compiler_render_tests: Fork the render_tests file for quick compiler test turn on
diff --git a/tests/compiler_render_tests.cpp b/tests/compiler_render_tests.cpp
new file mode 100644
index 0000000..7eab599
--- /dev/null
+++ b/tests/compiler_render_tests.cpp
@@ -0,0 +1,1255 @@
+// 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"
+
+#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 ) },
+};
+
+class XglRenderTest : public XglRenderFramework
+{
+public:
+    void InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride, const void* vertices );
+    void InitTexture();
+    void InitSampler();
+    void DrawTriangleTest(const char *vertShaderText, const char *fragShaderText);
+    void DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText);
+    void DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText);
+    void DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText);
+
+    void CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
+    void CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps);
+    void DrawRotatedTriangleTest();
+
+
+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_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::InitMesh( XGL_UINT32 numVertices, XGL_GPU_SIZE vbStride,
+                              const void* vertices )
+{
+    XGL_RESULT err = XGL_SUCCESS;
+
+    assert( numVertices * vbStride > 0 );
+    m_numVertices = numVertices;
+
+    XGL_MEMORY_ALLOC_INFO alloc_info = {};
+    XGL_UINT8 *pData;
+
+    alloc_info.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO;
+    alloc_info.allocationSize = numVertices * vbStride;
+    alloc_info.alignment = 0;
+    alloc_info.heapCount = 1;
+    alloc_info.heaps[0] = 0; // TODO: Use known existing heap
+
+    alloc_info.flags = XGL_MEMORY_HEAP_CPU_VISIBLE_BIT;
+    alloc_info.memPriority = XGL_MEMORY_PRIORITY_NORMAL;
+
+    err = xglAllocMemory(device(), &alloc_info, &m_vtxBufferMem);
+    ASSERT_XGL_SUCCESS(err);
+
+    err = xglMapMemory(m_vtxBufferMem, 0, (XGL_VOID **) &pData);
+    ASSERT_XGL_SUCCESS(err);
+
+    memcpy(pData, vertices, alloc_info.allocationSize);
+
+    err = xglUnmapMemory(m_vtxBufferMem);
+    ASSERT_XGL_SUCCESS(err);
+
+    // set up the memory view for the vertex buffer
+    this->m_vtxBufferView.stride = vbStride;
+    this->m_vtxBufferView.range  = numVertices * vbStride;
+    this->m_vtxBufferView.offset = 0;
+    this->m_vtxBufferView.mem    = m_vtxBufferMem;
+    this->m_vtxBufferView.format.channelFormat = XGL_CH_FMT_UNDEFINED;
+    this->m_vtxBufferView.format.numericFormat = XGL_NUM_FMT_UNDEFINED;
+
+    // open the command buffer
+    err = xglBeginCommandBuffer( m_cmdBuffer, 0 );
+    ASSERT_XGL_SUCCESS(err);
+
+    XGL_MEMORY_STATE_TRANSITION transition = {};
+    transition.mem = m_vtxBufferMem;
+    transition.oldState = XGL_MEMORY_STATE_DATA_TRANSFER;
+    transition.newState = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
+    transition.offset = 0;
+    transition.regionSize = numVertices * vbStride;
+
+    // write transition to the command buffer
+    xglCmdPrepareMemoryRegions( m_cmdBuffer, 1, &transition );
+    this->m_vtxBufferView.state = XGL_MEMORY_STATE_GRAPHICS_SHADER_READ_ONLY;
+
+    // finish recording the command buffer
+    err = xglEndCommandBuffer( m_cmdBuffer );
+    ASSERT_XGL_SUCCESS(err);
+
+    // this command buffer only uses the vertex buffer memory
+    m_numMemRefs = 1;
+    m_memRefs[0].flags = 0;
+    m_memRefs[0].mem = m_vtxBufferMem;
+
+    // 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);
+}
+
+void XglRenderTest::InitTexture()
+{
+#define DEMO_TEXTURE_COUNT 1
+
+    const XGL_FORMAT tex_format = { XGL_CH_FMT_B8G8R8A8, XGL_NUM_FMT_UNORM };
+    const XGL_INT tex_width = 16;
+    const XGL_INT tex_height = 16;
+    const uint32_t tex_colors[DEMO_TEXTURE_COUNT][2] = {
+        { 0xffff0000, 0xff00ff00 },
+    };
+    XGL_RESULT err;
+    XGL_UINT i;
+
+    for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
+        const XGL_SAMPLER_CREATE_INFO sampler = {
+            .sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
+            .pNext = NULL,
+            .magFilter = XGL_TEX_FILTER_NEAREST,
+            .minFilter = XGL_TEX_FILTER_NEAREST,
+            .mipMode = XGL_TEX_MIPMAP_BASE,
+            .addressU = XGL_TEX_ADDRESS_WRAP,
+            .addressV = XGL_TEX_ADDRESS_WRAP,
+            .addressW = XGL_TEX_ADDRESS_WRAP,
+            .mipLodBias = 0.0f,
+            .maxAnisotropy = 0,
+            .compareFunc = XGL_COMPARE_NEVER,
+            .minLod = 0.0f,
+            .maxLod = 0.0f,
+            .borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE,
+        };
+        const XGL_IMAGE_CREATE_INFO image = {
+            .sType = XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
+            .pNext = NULL,
+            .imageType = XGL_IMAGE_2D,
+            .format = tex_format,
+            .extent = { tex_width, tex_height, 1 },
+            .mipLevels = 1,
+            .arraySize = 1,
+            .samples = 1,
+            .tiling = XGL_LINEAR_TILING,
+            .usage = XGL_IMAGE_USAGE_SHADER_ACCESS_READ_BIT,
+            .flags = 0,
+        };
+        XGL_MEMORY_ALLOC_INFO mem_alloc;
+            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;
+        XGL_IMAGE_VIEW_CREATE_INFO view;
+            view.sType = XGL_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+            view.pNext = NULL;
+            view.image = XGL_NULL_HANDLE;
+            view.viewType = XGL_IMAGE_VIEW_2D;
+            view.format = image.format;
+            view.channels.r = XGL_CHANNEL_SWIZZLE_R;
+            view.channels.g = XGL_CHANNEL_SWIZZLE_G;
+            view.channels.b = XGL_CHANNEL_SWIZZLE_B;
+            view.channels.a = XGL_CHANNEL_SWIZZLE_A;
+            view.subresourceRange.aspect = XGL_IMAGE_ASPECT_COLOR;
+            view.subresourceRange.baseMipLevel = 0;
+            view.subresourceRange.mipLevels = 1;
+            view.subresourceRange.baseArraySlice = 0;
+            view.subresourceRange.arraySize = 1;
+            view.minLod = 0.0f;
+
+        XGL_MEMORY_REQUIREMENTS mem_reqs;
+        XGL_SIZE mem_reqs_size;
+
+        /* create sampler */
+        err = xglCreateSampler(device(), &sampler, &m_sampler);
+        assert(!err);
+
+        /* create image */
+        err = xglCreateImage(device(), &image, &m_texture);
+        assert(!err);
+
+        err = xglGetObjectInfo(m_texture,
+                XGL_INFO_TYPE_MEMORY_REQUIREMENTS,
+                &mem_reqs_size, &mem_reqs);
+        assert(!err && 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_textureMem);
+        assert(!err);
+
+        /* bind memory */
+        err = xglBindObjectMemory(m_texture, m_textureMem, 0);
+        assert(!err);
+
+        /* create image view */
+        view.image = m_texture;
+        err = xglCreateImageView(device(), &view, &m_textureView);
+        assert(!err);
+    }
+
+    for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
+        const XGL_IMAGE_SUBRESOURCE subres = {
+            .aspect = XGL_IMAGE_ASPECT_COLOR,
+            .mipLevel = 0,
+            .arraySlice = 0,
+        };
+        XGL_SUBRESOURCE_LAYOUT layout;
+        XGL_SIZE layout_size;
+        XGL_VOID *data;
+        XGL_INT x, y;
+
+        err = xglGetImageSubresourceInfo(m_texture, &subres,
+                XGL_INFO_TYPE_SUBRESOURCE_LAYOUT, &layout_size, &layout);
+        assert(!err && layout_size == sizeof(layout));
+
+        err = xglMapMemory(m_textureMem, 0, &data);
+        assert(!err);
+
+        for (y = 0; y < tex_height; y++) {
+            uint32_t *row = (uint32_t *) ((char *) data + layout.rowPitch * y);
+            for (x = 0; x < tex_width; x++)
+                row[x] = tex_colors[i][(x & 1) ^ (y & 1)];
+        }
+
+        err = xglUnmapMemory(m_textureMem);
+        assert(!err);
+    }
+
+    m_textureViewInfo.view = m_textureView;
+}
+
+void XglRenderTest::InitSampler()
+{
+    XGL_RESULT err;
+
+    XGL_SAMPLER_CREATE_INFO samplerCreateInfo = {};
+    samplerCreateInfo.sType = XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+    samplerCreateInfo.magFilter = XGL_TEX_FILTER_NEAREST;
+    samplerCreateInfo.minFilter = XGL_TEX_FILTER_NEAREST;
+    samplerCreateInfo.mipMode = XGL_TEX_MIPMAP_BASE;
+    samplerCreateInfo.addressU = XGL_TEX_ADDRESS_WRAP;
+    samplerCreateInfo.addressV = XGL_TEX_ADDRESS_WRAP;
+    samplerCreateInfo.addressW = XGL_TEX_ADDRESS_WRAP;
+    samplerCreateInfo.mipLodBias = 0.0;
+    samplerCreateInfo.maxAnisotropy = 0.0;
+    samplerCreateInfo.compareFunc = XGL_COMPARE_NEVER;
+    samplerCreateInfo.minLod = 0.0;
+    samplerCreateInfo.maxLod = 0.0;
+    samplerCreateInfo.borderColorType = XGL_BORDER_COLOR_OPAQUE_WHITE;
+
+    err = xglCreateSampler(device(),&samplerCreateInfo, &m_sampler);
+    ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::DrawRotatedTriangleTest()
+{
+    // TODO : This test will pass a matrix into VS to affect triangle orientation.
+}
+
+void XglRenderTest::DrawTriangleTest(const char *vertShaderText, const char *fragShaderText)
+{
+    XGL_PIPELINE pipeline;
+    XGL_SHADER vs, ps;
+    XGL_RESULT err;
+
+    ASSERT_NO_FATAL_FAILURE(InitState());
+    ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+    ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
+                                         vertShaderText, &vs));
+
+    ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
+                                         fragShaderText, &ps));
+
+    ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
+
+    /*
+     * Shaders are now part of the pipeline, don't need these anymore
+     */
+    ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
+    ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
+
+    ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+
+    const int constantCount = 4;
+    const float constants[constantCount] = { 0.5, 0.5, 0.5, 1.0 };
+    InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
+
+    // Create descriptor set for a uniform resource
+    XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
+    descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+    descriptorInfo.slots = 1;
+
+    // create a descriptor set with a single slot
+    err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
+    ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
+
+    // bind memory to the descriptor set
+    err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+    // write the constant buffer view to the descriptor set
+    xglBeginDescriptorSetUpdate( m_rsrcDescSet );
+    xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
+    xglEndDescriptorSetUpdate( m_rsrcDescSet );
+
+    // Build command buffer
+    err = xglBeginCommandBuffer(m_cmdBuffer, 0);
+    ASSERT_XGL_SUCCESS(err);
+
+    GenerateClearAndPrepareBufferCmds();
+    GenerateBindRenderTargetCmd();
+    GenerateBindStateAndPipelineCmds(&pipeline);
+
+//    xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
+//    xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS,  &m_constantBufferView );
+
+    // render the cube
+    xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
+
+    // prepare the back buffer for present
+//    XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
+//    transitionToPresent.image = m_image;
+//    transitionToPresent.oldState = m_image_state;
+//    transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
+//    transitionToPresent.subresourceRange = srRange;
+//    xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
+//    m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
+
+    // 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;
+//    m_memRefs[0].flags = 0;
+//    m_memRefs[0].mem = m_vtxBufferMemory;
+
+    // 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::DrawTriangleTwoUniformsFS(const char *vertShaderText, const char *fragShaderText)
+{
+    XGL_PIPELINE pipeline;
+    XGL_SHADER vs, ps;
+    XGL_RESULT err;
+
+    ASSERT_NO_FATAL_FAILURE(InitState());
+    ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+    ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
+                                         vertShaderText, &vs));
+
+    ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
+                                         fragShaderText, &ps));
+
+    ASSERT_NO_FATAL_FAILURE(CreateDefaultPipeline(&pipeline, vs, ps));
+
+    /*
+     * Shaders are now part of the pipeline, don't need these anymore
+     */
+    ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
+    ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
+
+    ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+
+    const int constantCount = 8;
+    const float constants[constantCount] =  { 1.0, 0.0, 0.0, 1.0,
+                                              0.0, 0.0, 1.0, 1.0 };
+
+    InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
+
+    // Create descriptor set for a uniform resource
+    const int slotCount = 1;
+    XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
+    descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+    descriptorInfo.slots = slotCount;
+
+    // create a descriptor set with a single slot
+    err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
+    ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
+
+    // bind memory to the descriptor set
+    err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+    // write the constant buffer view to the descriptor set
+    xglBeginDescriptorSetUpdate( m_rsrcDescSet );
+    xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
+    xglEndDescriptorSetUpdate( m_rsrcDescSet );
+
+    // Build command buffer
+    err = xglBeginCommandBuffer(m_cmdBuffer, 0);
+    ASSERT_XGL_SUCCESS(err);
+
+    GenerateClearAndPrepareBufferCmds();
+    GenerateBindRenderTargetCmd();
+    GenerateBindStateAndPipelineCmds(&pipeline);
+
+//    xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
+//    xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS,  &m_constantBufferView );
+
+    // render the cube
+    xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
+
+    // prepare the back buffer for present
+//    XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
+//    transitionToPresent.image = m_image;
+//    transitionToPresent.oldState = m_image_state;
+//    transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
+//    transitionToPresent.subresourceRange = srRange;
+//    xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
+//    m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
+
+    // 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;
+//    m_memRefs[0].flags = 0;
+//    m_memRefs[0].mem = m_vtxBufferMemory;
+
+    // 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::DrawTriangleVSUniform(const char *vertShaderText, const char *fragShaderText)
+{
+    XGL_PIPELINE pipeline;
+    XGL_SHADER vs, ps;
+    XGL_RESULT err;
+    glm::mat4 MVP;
+    int i;
+
+    // Create identity matrix
+    glm::mat4 Model      = glm::mat4(1.0f);
+
+    ASSERT_NO_FATAL_FAILURE(InitState());
+    ASSERT_NO_FATAL_FAILURE(InitViewport());
+
+    ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
+                                         vertShaderText, &vs));
+
+    ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
+                                         fragShaderText, &ps));
+
+    ASSERT_NO_FATAL_FAILURE(CreatePipelineVSUniform(&pipeline, vs, ps));
+
+    /*
+     * Shaders are now part of the pipeline, don't need these anymore
+     */
+    ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
+    ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
+
+    ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+
+    const int matrixSize = 16;
+    MVP = Model;
+
+    InitConstantBuffer(matrixSize, sizeof(MVP[0]), (const void*) &MVP[0][0]);
+
+    // Create descriptor set for a uniform resource
+    const int slotCount = 1;
+    XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
+    descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+    descriptorInfo.slots = slotCount;
+
+    // create a descriptor set with a single slot
+    err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
+    ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
+
+    // bind memory to the descriptor set
+    err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+    // write the constant buffer view to the descriptor set
+    xglBeginDescriptorSetUpdate( m_rsrcDescSet );
+    xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_constantBufferView );
+    xglEndDescriptorSetUpdate( m_rsrcDescSet );
+
+    // Build command buffer
+    err = xglBeginCommandBuffer(m_cmdBuffer, 0);
+    ASSERT_XGL_SUCCESS(err);
+
+    GenerateClearAndPrepareBufferCmds();
+    GenerateBindRenderTargetCmd();
+    GenerateBindStateAndPipelineCmds(&pipeline);
+
+//    xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
+//    xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS,  &m_constantBufferView );
+
+    // render the cube
+    xglCmdDraw( m_cmdBuffer, 0, 3, 0, 1 );
+
+    // prepare the back buffer for present
+//    XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
+//    transitionToPresent.image = m_image;
+//    transitionToPresent.oldState = m_image_state;
+//    transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
+//    transitionToPresent.subresourceRange = srRange;
+//    xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
+//    m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
+
+    // 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;
+//    m_memRefs[0].flags = 0;
+//    m_memRefs[0].mem = m_vtxBufferMemory;
+
+    // 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);
+
+    for (i = 0; i < 8; i++) {
+        XGL_UINT8 *pData;
+        err = xglMapMemory(m_constantBufferMem, 0, (XGL_VOID **) &pData);
+        ASSERT_XGL_SUCCESS(err);
+
+        MVP = glm::rotate(MVP, glm::radians(22.5f), glm::vec3(0.0f, 1.0f, 0.0f));
+        memcpy(pData, (const void*) &MVP[0][0], matrixSize);
+
+        err = xglUnmapMemory(m_constantBufferMem);
+        ASSERT_XGL_SUCCESS(err);
+
+        // 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::CreatePipelineWithVertexFetch(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
+{
+    XGL_RESULT err;
+    XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
+    XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
+    XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
+
+
+    // Create descriptor set for our one resource
+    XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
+    descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+    descriptorInfo.slots = 1; // Vertex buffer only
+
+    // create a descriptor set with a single slot
+    err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
+    ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
+
+    // bind memory to the descriptor set
+    err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+    // write the vertex buffer view to the descriptor set
+    xglBeginDescriptorSetUpdate( m_rsrcDescSet );
+    xglAttachMemoryViewDescriptors( m_rsrcDescSet, 0, 1, &m_vtxBufferView );
+    xglEndDescriptorSetUpdate( m_rsrcDescSet );
+
+    const int slots = 1;
+    XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( slots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
+    slotInfo[0].shaderEntityIndex = 0;
+    slotInfo[0].slotObjectType = XGL_SLOT_VERTEX_INPUT;
+
+    vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+    vs_stage.pNext = XGL_NULL_HANDLE;
+    vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
+    vs_stage.shader.shader = vs;
+    vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
+    vs_stage.shader.descriptorSetMapping[0].descriptorCount = slots;
+    vs_stage.shader.linkConstBufferCount = 0;
+    vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
+    vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
+    vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
+
+    ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+    ps_stage.pNext = &vs_stage;
+    ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
+    ps_stage.shader.shader = ps;
+    ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
+    ps_stage.shader.linkConstBufferCount = 0;
+    ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
+    ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
+    ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
+
+    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
+
+    XGL_PIPELINE_VERTEX_INPUT_CREATE_INFO vi_state = {
+        XGL_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_CREATE_INFO, // sType;
+        &ps_stage,                                            // pNext;
+        1,                                                    // bindingCount
+        &vi_binding,                                          // pVertexBindingDescriptions;
+        2,                                                    // attributeCount; // number of attributes
+        vi_attribs                                            // pVertexAttributeDescriptions;
+    };
+
+    XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
+        XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO,  // sType
+        &vi_state,                                         // pNext
+        XGL_TOPOLOGY_TRIANGLE_LIST,                        // XGL_PRIMITIVE_TOPOLOGY
+        XGL_FALSE,                                         // disableVertexReuse
+        XGL_PROVOKING_VERTEX_LAST,                         // XGL_PROVOKING_VERTEX_CONVENTION
+        XGL_FALSE,                                         // primitiveRestartEnable
+        0                                                  // primitiveRestartIndex
+    };
+
+    XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
+        XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
+        &ia_state,
+        XGL_FALSE,                                          // depthClipEnable
+        XGL_FALSE,                                          // rasterizerDiscardEnable
+        1.0                                                 // pointSize
+    };
+
+    XGL_PIPELINE_CB_STATE cb_state = {
+        XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
+        &rs_state,
+        XGL_FALSE,                                          // alphaToCoverageEnable
+        XGL_FALSE,                                          // dualSourceBlendEnable
+        XGL_LOGIC_OP_COPY,                                  // XGL_LOGIC_OP
+        {                                                   // XGL_PIPELINE_CB_ATTACHMENT_STATE
+            {
+                XGL_FALSE,                                  // blendEnable
+                m_render_target_fmt,                        // XGL_FORMAT
+                0xF                                         // channelWriteMask
+            }
+        }
+    };
+
+    // TODO: Should take depth buffer format from queried formats
+    XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
+        XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
+        &cb_state,
+        {XGL_CH_FMT_R32, XGL_NUM_FMT_DS}                    // XGL_FORMAT
+    };
+
+    info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+    info.pNext = &db_state;
+    info.flags = 0;
+    err = xglCreateGraphicsPipeline(device(), &info, pipeline);
+    ASSERT_XGL_SUCCESS(err);
+
+    err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
+    ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::CreatePipelineVSUniform(XGL_PIPELINE* pipeline, XGL_SHADER vs, XGL_SHADER ps)
+{
+    XGL_RESULT err;
+    XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
+    XGL_PIPELINE_SHADER_STAGE_CREATE_INFO vs_stage;
+    XGL_PIPELINE_SHADER_STAGE_CREATE_INFO ps_stage;
+
+
+    const int vsSlots = 1; // Uniform buffer only
+
+    // Create descriptor set for our one resource
+    XGL_DESCRIPTOR_SET_CREATE_INFO descriptorInfo = {};
+    descriptorInfo.sType = XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO;
+    descriptorInfo.slots = vsSlots;
+
+    // create a descriptor set with a single slot
+    err = xglCreateDescriptorSet( device(), &descriptorInfo, &m_rsrcDescSet );
+    ASSERT_XGL_SUCCESS(err) << "xglCreateDescriptorSet failed";
+
+    // bind memory to the descriptor set
+    err = m_device->AllocAndBindGpuMemory(m_rsrcDescSet, "DescriptorSet", &m_descriptor_set_mem);
+
+
+    XGL_DESCRIPTOR_SLOT_INFO *slotInfo = (XGL_DESCRIPTOR_SLOT_INFO*) malloc( vsSlots * sizeof(XGL_DESCRIPTOR_SLOT_INFO) );
+    slotInfo[0].shaderEntityIndex = 0;
+    slotInfo[0].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
+
+    vs_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+    vs_stage.pNext = XGL_NULL_HANDLE;
+    vs_stage.shader.stage = XGL_SHADER_STAGE_VERTEX;
+    vs_stage.shader.shader = vs;
+    vs_stage.shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
+    vs_stage.shader.descriptorSetMapping[0].descriptorCount = vsSlots;
+    vs_stage.shader.linkConstBufferCount = 0;
+    vs_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
+    vs_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
+    vs_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
+
+    ps_stage.sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+    ps_stage.pNext = &vs_stage;
+    ps_stage.shader.stage = XGL_SHADER_STAGE_FRAGMENT;
+    ps_stage.shader.shader = ps;
+    ps_stage.shader.descriptorSetMapping[0].descriptorCount = 0;
+    ps_stage.shader.linkConstBufferCount = 0;
+    ps_stage.shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
+    ps_stage.shader.dynamicMemoryViewMapping.slotObjectType = XGL_SLOT_UNUSED;
+    ps_stage.shader.dynamicMemoryViewMapping.shaderEntityIndex = 0;
+
+    XGL_PIPELINE_IA_STATE_CREATE_INFO ia_state = {
+        XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO,  // sType
+        &ps_stage,                                         // pNext
+        XGL_TOPOLOGY_TRIANGLE_LIST,                        // XGL_PRIMITIVE_TOPOLOGY
+        XGL_FALSE,                                         // disableVertexReuse
+        XGL_PROVOKING_VERTEX_LAST,                         // XGL_PROVOKING_VERTEX_CONVENTION
+        XGL_FALSE,                                         // primitiveRestartEnable
+        0                                                  // primitiveRestartIndex
+    };
+
+    XGL_PIPELINE_RS_STATE_CREATE_INFO rs_state = {
+        XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO,
+        &ia_state,
+        XGL_FALSE,                                          // depthClipEnable
+        XGL_FALSE,                                          // rasterizerDiscardEnable
+        1.0                                                 // pointSize
+    };
+
+    XGL_PIPELINE_CB_STATE cb_state = {
+        XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO,
+        &rs_state,
+        XGL_FALSE,                                          // alphaToCoverageEnable
+        XGL_FALSE,                                          // dualSourceBlendEnable
+        XGL_LOGIC_OP_COPY,                                  // XGL_LOGIC_OP
+        {                                                   // XGL_PIPELINE_CB_ATTACHMENT_STATE
+            {
+                XGL_FALSE,                                  // blendEnable
+                m_render_target_fmt,                        // XGL_FORMAT
+                0xF                                         // channelWriteMask
+            }
+        }
+    };
+
+    // TODO: Should take depth buffer format from queried formats
+    XGL_PIPELINE_DB_STATE_CREATE_INFO db_state = {
+        XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
+        &cb_state,
+        {XGL_CH_FMT_R32, XGL_NUM_FMT_DS}                    // XGL_FORMAT
+    };
+
+    info.sType = XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+    info.pNext = &db_state;
+    info.flags = 0;
+    err = xglCreateGraphicsPipeline(device(), &info, pipeline);
+    ASSERT_XGL_SUCCESS(err);
+
+    err = m_device->AllocAndBindGpuMemory(*pipeline, "Pipeline", &m_pipe_mem);
+    ASSERT_XGL_SUCCESS(err);
+}
+
+void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, const char *fragShaderText)
+{
+    XGL_PIPELINE pipeline;
+    XGL_SHADER vs, ps;
+    XGL_RESULT err;
+
+    ASSERT_NO_FATAL_FAILURE(InitState());
+    ASSERT_NO_FATAL_FAILURE(InitViewport());
+    ASSERT_NO_FATAL_FAILURE(InitMesh(sizeof(g_vbData)/sizeof(g_vbData[0]), sizeof(g_vbData[0]), g_vbData));
+
+    ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_VERTEX,
+                                         vertShaderText, &vs));
+
+    ASSERT_NO_FATAL_FAILURE(CreateShader(XGL_SHADER_STAGE_FRAGMENT,
+                                         fragShaderText, &ps));
+
+    ASSERT_NO_FATAL_FAILURE(CreatePipelineWithVertexFetch(&pipeline, vs, ps));
+
+    /*
+     * Shaders are now part of the pipeline, don't need these anymore
+     */
+    ASSERT_XGL_SUCCESS(xglDestroyObject(ps));
+    ASSERT_XGL_SUCCESS(xglDestroyObject(vs));
+
+    ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
+
+    // Build command buffer
+    err = xglBeginCommandBuffer(m_cmdBuffer, 0);
+    ASSERT_XGL_SUCCESS(err);
+
+    GenerateClearAndPrepareBufferCmds();
+    GenerateBindRenderTargetCmd();
+    GenerateBindStateAndPipelineCmds(&pipeline);
+
+//    xglCmdBindDescriptorSet(m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS, 0, m_rsrcDescSet, 0 );
+//    xglCmdBindDynamicMemoryView( m_cmdBuffer, XGL_PIPELINE_BIND_POINT_GRAPHICS,  &m_constantBufferView );
+
+    // render the cube
+    xglCmdDraw( m_cmdBuffer, 0, 6, 0, 1 );
+
+    // prepare the back buffer for present
+//    XGL_IMAGE_STATE_TRANSITION transitionToPresent = {};
+//    transitionToPresent.image = m_image;
+//    transitionToPresent.oldState = m_image_state;
+//    transitionToPresent.newState = m_display.fullscreen ? XGL_WSI_WIN_PRESENT_SOURCE_FLIP : XGL_WSI_WIN_PRESENT_SOURCE_BLT;
+//    transitionToPresent.subresourceRange = srRange;
+//    xglCmdPrepareImages( m_cmdBuffer, 1, &transitionToPresent );
+//    m_image_state = ( XGL_IMAGE_STATE ) transitionToPresent.newState;
+
+    // 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;
+//    m_memRefs[0].flags = 0;
+//    m_memRefs[0].mem = m_vtxBufferMemory;
+
+    // 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);
+
+}
+
+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";
+    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";
+    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";
+
+    DrawTriangleTwoUniformsFS(vertShaderText, fragShaderText);
+}
+
+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";
+
+    DrawTriangleWithVertexFetch(vertShaderText, fragShaderText);
+}
+
+TEST_F(XglRenderTest, TriangleVSUniform)
+{
+    static const char *vertShaderText =
+            "#version 130\n"
+            "uniform mat4 mvp;\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 = vec4(vertices[gl_VertexID % 3], 0.0, 1.0) * mvp;\n"
+            "}\n";
+
+    static const char *fragShaderText =
+            "#version 430\n"
+            "void main() {\n"
+            "   gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
+            "}\n";
+
+    // Create identity matrix
+    glm::mat4 Model      = glm::mat4(1.0f);
+    DrawTriangleVSUniform(vertShaderText, fragShaderText);
+
+//    Model = glm::rotate(Model, glm::radians(45.0f), glm::vec3(0.0f, 0.0f, 1.0f));
+//    DrawTriangleVSUniform(vertShaderText, fragShaderText, Model);
+}
+
+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;
+}