
+    { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
+    { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+    { XYZ1( -1,  1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+    { XYZ1( -1,  1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+    { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+    { XYZ1( 1,  1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+
+    { XYZ1( -1, -1,  1 ), XYZ1( 0.f, 0.f, 1.f ) },
+    { XYZ1( -1,  1,  1 ), XYZ1( 0.f, 1.f, 1.f ) },
+    { XYZ1( 1, -1,  1 ), XYZ1( 1.f, 0.f, 1.f ) },
+    { XYZ1( 1, -1,  1 ), XYZ1( 1.f, 0.f, 1.f ) },
+    { XYZ1( -1,  1,  1 ), XYZ1( 0.f, 1.f, 1.f ) },
+    { XYZ1( 1,  1,  1 ), XYZ1( 1.f, 1.f, 1.f ) },
+
+    { XYZ1( 1,  1,  1 ), XYZ1( 1.f, 1.f, 1.f ) },
+    { XYZ1( 1,  1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+    { XYZ1( 1, -1,  1 ), XYZ1( 1.f, 0.f, 1.f ) },
+    { XYZ1( 1, -1,  1 ), XYZ1( 1.f, 0.f, 1.f ) },
+    { XYZ1( 1,  1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+    { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+
+    { XYZ1( -1,  1,  1 ), XYZ1( 0.f, 1.f, 1.f ) },
+    { XYZ1( -1, -1,  1 ), XYZ1( 0.f, 0.f, 1.f ) },
+    { XYZ1( -1,  1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+    { XYZ1( -1,  1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+    { XYZ1( -1, -1,  1 ), XYZ1( 0.f, 0.f, 1.f ) },
+    { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
+
+    { XYZ1( 1,  1,  1 ), XYZ1( 1.f, 1.f, 1.f ) },
+    { XYZ1( -1,  1,  1 ), XYZ1( 0.f, 1.f, 1.f ) },
+    { XYZ1( 1,  1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+    { XYZ1( 1,  1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+    { XYZ1( -1,  1,  1 ), XYZ1( 0.f, 1.f, 1.f ) },
+    { XYZ1( -1,  1, -1 ), XYZ1( 0.f, 1.f, 0.f ) },
+
+    { XYZ1( 1, -1,  1 ), XYZ1( 1.f, 0.f, 1.f ) },
+    { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+    { XYZ1( -1, -1,  1 ), XYZ1( 0.f, 0.f, 1.f ) },
+    { XYZ1( -1, -1,  1 ), XYZ1( 0.f, 0.f, 1.f ) },
+    { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+    { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 0.f, 0.f ) },
+};
+
+static const Vertex g_vb_solid_face_colors_Data[] =
+{
+    { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+    { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+    { XYZ1( -1,  1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+    { XYZ1( -1,  1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+    { XYZ1( 1, -1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+    { XYZ1( 1,  1, -1 ), XYZ1( 1.f, 0.f, 0.f ) },
+
+    { XYZ1( -1, -1,  1 ), XYZ1( 0.f, 1.f, 0.f ) },
+    { XYZ1( -1,  1,  1 ), XYZ1( 0.f, 1.f, 0.f ) },
+    { XYZ1( 1, -1,  1 ), XYZ1( 0.f, 1.f, 0.f ) },
+    { XYZ1( 1, -1,  1 ), XYZ1( 0.f, 1.f, 0.f ) },
+    { XYZ1( -1,  1,  1 ), XYZ1( 0.f, 1.f, 0.f ) },
+    { XYZ1( 1,  1,  1 ), XYZ1( 0.f, 1.f, 0.f ) },
+
+    { XYZ1( 1,  1,  1 ), XYZ1( 0.f, 0.f, 1.f ) },
+    { XYZ1( 1,  1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
+    { XYZ1( 1, -1,  1 ), XYZ1( 0.f, 0.f, 1.f ) },
+    { XYZ1( 1, -1,  1 ), XYZ1( 0.f, 0.f, 1.f ) },
+    { XYZ1( 1,  1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
+    { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 0.f, 1.f ) },
+
+    { XYZ1( -1,  1,  1 ), XYZ1( 1.f, 1.f, 0.f ) },
+    { XYZ1( -1, -1,  1 ), XYZ1( 1.f, 1.f, 0.f ) },
+    { XYZ1( -1,  1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+    { XYZ1( -1,  1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+    { XYZ1( -1, -1,  1 ), XYZ1( 1.f, 1.f, 0.f ) },
+    { XYZ1( -1, -1, -1 ), XYZ1( 1.f, 1.f, 0.f ) },
+
+    { XYZ1( 1,  1,  1 ), XYZ1( 1.f, 0.f, 1.f ) },
+    { XYZ1( -1,  1,  1 ), XYZ1( 1.f, 0.f, 1.f ) },
+    { XYZ1( 1,  1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
+    { XYZ1( 1,  1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
+    { XYZ1( -1,  1,  1 ), XYZ1( 1.f, 0.f, 1.f ) },
+    { XYZ1( -1,  1, -1 ), XYZ1( 1.f, 0.f, 1.f ) },
+
+    { XYZ1( 1, -1,  1 ), XYZ1( 0.f, 1.f, 1.f ) },
+    { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
+    { XYZ1( -1, -1,  1 ), XYZ1( 0.f, 1.f, 1.f ) },
+    { XYZ1( -1, -1,  1 ), XYZ1( 0.f, 1.f, 1.f ) },
+    { XYZ1( 1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
+    { XYZ1( -1, -1, -1 ), XYZ1( 0.f, 1.f, 1.f ) },
+};
+
+class XglRenderTest : public XglRenderFramework
+{
+public:
+    void UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
+    void InitTexture();
+    void InitSampler();
+    void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText);
+    void RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model,
+                                 XglConstantBufferObj constantBuffer);
+    void GenericDrawTriangleTest(XglPipelineObj pipelineobj, XglDescriptorSetObj descriptorSet, int numTris);
+    void QueueCommandBuffer(XGL_MEMORY_REF *memRefs, XGL_UINT32 numMemRefs);
+
+    void ClearDepthStencil(XGL_FLOAT value);
+    void ClearRenderBuffer(XGL_UINT32 clear_color);
+    void InitDepthStencil();
+    void DrawRotatedTriangleTest();
+    void GenerateClearAndPrepareBufferCmds();
+    void XGLTriangleTest(const char *vertShaderText, const char *fragShaderText);
+
+
+protected:
+    XGL_IMAGE m_texture;
+    XGL_IMAGE_VIEW m_textureView;
+    XGL_IMAGE_VIEW_ATTACH_INFO m_textureViewInfo;
+    XGL_GPU_MEMORY m_textureMem;
+
+    XGL_SAMPLER m_sampler;
+
+    XGL_FORMAT                  m_depth_stencil_fmt;
+    XGL_IMAGE                   m_depthStencilImage;
+    XGL_GPU_MEMORY              m_depthStencilMem;
+    XGL_DEPTH_STENCIL_VIEW      m_depthStencilView;
+    XglMemoryRefManager         m_memoryRefManager;
+
+//    XGL_APPLICATION_INFO app_info;
+//    XGL_PHYSICAL_GPU objs[MAX_GPUS];
+//    XGL_UINT gpu_count;
+//    XGL_GPU_MEMORY      m_descriptor_set_mem;
+//    XGL_GPU_MEMORY      m_pipe_mem;
+//    XglDevice *m_device;
+//    XGL_CMD_BUFFER m_cmdBuffer;
+//    XGL_UINT32 m_numVertices;
+//    XGL_MEMORY_VIEW_ATTACH_INFO m_vtxBufferView;
+//    XGL_MEMORY_VIEW_ATTACH_INFO m_constantBufferView;
+//    XGL_GPU_MEMORY m_vtxBufferMem;
+//    XGL_GPU_MEMORY m_constantBufferMem;
+//    XGL_UINT32                      m_numMemRefs;
+//    XGL_MEMORY_REF                  m_memRefs[5];
+//    XGL_RASTER_STATE_OBJECT         m_stateRaster;
+//    XGL_COLOR_BLEND_STATE_OBJECT    m_colorBlend;
+//    XGL_VIEWPORT_STATE_OBJECT       m_stateViewport;
+//    XGL_DEPTH_STENCIL_STATE_OBJECT  m_stateDepthStencil;
+//    XGL_MSAA_STATE_OBJECT           m_stateMsaa;
+//    XGL_DESCRIPTOR_SET              m_rsrcDescSet;
+
+    virtual void SetUp() {
+
+        this->app_info.sType = XGL_STRUCTURE_TYPE_APPLICATION_INFO;
+        this->app_info.pNext = NULL;
+        this->app_info.pAppName = (const XGL_CHAR *) "render_tests";
+        this->app_info.appVersion = 1;
+        this->app_info.pEngineName = (const XGL_CHAR *) "unittest";
+        this->app_info.engineVersion = 1;
+        this->app_info.apiVersion = XGL_MAKE_VERSION(0, 22, 0);
+
+        memset(&m_textureViewInfo, 0, sizeof(m_textureViewInfo));
+        m_textureViewInfo.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO;
+
+        InitFramework();
+    }
+
+    virtual void TearDown() {
+        // Clean up resources before we reset
+        ShutdownFramework();
+    }
+};
+
+// this function will create the vertex buffer and fill it with the mesh data
+void XglRenderTest::UploadMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
+                              const void* vertices )
+{
+    XGL_UINT8 *pData;
+    XGL_RESULT err = XGL_SUCCESS;
+
+    assert( numVertices * vbStride > 0 );
+    m_numVertices = numVertices;
+
+    err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
+    ASSERT_XGL_SUCCESS(err);
+
+    memcpy(pData, vertices, numVertices * vbStride);
+
+    err = xglUnmapMemory(m_vtxBufferMem);
+    ASSERT_XGL_SUCCESS(err);
+}
+
+
+
+void XglRenderTest::DrawRotatedTriangleTest()
+{
+    // TODO : This test will pass a matrix into VS to affect triangle orientation.
+}
+void XglRenderTest::GenericDrawTriangleTest(XglPipelineObj pipelineobj, XglDescriptorSetObj descriptorSet,int numTris)
+{
+    XGL_PIPELINE pipeline; // Not really used but it's useful to keep original tests working to compare
+    XGL_RESULT err = XGL_SUCCESS;
+
+    ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+    // Build command buffer
+    err = xglBeginCommandBuffer(m_cmdBuffer, 0);
+    ASSERT_XGL_SUCCESS(err);
+
+    GenerateClearAndPrepareBufferCmds();
+    GenerateBindRenderTargetCmd();
+    GenerateBindStateAndPipelineCmds(&pipeline);
+
+    pipelineobj.BindPipelineCommandBuffer(m_cmdBuffer,descriptorSet);
+    descriptorSet.BindCommandBuffer(m_cmdBuffer);
+
+    // render the triangle
+    xglCmdDraw( m_cmdBuffer, 0, 3*numTris, 0, 1 );
+
+    // finalize recording of the command buffer
+    err = xglEndCommandBuffer( m_cmdBuffer );
+    ASSERT_XGL_SUCCESS( err );
+}
+
+void XglRenderTest::QueueCommandBuffer(XGL_MEMORY_REF *memRefs, XGL_UINT32 numMemRefs)
+{
+    XGL_RESULT err = XGL_SUCCESS;
+
+    // submit the command buffer to the universal queue
+    err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, numMemRefs, memRefs, NULL );
+    ASSERT_XGL_SUCCESS( err );
+
+    err = xglQueueWaitIdle( m_device->m_queue );
+    ASSERT_XGL_SUCCESS( err );
+
+    // Wait for work to finish before cleaning up.
+    xglDeviceWaitIdle(m_device->device());
+
+    RecordImage(m_renderTarget);
+
+}
+
+void XglRenderTest::DrawTriangleTest(const char *vertShaderText, const char *fragShaderText)
+{
+    XGL_PIPELINE pipeline;
+    XGL_RESULT err;
+
+    ASSERT_NO_FATAL_FAILURE(InitState());
+    ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+    XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
+    XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
+
+
+    XglPipelineObj pipelineobj(m_device);
+    pipelineobj.AddShader(&vs);
+    pipelineobj.AddShader(&ps);
+
+    ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+
+    // Create descriptor set
+    XglDescriptorSetObj descriptorSet(m_device);
+
+    // Build command buffer
+    err = xglBeginCommandBuffer(m_cmdBuffer, 0);
+    ASSERT_XGL_SUCCESS(err);
+
+    GenerateClearAndPrepareBufferCmds();
+    GenerateBindRenderTargetCmd();
+    GenerateBindStateAndPipelineCmds(&pipeline);
+
+    pipelineobj.BindPipelineCommandBuffer(m_cmdBuffer,descriptorSet);
+    descriptorSet.BindCommandBuffer(m_cmdBuffer);
+
+
+    // render the triangle
+    xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
+
+    // finalize recording of the command buffer
+    err = xglEndCommandBuffer( m_cmdBuffer );
+    ASSERT_XGL_SUCCESS( err );
+
+    // this command buffer only uses the vertex buffer memory
+    m_numMemRefs = 0;
+
+    // submit the command buffer to the universal queue
+    err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_numMemRefs, m_memRefs, NULL );
+    ASSERT_XGL_SUCCESS( err );
+
+    err = xglQueueWaitIdle( m_device->m_queue );
+    ASSERT_XGL_SUCCESS( err );
+
+    // Wait for work to finish before cleaning up.
+    xglDeviceWaitIdle(m_device->device());
+
+    RecordImage(m_renderTarget);
+
+}
+
+void XglRenderTest::RotateTriangleVSUniform(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model,
+                                            XglConstantBufferObj constantBuffer)
+{
+    int i;
+    glm::mat4 MVP;
+    int matrixSize = sizeof(MVP);
+    XGL_RESULT err;
+
+    for (i = 0; i < 8; i++) {
+        XGL_UINT8 *pData;
+        err = xglMapMemory(constantBuffer.m_constantBufferMem, 0, (XGL_VOID **) &pData);
+        ASSERT_XGL_SUCCESS(err);
+
+        Model = glm::rotate(Model, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
+        MVP = Projection * View * Model;
+        memcpy(pData, (const void*) &MVP[0][0], matrixSize);
+
+        err = xglUnmapMemory(constantBuffer.m_constantBufferMem);
+        ASSERT_XGL_SUCCESS(err);
+
+        // submit the command buffer to the universal queue
+        err = xglQueueSubmit( m_device->m_queue, 1, &m_cmdBuffer, m_memoryRefManager.GetNumRefs(), m_memoryRefManager.GetMemoryRefList(), NULL );
+        ASSERT_XGL_SUCCESS( err );
+
+        err = xglQueueWaitIdle( m_device->m_queue );
+        ASSERT_XGL_SUCCESS( err );
+
+        // Wait for work to finish before cleaning up.
+        xglDeviceWaitIdle(m_device->device());
+
+        RecordImage(m_renderTarget);
+    }
+}
+
+void dumpMatrix(const char *note, glm::mat4 MVP)
+{
+    int i,j;
+
+    printf("%s: \n", note);
+    for (i=0; i<4; i++) {
+        printf("%f, %f, %f, %f\n", MVP[i][0], MVP[i][1], MVP[i][2], MVP[i][3]);
+    }
+    printf("\n");
+    fflush(stdout);
+}
+
+void dumpVec4(const char *note, glm::vec4 vector)
+{
+    printf("%s: \n", note);
+        printf("%f, %f, %f, %f\n", vector[0], vector[1], vector[2], vector[3]);
+    printf("\n");
+    fflush(stdout);
+}
+
+void XglRenderTest::GenerateClearAndPrepareBufferCmds()
+{
+    XglRenderFramework::GenerateClearAndPrepareBufferCmds();
+
+    if (0) {
+//    if (m_depthStencilImage) {
+        XGL_IMAGE_SUBRESOURCE_RANGE dsRange = {};
+        dsRange.aspect = XGL_IMAGE_ASPECT_DEPTH;
+        dsRange.baseMipLevel = 0;
+        dsRange.mipLevels = XGL_LAST_MIP_OR_SLICE;
+        dsRange.baseArraySlice = 0;
+        dsRange.arraySize = XGL_LAST_MIP_OR_SLICE;
+
+        // prepare the depth buffer for clear
+        XGL_IMAGE_STATE_TRANSITION transitionToClear = {};
+        transitionToClear.image = m_depthStencilImage;
+        transitionToClear.oldState = m_depthStencilBinding.depthState;
+        transitionToClear.newState = XGL_IMAGE_STATE_CLEAR;
+        transitionToClear.subresourceRange = dsRange;
+        xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToClear );
+        m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
+
+        xglCmdClearDepthStencil(m_cmdBuffer, m_depthStencilImage, 1.0f, 0, 1, &dsRange);
+
+        // prepare depth buffer for rendering
+        XGL_IMAGE_STATE_TRANSITION transitionToRender = {};
+        transitionToRender.image = m_renderTarget->image();
+        transitionToRender.oldState = XGL_IMAGE_STATE_CLEAR;
+        transitionToRender.newState = m_depthStencilBinding.depthState;
+        transitionToRender.subresourceRange = dsRange;
+        xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToRender );
+        m_renderTarget->state(( XGL_IMAGE_STATE ) transitionToClear.newState);
+    }
+}
+
+
+void XglRenderTest::ClearDepthStencil(XGL_FLOAT value)
+/* clear the buffer */
+{
+    XGL_RESULT err;
+    const uint16_t depth_value = (uint16_t) (value * 65535);
+    const XGL_INT tw = 128 / sizeof(uint16_t);
+    const XGL_INT th = 32;
+    XGL_INT i, j, w, h;
+    XGL_VOID *data;
+
+    w = (m_width + tw - 1) / tw;
+    h = (m_height + th - 1) / th;
+
+    err = xglMapMemory(m_depthStencilMem, 0, &data);
+    ASSERT_XGL_SUCCESS(err);
+
+    for (i = 0; i < w * h; i++) {
+        uint16_t *tile = (uint16_t *) ((char *) data + 4096 * i);
+
+        for (j = 0; j < 2048; j++)
+            tile[j] = depth_value;
+    }
+
+    err = xglUnmapMemory(m_depthStencilMem);
+    ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::ClearRenderBuffer(XGL_UINT32 clear_color)
+/* clear the buffer */
+{
+    XGL_RESULT err;
+    const XGL_IMAGE_SUBRESOURCE sr = {
+        XGL_IMAGE_ASPECT_COLOR, 0, 0
+    };
+    XGL_SUBRESOURCE_LAYOUT sr_layout;
+    XGL_UINT data_size = sizeof(sr_layout);
+    XGL_VOID    *ptr;
+
+    err = xglGetImageSubresourceInfo( m_renderTarget->image(),
+                                      &sr, XGL_INFO_TYPE_SUBRESOURCE_LAYOUT,
+                                      &data_size, &sr_layout);
+    ASSERT_XGL_SUCCESS( err );
+    ASSERT_EQ(data_size, sizeof(sr_layout));
+
+    err = m_renderTarget->MapMemory( &ptr );
+    ASSERT_XGL_SUCCESS( err );
+
+    ptr = (void *) ((char *) ptr + sr_layout.offset);
+
+    memset(ptr, clear_color, m_width * m_height *sizeof(XGL_UINT32));
+
+    err = m_renderTarget->UnmapMemory();
+    ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::InitDepthStencil()
+{
+    XGL_RESULT err;
+    XGL_IMAGE_CREATE_INFO image;
+    XGL_MEMORY_ALLOC_INFO mem_alloc;
+    XGL_DEPTH_STENCIL_VIEW_CREATE_INFO view;
+    XGL_MEMORY_REQUIREMENTS mem_reqs;
+    XGL_SIZE mem_reqs_size;
+
+    // Clean up default state created by framework
+    if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
+
+    m_depth_stencil_fmt.channelFormat = XGL_CH_FMT_R16;
+    m_depth_stencil_fmt.numericFormat = XGL_NUM_FMT_DS;
+
+    image.sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
+    image.pNext = NULL;
+    image.imageType = XGL_IMAGE_2D;
+    image.format = m_depth_stencil_fmt;
+    image.extent.width = m_width;
+    image.extent.height = m_height;
+    image.extent.depth = 1;
+    image.mipLevels = 1;
+    image.arraySize = 1;
+    image.samples = 1;
+    image.tiling = XGL_OPTIMAL_TILING;
+    image.usage = XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT;
+    image.flags = 0;
+
+    mem_alloc.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
+    mem_alloc.pNext = NULL;
+    mem_alloc.allocationSize = 0;
+    mem_alloc.alignment = 0;
+    mem_alloc.flags = 0;
+    mem_alloc.heapCount = 0;
+    mem_alloc.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
+
+    /* create image */
+    err = xglCreateImage(device(), &image,
+                         &m_depthStencilImage);
+    ASSERT_XGL_SUCCESS(err);
+
+    err = xglGetObjectInfo(m_depthStencilImage,
+                           XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
+                           &mem_reqs_size, &mem_reqs);
+    ASSERT_XGL_SUCCESS(err);
+    ASSERT_EQ(mem_reqs_size, sizeof(mem_reqs));
+
+    mem_alloc.allocationSize = mem_reqs.size;
+    mem_alloc.alignment = mem_reqs.alignment;
+    mem_alloc.heapCount = mem_reqs.heapCount;
+    memcpy(mem_alloc.heaps, mem_reqs.heaps,
+           sizeof(mem_reqs.heaps[0]) * mem_reqs.heapCount);
+
+    /* allocate memory */
+    err = xglAllocMemory(device(), &mem_alloc, &m_depthStencilMem);
+    ASSERT_XGL_SUCCESS(err);
+
+    /* bind memory */
+    err = xglBindObjectMemory(m_depthStencilImage, m_depthStencilMem, 0);
+    ASSERT_XGL_SUCCESS(err);
+
+    XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
+    depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
+    depthStencil.depthTestEnable        = XGL_TRUE;
+    depthStencil.depthWriteEnable       = XGL_TRUE;
+    depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
+    depthStencil.depthBoundsEnable = XGL_FALSE;
+    depthStencil.minDepth = 0.f;
+    depthStencil.maxDepth = 1.f;
+    depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
+    depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
+    depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
+    depthStencil.back.stencilRef = 0x00;
+    depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
+    depthStencil.front = depthStencil.back;
+
+    err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
+    ASSERT_XGL_SUCCESS( err );
+
+    /* create image view */
+    view.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_VIEW_CREATE_INFO;
+    view.pNext = NULL;
+    view.image = XGL_NULL_HANDLE;
+    view.mipLevel = 0;
+    view.baseArraySlice = 0;
+    view.arraySize = 1;
+    view.flags = 0;
+    view.image = m_depthStencilImage;
+    err = xglCreateDepthStencilView(device(), &view, &m_depthStencilView);
+    ASSERT_XGL_SUCCESS(err);
+
+    m_depthStencilBinding.view = m_depthStencilView;
+    m_depthStencilBinding.depthState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
+    m_depthStencilBinding.stencilState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
+}
+
+struct xgltriangle_vs_uniform {
+    // Must start with MVP
+    XGL_FLOAT   mvp[4][4];
+    XGL_FLOAT   position[3][4];
+    XGL_FLOAT   color[3][4];
+};
+
+void XglRenderTest::XGLTriangleTest(const char *vertShaderText, const char *fragShaderText)
+{
+    // Create identity matrix
+    int i;
+    struct xgltriangle_vs_uniform data;
+
+    glm::mat4 Projection      = glm::mat4(1.0f);
+    glm::mat4 View      = glm::mat4(1.0f);
+    glm::mat4 Model      = glm::mat4(1.0f);
+    glm::mat4 MVP = Projection * View * Model;
+    const int matrixSize = sizeof(MVP);
+    const int bufSize = sizeof(xgltriangle_vs_uniform) / sizeof(XGL_FLOAT);
+    memcpy(&data.mvp, &MVP[0][0], matrixSize);
+
+    static const Vertex tri_data[] =
+    {
+        { XYZ1( -1, -1, 0 ), XYZ1( 1.f, 0.f, 0.f ) },
+        { XYZ1( 1, -1, 0 ), XYZ1( 0.f, 1.f, 0.f ) },
+        { XYZ1( 0,  1, 0 ), XYZ1( 0.f, 0.f, 1.f ) },
+    };
+
+    for (i=0; i<3; i++) {
+        data.position[i][0] = tri_data[i].posX;
+        data.position[i][1] = tri_data[i].posY;
+        data.position[i][2] = tri_data[i].posZ;
+        data.position[i][3] = tri_data[i].posW;
+        data.color[i][0] = tri_data[i].r;
+        data.color[i][1] = tri_data[i].g;
+        data.color[i][2] = tri_data[i].b;
+        data.color[i][3] = tri_data[i].a;
+    }
+
+    ASSERT_NO_FATAL_FAILURE(InitState());
+    ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+    XglConstantBufferObj constantBuffer(m_device, bufSize*2, sizeof(XGL_FLOAT), (const void*) &data);
+
+    XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
+    XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
+    vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &constantBuffer.m_constantBufferView);
+
+    XglPipelineObj pipelineobj(m_device);
+    pipelineobj.AddShader(&vs);
+    pipelineobj.AddShader(&ps);
+
+    XglDescriptorSetObj descriptorSet(m_device);
+    descriptorSet.AttachMemoryView(&constantBuffer.m_constantBufferView);
+    m_memoryRefManager.AddMemoryRef(&constantBuffer.m_constantBufferMem);
+
+    GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
+    QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs());
+
+    RotateTriangleVSUniform(Projection, View, Model, constantBuffer);
+
+}
+
+TEST_F(XglRenderTest, XGLTriangle_FragColor)
+{
+    static const char *vertShaderText =
+        "#version 140\n"
+        "#extension GL_ARB_separate_shader_objects : enable\n"
+        "#extension GL_ARB_shading_language_420pack : enable\n"
+        "\n"
+        "layout(binding = 0) uniform buf {\n"
+        "        mat4 MVP;\n"
+        "        vec4 position[3];\n"
+        "        vec4 color[3];\n"
+        "} ubuf;\n"
+        "\n"
+        "layout (location = 0) out vec4 outColor;\n"
+        "\n"
+        "void main() \n"
+        "{\n"
+        "   outColor = ubuf.color[gl_VertexID];\n"
+        "   gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
+        "}\n";
+
+    static const char *fragShaderText =
+        "#version 140\n"
+        "#extension GL_ARB_separate_shader_objects : enable\n"
+        "#extension GL_ARB_shading_language_420pack : enable\n"
+        "\n"
+        "layout (location = 0) in vec4 inColor;\n"
+        "\n"
+        "void main()\n"
+        "{\n"
+        "   gl_FragColor = inColor;\n"
+        "}\n";
+
+    TEST_DESCRIPTION("XGL-style shaders where fragment shader outputs to GLSL built-in gl_FragColor");
+    XGLTriangleTest(vertShaderText, fragShaderText);
+}
+
+TEST_F(XglRenderTest, XGLTriangle_OutputLocation)
+{
+    static const char *vertShaderText =
+        "#version 140\n"
+        "#extension GL_ARB_separate_shader_objects : enable\n"
+        "#extension GL_ARB_shading_language_420pack : enable\n"
+        "\n"
+        "layout(binding = 0) uniform buf {\n"
+        "        mat4 MVP;\n"
+        "        vec4 position[3];\n"
+        "        vec4 color[3];\n"
+        "} ubuf;\n"
+        "\n"
+        "layout (location = 0) out vec4 outColor;\n"
+        "\n"
+        "void main() \n"
+        "{\n"
+        "   outColor = ubuf.color[gl_VertexID];\n"
+        "   gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
+        "}\n";
+
+    static const char *fragShaderText =
+        "#version 140\n"
+        "#extension GL_ARB_separate_shader_objects : enable\n"
+        "#extension GL_ARB_shading_language_420pack : enable\n"
+        "\n"
+        "layout (location = 0) in vec4 inColor;\n"
+        "layout (location = 0) out vec4 outColor;\n"
+        "\n"
+        "void main()\n"
+        "{\n"
+        "   outColor = inColor;\n"
+        "}\n";
+
+    TEST_DESCRIPTION("XGL-style shaders where fragment shader outputs to output location 0, which should be the same as gl_FragColor");
+
+    XGLTriangleTest(vertShaderText, fragShaderText);
+}
+
+TEST_F(XglRenderTest, BIL_XGLTriangle)
+{
+    bool saved_use_bil = XglTestFramework::m_use_bil;
+
+    static const char *vertShaderText =
+        "#version 140\n"
+        "#extension GL_ARB_separate_shader_objects : enable\n"
+        "#extension GL_ARB_shading_language_420pack : enable\n"
+        "\n"
+        "layout(binding = 0) uniform buf {\n"
+        "        mat4 MVP;\n"
+        "        vec4 position[3];\n"
+        "        vec4 color[3];\n"
+        "} ubuf;\n"
+        "\n"
+        "layout (location = 0) out vec4 outColor;\n"
+        "\n"
+        "void main() \n"
+        "{\n"
+        "   outColor = ubuf.color[gl_VertexID];\n"
+        "   gl_Position = ubuf.MVP * ubuf.position[gl_VertexID];\n"
+        "}\n";
+
+    static const char *fragShaderText =
+        "#version 140\n"
+        "#extension GL_ARB_separate_shader_objects : enable\n"
+        "#extension GL_ARB_shading_language_420pack : enable\n"
+        "\n"
+        "layout (location = 0) in vec4 inColor;\n"
+        "\n"
+        "void main()\n"
+        "{\n"
+        "   gl_FragColor = inColor;\n"
+        "}\n";
+
+    TEST_DESCRIPTION("XGL-style shaders, but force test framework to compile shader to BIL and pass BIL to driver.");
+
+    XglTestFramework::m_use_bil = true;
+
+    XGLTriangleTest(vertShaderText, fragShaderText);
+
+    XglTestFramework::m_use_bil = saved_use_bil;
+}
+
+TEST_F(XglRenderTest, GreenTriangle)
+{
+    static const char *vertShaderText =
+            "#version 130\n"
+            "vec2 vertices[3];\n"
+            "void main() {\n"
+            "      vertices[0] = vec2(-1.0, -1.0);\n"
+            "      vertices[1] = vec2( 1.0, -1.0);\n"
+            "      vertices[2] = vec2( 0.0,  1.0);\n"
+            "   gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+            "}\n";
+
+    static const char *fragShaderText =
+       "#version 130\n"
+       "void main() {\n"
+       "   gl_FragColor = vec4(0,1,0,1);\n"
+       "}\n";
+
+    TEST_DESCRIPTION("Basic shader that renders a fixed Green triangle coded as part of the vertex shader.");
+
+    DrawTriangleTest(vertShaderText, fragShaderText);
+}
+
+TEST_F(XglRenderTest, BIL_GreenTriangle)
+{
+    bool saved_use_bil = XglTestFramework::m_use_bil;
+
+    static const char *vertShaderText =
+            "#version 130\n"
+            "vec2 vertices[3];\n"
+            "void main() {\n"
+            "      vertices[0] = vec2(-1.0, -1.0);\n"
+            "      vertices[1] = vec2( 1.0, -1.0);\n"
+            "      vertices[2] = vec2( 0.0,  1.0);\n"
+            "   gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+            "}\n";
+
+    static const char *fragShaderText =
+       "#version 130\n"
+       "void main() {\n"
+       "   gl_FragColor = vec4(0,1,0,1);\n"
+       "}\n";
+
+    TEST_DESCRIPTION("Same shader as GreenTriangle, but compiles shader to BIL and gives BIL to driver.");
+
+    XglTestFramework::m_use_bil = true;
+    DrawTriangleTest(vertShaderText, fragShaderText);
+    XglTestFramework::m_use_bil = saved_use_bil;
+}
+
+TEST_F(XglRenderTest, TriangleFragUniform)
+{
+
+    static const char *vertShaderText =
+            "#version 130\n"
+            "out vec4 color;\n"
+            "out vec4 scale;\n"
+            "vec2 vertices[3];\n"
+            "void main() {\n"
+            "vec2 vertices[3];\n"
+            "      vertices[0] = vec2(-0.5, -0.5);\n"
+            "      vertices[1] = vec2( 0.5, -0.5);\n"
+            "      vertices[2] = vec2( 0.5,  0.5);\n"
+            "vec4 colors[3];\n"
+            "      colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
+            "      colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
+            "      colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
+            "   color = colors[gl_VertexID % 3];\n"
+            "   scale = vec4(1.0, 1.0, 1.0, 1.0);\n"
+            "   gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+            "}\n";
+
+    static const char *fragShaderText =
+            "#version 130\n"
+            "in vec4 color;\n"
+            "in vec4 scale;\n"
+            "uniform vec4 foo;\n"
+            "void main() {\n"
+            "   gl_FragColor = color * scale + foo;\n"
+            "}\n";
+
+    DrawTriangleTest(vertShaderText, fragShaderText);
+}
+
+TEST_F(XglRenderTest, YellowTriangle)
+{
+    static const char *vertShaderText =
+            "#version 130\n"
+            "void main() {\n"
+            "   vec2 vertices[3];"
+            "      vertices[0] = vec2(-0.5, -0.5);\n"
+            "      vertices[1] = vec2( 0.5, -0.5);\n"
+            "      vertices[2] = vec2( 0.5,  0.5);\n"
+            "   vec4 colors[3];\n"
+            "      colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
+            "      colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
+            "      colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
+            "   gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+            "}\n";
+
+    static const char *fragShaderText =
+            "#version 130\n"
+            "void main() {\n"
+            "  gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
+            "}\n";
+
+    DrawTriangleTest(vertShaderText, fragShaderText);
+}
+
+TEST_F(XglRenderTest, RotatedTriangle) {
+    DrawRotatedTriangleTest();
+}
+
+TEST_F(XglRenderTest, TriangleTwoFSUniforms)
+{
+    static const char *vertShaderText =
+            "#version 130\n"
+            "out vec4 color;\n"
+            "out vec4 scale;\n"
+            "out vec2 samplePos;\n"
+            "void main() {\n"
+            "   vec2 vertices[3];"
+            "      vertices[0] = vec2(-0.5, -0.5);\n"
+            "      vertices[1] = vec2( 0.5, -0.5);\n"
+            "      vertices[2] = vec2( 0.5,  0.5);\n"
+            "   vec4 colors[3];\n"
+            "      colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
+            "      colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
+            "      colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
+            "   color = colors[gl_VertexID % 3];\n"
+            "   vec2 positions[3];"
+            "      positions[0] = vec2( 0.0, 0.0);\n"
+            "      positions[1] = vec2( 1.0, 0.0);\n"
+            "      positions[2] = vec2( 1.0, 1.0);\n"
+            "   scale = vec4(0.0, 0.0, 0.0, 0.0);\n"
+            "   gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+            "}\n";
+
+
+    static const char *fragShaderText =
+            "#version 430\n"
+            "in vec4 color;\n"
+            "in vec4 scale;\n"
+            "uniform vec4 foo;\n"
+            "uniform vec4 bar;\n"
+            "void main() {\n"
+            // by default, with no location or blocks
+            // the compiler will read them from buffer
+            // in reverse order of first use in shader
+            // The buffer contains red, followed by blue,
+            // so foo should be blue, bar should be red
+            "   gl_FragColor = color * scale * foo * bar + foo;\n"
+            "}\n";
+
+    ASSERT_NO_FATAL_FAILURE(InitState());
+    ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+    XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
+    XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
+
+    const int constantCount = 8;
+    const float constants[constantCount] =  { 1.0, 0.0, 0.0, 1.0,
+                                              0.0, 0.0, 1.0, 1.0 };
+    XglConstantBufferObj constantBuffer(m_device,constantCount, sizeof(constants[0]), (const void*) constants);
+    ps.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &constantBuffer.m_constantBufferView);
+
+    XglPipelineObj pipelineobj(m_device);
+    pipelineobj.AddShader(&vs);
+    pipelineobj.AddShader(&ps);
+
+    XglDescriptorSetObj descriptorSet(m_device);
+    descriptorSet.AttachMemoryView(&constantBuffer.m_constantBufferView);
+
+    GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
+    QueueCommandBuffer(NULL, 0);
+
+}
+
+TEST_F(XglRenderTest, TriangleWithVertexFetch)
+{
+    static const char *vertShaderText =
+            "#version 130\n"
+            //XYZ1( -1, -1, -1 )
+            "in vec4 pos;\n"
+            //XYZ1( 0.f, 0.f, 0.f )
+            "in vec4 inColor;\n"
+            "out vec4 outColor;\n"
+            "void main() {\n"
+            "   outColor = inColor;\n"
+            "   gl_Position = pos;\n"
+            "}\n";
+
+
+    static const char *fragShaderText =
+            "#version 430\n"
+            "in vec4 color;\n"
+            "void main() {\n"
+            "   gl_FragColor = color;\n"
+            "}\n";
+
+
+    ASSERT_NO_FATAL_FAILURE(InitState());
+    ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+    XglConstantBufferObj meshBuffer(m_device,sizeof(g_vbData)/sizeof(g_vbData[0]),sizeof(g_vbData[0]), g_vbData);
+    // meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY);
+
+    XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
+    XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
+    // vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_VERTEX_INPUT, (XGL_OBJECT) &constantBuffer.m_constantBufferView);
+
+    XglPipelineObj pipelineobj(m_device);
+    pipelineobj.AddShader(&vs);
+    pipelineobj.AddShader(&ps);
+
+    XglDescriptorSetObj descriptorSet(m_device);
+    descriptorSet.AttachMemoryView(&meshBuffer.m_constantBufferView);
+
+    XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+         sizeof(g_vbData[0]),              // strideInBytes;  Distance between vertices in bytes (0 = no advancement)
+         XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate;       // Rate at which binding is incremented
+    };
+
+    XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
+    vi_attribs[0].binding = 0;                       // index into vertexBindingDescriptions
+    vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32;            // format of source data
+    vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
+    vi_attribs[0].offsetInBytes = 0;                 // Offset of first element in bytes from base of vertex
+    vi_attribs[1].binding = 0;                       // index into vertexBindingDescriptions
+    vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32;            // format of source data
+    vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
+    vi_attribs[1].offsetInBytes = 16;                 // Offset of first element in bytes from base of vertex
+
+    pipelineobj.AddVertexInputAttribs(vi_attribs,2);
+    pipelineobj.AddVertexInputBindings(&vi_binding,1);
+    pipelineobj.AddVertexDataBuffer(&meshBuffer);
+
+    GenericDrawTriangleTest(pipelineobj, descriptorSet, 12);
+    QueueCommandBuffer(NULL, 0);
+}
+
+TEST_F(XglRenderTest, TriangleVSUniform)
+{
+    static const char *vertShaderText =
+            "#version 140\n"
+            "#extension GL_ARB_separate_shader_objects : enable\n"
+            "#extension GL_ARB_shading_language_420pack : enable\n"
+            "\n"
+            "layout(binding = 0) uniform buf {\n"
+            "        mat4 MVP;\n"
+            "} ubuf;\n"
+            "void main() {\n"
+            "   vec2 vertices[3];"
+            "      vertices[0] = vec2(-0.5, -0.5);\n"
+            "      vertices[1] = vec2( 0.5, -0.5);\n"
+            "      vertices[2] = vec2( 0.5,  0.5);\n"
+            "   gl_Position = ubuf.MVP * vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+            "}\n";
+
+    static const char *fragShaderText =
+            "#version 130\n"
+            "void main() {\n"
+            "   gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
+            "}\n";
+
+    ASSERT_NO_FATAL_FAILURE(InitState());
+    ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+    // Create identity matrix
+    glm::mat4 Projection    = glm::mat4(1.0f);
+    glm::mat4 View          = glm::mat4(1.0f);
+    glm::mat4 Model         = glm::mat4(1.0f);
+    glm::mat4 MVP = Projection * View * Model;
+    const int matrixSize = sizeof(MVP) / sizeof(MVP[0]);
+
+    XglConstantBufferObj constantBuffer(m_device, matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
+    XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
+    XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
+
+    vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &constantBuffer.m_constantBufferView);
+
+    XglPipelineObj pipelineobj(m_device);
+    pipelineobj.AddShader(&vs);
+    pipelineobj.AddShader(&ps);
+
+    // Create descriptor set and attach the constant buffer to it
+    XglDescriptorSetObj descriptorSet(m_device);   XGL_RESULT err = XGL_SUCCESS;
+    descriptorSet.AttachMemoryView(&constantBuffer.m_constantBufferView);
+
+    m_memoryRefManager.AddMemoryRef(&constantBuffer.m_constantBufferMem);
+
+    GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
+    QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs());
+
+    RotateTriangleVSUniform(Projection, View, Model, constantBuffer);
+}
+
+TEST_F(XglRenderTest, TriangleWithVertexFetchAndMVP)
+{
+    static const char *vertShaderText =
+            "#version 140\n"
+            "layout (std140) uniform bufferVals {\n"
+            "    mat4 mvp;\n"
+            "} myBufferVals;\n"
+            "in vec4 pos;\n"
+            "in vec4 inColor;\n"
+            "out vec4 outColor;\n"
+            "void main() {\n"
+            "   outColor = inColor;\n"
+            "   gl_Position = myBufferVals.mvp * pos;\n"
+            "}\n";
+
+    static const char *fragShaderText =
+            "#version 130\n"
+            "in vec4 color;\n"
+            "void main() {\n"
+            "   gl_FragColor = color;\n"
+            "}\n";
+    glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
+
+    glm::mat4 View       = glm::lookAt(
+                           glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
+                           glm::vec3(0,0,0), // and looks at the origin
+                           glm::vec3(0,1,0)  // Head is up (set to 0,-1,0 to look upside-down)
+                           );
+
+    glm::mat4 Model = glm::mat4(1.0f);
+
+    glm::mat4 MVP = Projection * View * Model;
+
+    ASSERT_NO_FATAL_FAILURE(InitState());
+    ASSERT_NO_FATAL_FAILURE(InitViewport());
+    ASSERT_NO_FATAL_FAILURE(InitDepthStencil());
+
+    XglConstantBufferObj meshBuffer(m_device,sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]),
+            sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data);
+
+    // What part of thisv do I still need to do?  See 144b1763e9b300f62b45077d21dd20ca3a2f838b
+    // meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY);
+
+
+    const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
+
+    XglConstantBufferObj constantBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]);
+    XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
+    XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
+
+    // vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_VERTEX_INPUT, (XGL_OBJECT) &meshBuffer.m_constantBufferView);
+    vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &constantBuffer.m_constantBufferView);
+
+    XglPipelineObj pipelineobj(m_device);
+    pipelineobj.AddShader(&vs);
+    pipelineobj.AddShader(&ps);
+
+    XglDescriptorSetObj descriptorSet(m_device);
+    descriptorSet.AttachMemoryView(&constantBuffer.m_constantBufferView);
+    descriptorSet.AttachMemoryView(&meshBuffer.m_constantBufferView);
+
+    m_memoryRefManager.AddMemoryRef(&meshBuffer.m_constantBufferMem);
+    m_memoryRefManager.AddMemoryRef(&constantBuffer.m_constantBufferMem);
+
+    XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+            sizeof(g_vbData[0]),              // strideInBytes;  Distance between vertices in bytes (0 = no advancement)
+            XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate;       // Rate at which binding is incremented
+        };
+
+    // this is the current description of g_vbData
+    XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
+    vi_attribs[0].binding = 0;                       // index into vertexBindingDescriptions
+    vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32;            // format of source data
+    vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
+    vi_attribs[0].offsetInBytes = 0;                 // Offset of first element in bytes from base of vertex
+    vi_attribs[1].binding = 0;                       // index into vertexBindingDescriptions
+    vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32;            // format of source data
+    vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
+    vi_attribs[1].offsetInBytes = 16;                 // Offset of first element in bytes from base of vertex
+
+    pipelineobj.AddVertexInputBindings(&vi_binding,1);
+    pipelineobj.AddVertexInputAttribs(vi_attribs,2);
+
+    ClearDepthStencil(1.0f);
+    GenericDrawTriangleTest(pipelineobj, descriptorSet, 12);
+
+    QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs());
+
+}
+
+TEST_F(XglRenderTest, VSTexture)
+{
+    // The expected result from this test is a green and red triangle;
+    // one red vertex on the left, two green vertices on the right.
+    static const char *vertShaderText =
+            "#version 130\n"
+            "out vec4 texColor;\n"
+            "uniform sampler2D surface;\n"
+            "void main() {\n"
+            "   vec2 vertices[3];"
+            "      vertices[0] = vec2(-0.5, -0.5);\n"
+            "      vertices[1] = vec2( 0.5, -0.5);\n"
+            "      vertices[2] = vec2( 0.5,  0.5);\n"
+            "   vec2 positions[3];"
+            "      positions[0] = vec2( 0.0, 0.0);\n"
+            "      positions[1] = vec2( 0.25, 0.1);\n"
+            "      positions[2] = vec2( 0.1, 0.25);\n"
+            "   vec2 samplePos = positions[gl_VertexID % 3];\n"
+            "   texColor = textureLod(surface, samplePos, 0.0);\n"
+            "   gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+            "}\n";
+
+    static const char *fragShaderText =
+            "#version 130\n"
+            "in vec4 texColor;\n"
+            "void main() {\n"
+            "   gl_FragColor = texColor;\n"
+            "}\n";
+
+    ASSERT_NO_FATAL_FAILURE(InitState());
+    ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+    XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
+    XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
+    XglSamplerObj sampler(m_device);
+    XglTextureObj texture(m_device);
+
+    vs.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &texture.m_textureViewInfo);
+    vs.BindShaderEntitySlotToSampler(0, (XGL_OBJECT) &sampler.m_sampler);
+
+    XglPipelineObj pipelineobj(m_device);
+    pipelineobj.AddShader(&vs);
+    pipelineobj.AddShader(&ps);
+
+    XglDescriptorSetObj descriptorSet(m_device);
+    descriptorSet.AttachImageView(&texture.m_textureViewInfo);
+    descriptorSet.AttachSampler(&sampler.m_sampler);
+
+    m_memoryRefManager.AddMemoryRef(&texture.m_textureMem);
+
+    GenericDrawTriangleTest(pipelineobj, descriptorSet, 1);
+    QueueCommandBuffer(NULL, 0);
+
+}
+
+TEST_F(XglRenderTest, TriangleWithVertexFetchAndMVPAndTexture)
+{
+    static const char *vertShaderText =
+            "#version 140\n"
+            "#extension GL_ARB_separate_shader_objects : enable\n"
+            "#extension GL_ARB_shading_language_420pack : enable\n"
+            "layout (std140, binding=0) uniform bufferVals {\n"
+            "    mat4 mvp;\n"
+            "} myBufferVals;\n"
+            "layout (location=0) in vec4 pos;\n"
+            "layout (location=1) in vec4 inColor;\n"
+            "layout (location=0) out vec2 UVout;\n"
+            "void main() {\n"
+            "   vec2 positions[3];"
+            "      positions[0] = vec2( 0.0, 0.0);\n"
+            "      positions[1] = vec2( 0.25, 0.1);\n"
+            "      positions[2] = vec2( 0.1, 0.25);\n"
+            "   UVout = positions[gl_VertexID % 3];\n"
+            "   gl_Position = myBufferVals.mvp * pos;\n"
+            "}\n";
+
+    static const char *fragShaderText =
+            "#version 140\n"
+            "#extension GL_ARB_separate_shader_objects : enable\n"
+            "#extension GL_ARB_shading_language_420pack : enable\n"
+            "layout (binding=0) uniform sampler2D surface;\n"
+            "layout (location=0) out vec4 outColor;\n"
+            "layout (location=0) in vec2 UVin;\n"
+            "void main() {\n"
+            "    outColor= textureLod(surface, UVin, 0.0);\n"
+            "    outColor= vec4(1.0,0.0,0.0,1.0);\n"
+            "}\n";
+    glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 1.0f, 0.1f, 100.0f);
+
+    glm::mat4 View       = glm::lookAt(
+                           glm::vec3(0,3,10), // Camera is at (0,3,10), in World Space
+                           glm::vec3(0,0,0), // and looks at the origin
+                           glm::vec3(0,1,0)  // Head is up (set to 0,-1,0 to look upside-down)
+                           );
+
+    glm::mat4 Model = glm::mat4(1.0f);
+
+    glm::mat4 MVP = Projection * View * Model;
+
+
+    ASSERT_NO_FATAL_FAILURE(InitState());
+    ASSERT_NO_FATAL_FAILURE(InitViewport());
+    ASSERT_NO_FATAL_FAILURE(InitDepthStencil());
+
+    XglConstantBufferObj meshBuffer(m_device,sizeof(g_vb_solid_face_colors_Data)/sizeof(g_vb_solid_face_colors_Data[0]),
+            sizeof(g_vb_solid_face_colors_Data[0]), g_vb_solid_face_colors_Data);
+    meshBuffer.SetMemoryState(m_cmdBuffer,XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY);
+
+
+    const int buf_size = sizeof(MVP) / sizeof(XGL_FLOAT);
+
+    XglConstantBufferObj mvpBuffer(m_device, buf_size, sizeof(MVP[0]), (const void*) &MVP[0][0]);
+    XglShaderObj vs(m_device,vertShaderText,XGL_SHADER_STAGE_VERTEX );
+    XglShaderObj ps(m_device,fragShaderText, XGL_SHADER_STAGE_FRAGMENT);
+    XglSamplerObj sampler(m_device);
+    XglTextureObj texture(m_device);
+
+    // vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_VERTEX_INPUT, (XGL_OBJECT) &meshBuffer.m_constantBufferView);
+    vs.BindShaderEntitySlotToMemory(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &mvpBuffer.m_constantBufferView);
+    ps.BindShaderEntitySlotToImage(0, XGL_SLOT_SHADER_RESOURCE, (XGL_OBJECT) &texture.m_textureViewInfo);
+    ps.BindShaderEntitySlotToSampler(0, (XGL_OBJECT) &sampler.m_sampler);
+
+    XglPipelineObj pipelineobj(m_device);
+    pipelineobj.AddShader(&vs);
+    pipelineobj.AddShader(&ps);
+
+    XglDescriptorSetObj descriptorSet(m_device);
+    descriptorSet.AttachMemoryView(&mvpBuffer.m_constantBufferView);
+    descriptorSet.AttachMemoryView(&meshBuffer.m_constantBufferView);
+    descriptorSet.AttachImageView(&texture.m_textureViewInfo);
+    descriptorSet.AttachSampler(&sampler.m_sampler);
+
+    m_memoryRefManager.AddMemoryRef(&meshBuffer.m_constantBufferMem);
+    m_memoryRefManager.AddMemoryRef(&mvpBuffer.m_constantBufferMem);
+    m_memoryRefManager.AddMemoryRef(&texture.m_textureMem);
+
+    XGL_VERTEX_INPUT_BINDING_DESCRIPTION vi_binding = {
+            sizeof(g_vbData[0]),              // strideInBytes;  Distance between vertices in bytes (0 = no advancement)
+            XGL_VERTEX_INPUT_STEP_RATE_VERTEX // stepRate;       // Rate at which binding is incremented
+        };
+
+    // this is the current description of g_vbData
+    XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION vi_attribs[2];
+    vi_attribs[0].binding = 0;                       // index into vertexBindingDescriptions
+    vi_attribs[0].format.channelFormat = XGL_CH_FMT_R32G32B32A32;            // format of source data
+    vi_attribs[0].format.numericFormat = XGL_NUM_FMT_FLOAT;
+    vi_attribs[0].offsetInBytes = 0;                 // Offset of first element in bytes from base of vertex
+    vi_attribs[1].binding = 0;                       // index into vertexBindingDescriptions
+    vi_attribs[1].format.channelFormat = XGL_CH_FMT_R32G32B32A32;            // format of source data
+    vi_attribs[1].format.numericFormat = XGL_NUM_FMT_FLOAT;
+    vi_attribs[1].offsetInBytes = 16;                 // Offset of first element in bytes from base of vertex
+
+    pipelineobj.AddVertexInputBindings(&vi_binding,1);
+    pipelineobj.AddVertexInputAttribs(vi_attribs,2);
+
+    ClearDepthStencil(1.0f);
+    GenericDrawTriangleTest(pipelineobj, descriptorSet, 12);
+
+    QueueCommandBuffer(m_memoryRefManager.GetMemoryRefList(), m_memoryRefManager.GetNumRefs());
+
+}
+int main(int argc, char **argv) {
+    int result;
+
+    ::testing::InitGoogleTest(&argc, argv);
+    XglTestFramework::InitArgs(&argc, argv);
+
+    ::testing::Environment* const xgl_test_env = ::testing::AddGlobalTestEnvironment(new TestEnvironment);
+
+    result = RUN_ALL_TESTS();
+
+    XglTestFramework::Finish();
+    return result;
+}