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

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  • Author : Jamie Madill
    Date : 2019-05-20 11:12:53
    Hash : 6722009e
    Message : Vulkan: Handle dirty RTs with state messages. Prior to this CL we were handling dirty state change notifications by flushing the RT Images just prior to use or just after they were changed. This could lead to a few redundant checks in several places. It also meant we needed an owner pointer from the RT to the parent Image. This pointer would be null for Surfaces and Renderbuffers. This cleans up the image flushing logic to be handled by dirty bit notifications. When an app updates an attached Texture with TexSubImage or related calls it will send a notification to the Framebuffer. The Framebuffer then sets a dirty contents bit that is handled in the implementation. In Vulkan this means flushing the dirty bits. Requires adding a flag to the FramebufferImpl class to determine if we need to syncState before we checkStatus. Adding the option allows us to only call syncState for the GL back-end. Not calling syncState allows the robust resource init operation to happen *before* we syncState. Which in turn allows FramebuffeVk to initialize the VkImages in one go. Added new regression tests for Texture updates. This might not cover all cases. I found it was very hard to trigger some of the resource update staging in TextureVk. Bug: angleproject:3427 Change-Id: Idfa177436ba7fcb9d398f2b67922e085f778f82a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1601552 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/tests/gl_tests/StateChangeTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // StateChangeTest:
    //   Specifically designed for an ANGLE implementation of GL, these tests validate that
    //   ANGLE's dirty bits systems don't get confused by certain sequences of state changes.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    class StateChangeTest : public ANGLETest
    {
      protected:
        StateChangeTest()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
    
            // Enable the no error extension to avoid syncing the FBO state on validation.
            setNoErrorEnabled(true);
        }
    
        void testSetUp() override
        {
            glGenFramebuffers(1, &mFramebuffer);
            glGenTextures(2, mTextures.data());
            glGenRenderbuffers(1, &mRenderbuffer);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void testTearDown() override
        {
            if (mFramebuffer != 0)
            {
                glDeleteFramebuffers(1, &mFramebuffer);
                mFramebuffer = 0;
            }
    
            if (!mTextures.empty())
            {
                glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data());
                mTextures.clear();
            }
    
            glDeleteRenderbuffers(1, &mRenderbuffer);
        }
    
        GLuint mFramebuffer           = 0;
        GLuint mRenderbuffer          = 0;
        std::vector<GLuint> mTextures = {0, 0};
    };
    
    class StateChangeTestES3 : public StateChangeTest
    {
      protected:
        StateChangeTestES3() {}
    };
    
    // Ensure that CopyTexImage2D syncs framebuffer changes.
    TEST_P(StateChangeTest, CopyTexImage2DSync)
    {
        // TODO(geofflang): Fix on Linux AMD drivers (http://anglebug.com/1291)
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        // Init first texture to red
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        // Init second texture to green
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        // Copy in the red texture to the green one.
        // CopyTexImage should sync the framebuffer attachment change.
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 16, 16, 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Ensure that CopyTexSubImage2D syncs framebuffer changes.
    TEST_P(StateChangeTest, CopyTexSubImage2DSync)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        // Init first texture to red
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        // Init second texture to green
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        // Copy in the red texture to the green one.
        // CopyTexImage should sync the framebuffer attachment change.
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 16, 16);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that Framebuffer completeness caching works when color attachments change.
    TEST_P(StateChangeTest, FramebufferIncompleteColorAttachment)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Change the texture at color attachment 0 to be non-color-renderable.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 16, 16, 0, GL_ALPHA, GL_UNSIGNED_BYTE, nullptr);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that caching works when color attachments change with TexStorage.
    TEST_P(StateChangeTest, FramebufferIncompleteWithTexStorage)
    {
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Change the texture at color attachment 0 to be non-color-renderable.
        glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_ALPHA8_EXT, 16, 16);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that caching works when color attachments change with CompressedTexImage2D.
    TEST_P(StateChangeTestES3, FramebufferIncompleteWithCompressedTex)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Change the texture at color attachment 0 to be non-color-renderable.
        glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 16, 16, 0, 128, nullptr);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that caching works when color attachments are deleted.
    TEST_P(StateChangeTestES3, FramebufferIncompleteWhenAttachmentDeleted)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Delete the texture at color attachment 0.
        glDeleteTextures(1, &mTextures[0]);
        mTextures[0] = 0;
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that Framebuffer completeness caching works when depth attachments change.
    TEST_P(StateChangeTest, FramebufferIncompleteDepthAttachment)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 16, 16);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mRenderbuffer);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Change the texture at color attachment 0 to be non-depth-renderable.
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that Framebuffer completeness caching works when stencil attachments change.
    TEST_P(StateChangeTest, FramebufferIncompleteStencilAttachment)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, 16, 16);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                  mRenderbuffer);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Change the texture at the stencil attachment to be non-stencil-renderable.
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that Framebuffer completeness caching works when depth-stencil attachments change.
    TEST_P(StateChangeTest, FramebufferIncompleteDepthStencilAttachment)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !IsGLExtensionEnabled("GL_OES_packed_depth_stencil"));
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                  mRenderbuffer);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Change the texture the depth-stencil attachment to be non-depth-stencil-renderable.
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    const char kSimpleAttributeVS[] = R"(attribute vec2 position;
    attribute vec4 testAttrib;
    varying vec4 testVarying;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        testVarying = testAttrib;
    })";
    
    const char kSimpleAttributeFS[] = R"(precision mediump float;
    varying vec4 testVarying;
    void main()
    {
        gl_FragColor = testVarying;
    })";
    
    // Tests that using a buffered attribute, then disabling it and using current value, works.
    TEST_P(StateChangeTest, DisablingBufferedVertexAttribute)
    {
        ANGLE_GL_PROGRAM(program, kSimpleAttributeVS, kSimpleAttributeFS);
        glUseProgram(program);
        GLint attribLoc   = glGetAttribLocation(program, "testAttrib");
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, attribLoc);
        ASSERT_NE(-1, positionLoc);
    
        // Set up the buffered attribute.
        std::vector<GLColor> red(6, GLColor::red);
        GLBuffer attribBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, attribBuffer);
        glBufferData(GL_ARRAY_BUFFER, red.size() * sizeof(GLColor), red.data(), GL_STATIC_DRAW);
        glEnableVertexAttribArray(attribLoc);
        glVertexAttribPointer(attribLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
    
        // Also set the current value to green now.
        glVertexAttrib4f(attribLoc, 0.0f, 1.0f, 0.0f, 1.0f);
    
        // Set up the position attribute as well.
        setupQuadVertexBuffer(0.5f, 1.0f);
        glEnableVertexAttribArray(positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        // Draw with the buffered attribute. Verify red.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw with the disabled "current value attribute". Verify green.
        glDisableVertexAttribArray(attribLoc);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Verify setting buffer data on the disabled buffer doesn't change anything.
        std::vector<GLColor> blue(128, GLColor::blue);
        glBindBuffer(GL_ARRAY_BUFFER, attribBuffer);
        glBufferData(GL_ARRAY_BUFFER, blue.size() * sizeof(GLColor), blue.data(), GL_STATIC_DRAW);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests that setting value for a subset of default attributes doesn't affect others.
    TEST_P(StateChangeTest, SetCurrentAttribute)
    {
        constexpr char kVS[] = R"(attribute vec4 position;
    attribute mat4 testAttrib;  // Note that this generates 4 attributes
    varying vec4 testVarying;
    void main (void)
    {
        gl_Position = position;
    
        testVarying = position.y < 0.0 ?
                        position.x < 0.0 ? testAttrib[0] : testAttrib[1] :
                        position.x < 0.0 ? testAttrib[2] : testAttrib[3];
    })";
    
        ANGLE_GL_PROGRAM(program, kVS, kSimpleAttributeFS);
        glUseProgram(program);
        GLint attribLoc   = glGetAttribLocation(program, "testAttrib");
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, attribLoc);
        ASSERT_NE(-1, positionLoc);
    
        // Set the current value of two of the test attributes, while leaving the other two as default.
        glVertexAttrib4f(attribLoc + 1, 0.0f, 1.0f, 0.0f, 1.0f);
        glVertexAttrib4f(attribLoc + 2, 0.0f, 0.0f, 1.0f, 1.0f);
    
        // Set up the position attribute.
        setupQuadVertexBuffer(0.5f, 1.0f);
        glEnableVertexAttribArray(positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        // Draw and verify the four section in the output:
        //
        //  +---------------+
        //  | Black | Green |
        //  +-------+-------+
        //  | Blue  | Black |
        //  +---------------+
        //
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        const int w                            = getWindowWidth();
        const int h                            = getWindowHeight();
        constexpr unsigned int kPixelTolerance = 5u;
        EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::black, kPixelTolerance);
        EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, GLColor::green, kPixelTolerance);
        EXPECT_PIXEL_COLOR_NEAR(0, h - 1, GLColor::blue, kPixelTolerance);
        EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, GLColor::black, kPixelTolerance);
    }
    
    // Tests that vertex attribute value is preserved across context switches.
    TEST_P(StateChangeTest, MultiContextVertexAttribute)
    {
        EGLWindow *window   = getEGLWindow();
        EGLDisplay display  = window->getDisplay();
        EGLConfig config    = window->getConfig();
        EGLSurface surface  = window->getSurface();
        EGLContext context1 = window->getContext();
    
        // Set up program in primary context
        ANGLE_GL_PROGRAM(program1, kSimpleAttributeVS, kSimpleAttributeFS);
        glUseProgram(program1);
        GLint attribLoc   = glGetAttribLocation(program1, "testAttrib");
        GLint positionLoc = glGetAttribLocation(program1, "position");
        ASSERT_NE(-1, attribLoc);
        ASSERT_NE(-1, positionLoc);
    
        // Set up the position attribute in primary context
        setupQuadVertexBuffer(0.5f, 1.0f);
        glEnableVertexAttribArray(positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        // Set primary context attribute to green and draw quad
        glVertexAttrib4f(attribLoc, 0.0f, 1.0f, 0.0f, 1.0f);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Set up and switch to secondary context
        EGLint contextAttributes[] = {
            EGL_CONTEXT_MAJOR_VERSION_KHR,
            GetParam().majorVersion,
            EGL_CONTEXT_MINOR_VERSION_KHR,
            GetParam().minorVersion,
            EGL_NONE,
        };
        EGLContext context2 = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
        ASSERT_NE(context2, EGL_NO_CONTEXT);
        eglMakeCurrent(display, surface, surface, context2);
    
        // Set up program in secondary context
        ANGLE_GL_PROGRAM(program2, kSimpleAttributeVS, kSimpleAttributeFS);
        glUseProgram(program2);
        ASSERT_EQ(attribLoc, glGetAttribLocation(program2, "testAttrib"));
        ASSERT_EQ(positionLoc, glGetAttribLocation(program2, "position"));
    
        // Set up the position attribute in secondary context
        setupQuadVertexBuffer(0.5f, 1.0f);
        glEnableVertexAttribArray(positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        // attribLoc current value should be default - (0,0,0,1)
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    
        // Restore primary context
        eglMakeCurrent(display, surface, surface, context1);
        // ReadPixels to ensure context is switched
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    
        // Switch to secondary context second time
        eglMakeCurrent(display, surface, surface, context2);
        // Check that it still draws black
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    
        // Restore primary context second time
        eglMakeCurrent(display, surface, surface, context1);
        // Check if it still draws green
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Clean up
        eglDestroyContext(display, context2);
    }
    
    // Ensure that CopyTexSubImage3D syncs framebuffer changes.
    TEST_P(StateChangeTestES3, CopyTexSubImage3DSync)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        // Init first texture to red
        glBindTexture(GL_TEXTURE_3D, mTextures[0]);
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[0], 0, 0);
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        // Init second texture to green
        glBindTexture(GL_TEXTURE_3D, mTextures[1]);
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[1], 0, 0);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        // Copy in the red texture to the green one.
        // CopyTexImage should sync the framebuffer attachment change.
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[0], 0, 0);
        glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 16, 16);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[1], 0, 0);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Ensure that BlitFramebuffer syncs framebuffer changes.
    TEST_P(StateChangeTestES3, BlitFramebufferSync)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        // Init first texture to red
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        // Init second texture to green
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        // Change to the red textures and blit.
        // BlitFramebuffer should sync the framebuffer attachment change.
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
                               0);
        glBlitFramebuffer(0, 0, 16, 16, 0, 0, 16, 16, GL_COLOR_BUFFER_BIT, GL_NEAREST);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Ensure that ReadBuffer and DrawBuffers sync framebuffer changes.
    TEST_P(StateChangeTestES3, ReadBufferAndDrawBuffersSync)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        // Initialize two FBO attachments
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
    
        // Clear first attachment to red
        GLenum bufs1[] = {GL_COLOR_ATTACHMENT0, GL_NONE};
        glDrawBuffers(2, bufs1);
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Clear second texture to green
        GLenum bufs2[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
        glDrawBuffers(2, bufs2);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Verify first attachment is red and second is green
        glReadBuffer(GL_COLOR_ATTACHMENT1);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        glReadBuffer(GL_COLOR_ATTACHMENT0);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests calling invalidate on incomplete framebuffers after switching attachments.
    // Adapted partially from WebGL 2 test "renderbuffers/invalidate-framebuffer"
    TEST_P(StateChangeTestES3, IncompleteRenderbufferAttachmentInvalidateSync)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
        GLint samples = 0;
        glGetInternalformativ(GL_RENDERBUFFER, GL_RGBA8, GL_SAMPLES, 1, &samples);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRenderbuffer);
        ASSERT_GL_NO_ERROR();
    
        // invalidate the framebuffer when the attachment is incomplete: no storage allocated to the
        // attached renderbuffer
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
        GLenum attachments1[] = {GL_COLOR_ATTACHMENT0};
        glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments1);
        ASSERT_GL_NO_ERROR();
    
        glRenderbufferStorageMultisample(GL_RENDERBUFFER, static_cast<GLsizei>(samples), GL_RGBA8,
                                         getWindowWidth(), getWindowHeight());
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        GLRenderbuffer renderbuf;
    
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get());
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
                                  renderbuf.get());
        ASSERT_GL_NO_ERROR();
    
        // invalidate the framebuffer when the attachment is incomplete: no storage allocated to the
        // attached renderbuffer
        // Note: the bug will only repro *without* a call to checkStatus before the invalidate.
        GLenum attachments2[] = {GL_DEPTH_ATTACHMENT};
        glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments2);
    
        glRenderbufferStorageMultisample(GL_RENDERBUFFER, static_cast<GLsizei>(samples),
                                         GL_DEPTH_COMPONENT16, getWindowWidth(), getWindowHeight());
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
        glClear(GL_DEPTH_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    }
    
    class StateChangeRenderTest : public StateChangeTest
    {
      protected:
        StateChangeRenderTest() : mProgram(0), mRenderbuffer(0) {}
    
        void testSetUp() override
        {
            StateChangeTest::testSetUp();
    
            constexpr char kVS[] =
                "attribute vec2 position;\n"
                "void main() {\n"
                "    gl_Position = vec4(position, 0, 1);\n"
                "}";
            constexpr char kFS[] =
                "uniform highp vec4 uniformColor;\n"
                "void main() {\n"
                "    gl_FragColor = uniformColor;\n"
                "}";
    
            mProgram = CompileProgram(kVS, kFS);
            ASSERT_NE(0u, mProgram);
    
            glGenRenderbuffers(1, &mRenderbuffer);
        }
    
        void testTearDown() override
        {
            glDeleteProgram(mProgram);
            glDeleteRenderbuffers(1, &mRenderbuffer);
    
            StateChangeTest::testTearDown();
        }
    
        void setUniformColor(const GLColor &color)
        {
            glUseProgram(mProgram);
            const Vector4 &normalizedColor = color.toNormalizedVector();
            GLint uniformLocation          = glGetUniformLocation(mProgram, "uniformColor");
            ASSERT_NE(-1, uniformLocation);
            glUniform4fv(uniformLocation, 1, normalizedColor.data());
        }
    
        GLuint mProgram;
        GLuint mRenderbuffer;
    };
    
    // Test that re-creating a currently attached texture works as expected.
    TEST_P(StateChangeRenderTest, RecreateTexture)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        // Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Draw with red to the FBO.
        GLColor red(255, 0, 0, 255);
        setUniformColor(red);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, red);
    
        // Recreate the texture with green.
        GLColor green(0, 255, 0, 255);
        std::vector<GLColor> greenPixels(32 * 32, green);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     greenPixels.data());
        EXPECT_PIXEL_COLOR_EQ(0, 0, green);
    
        // Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Verify drawing blue gives blue. This covers the FBO sync with D3D dirty bits.
        GLColor blue(0, 0, 255, 255);
        setUniformColor(blue);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, blue);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that re-creating a currently attached renderbuffer works as expected.
    TEST_P(StateChangeRenderTest, RecreateRenderbuffer)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRenderbuffer);
    
        // Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Draw with red to the FBO.
        GLColor red(255, 0, 0, 255);
        setUniformColor(red);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, red);
    
        // Recreate the renderbuffer and clear to green.
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 32, 32);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        GLColor green(0, 255, 0, 255);
        EXPECT_PIXEL_COLOR_EQ(0, 0, green);
    
        // Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Verify drawing blue gives blue. This covers the FBO sync with D3D dirty bits.
        GLColor blue(0, 0, 255, 255);
        setUniformColor(blue);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, blue);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that recreating a texture with GenerateMipmaps signals the FBO is dirty.
    TEST_P(StateChangeRenderTest, GenerateMipmap)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        // Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Draw once to set the RenderTarget in D3D11
        GLColor red(255, 0, 0, 255);
        setUniformColor(red);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, red);
    
        // This will trigger the texture to be re-created on FL9_3.
        glGenerateMipmap(GL_TEXTURE_2D);
    
        // Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Now ensure we don't have a stale render target.
        GLColor blue(0, 0, 255, 255);
        setUniformColor(blue);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, blue);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Tests that gl_DepthRange syncs correctly after a change.
    TEST_P(StateChangeRenderTest, DepthRangeUpdates)
    {
        // http://anglebug.com/2598: Seems to be an Intel driver bug.
        ANGLE_SKIP_TEST_IF(IsIntel() && IsOpenGL() && IsWindows());
    
        constexpr char kFragCoordShader[] = R"(void main()
    {
        if (gl_DepthRange.near == 0.2)
        {
            gl_FragColor = vec4(1, 0, 0, 1);
        }
        else if (gl_DepthRange.near == 0.5)
        {
            gl_FragColor = vec4(0, 1, 0, 1);
        }
        else
        {
            gl_FragColor = vec4(0, 0, 1, 1);
        }
    })";
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragCoordShader);
        glUseProgram(program);
    
        const auto &quadVertices = GetQuadVertices();
    
        ASSERT_EQ(0, glGetAttribLocation(program, essl1_shaders::PositionAttrib()));
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(quadVertices[0]),
                     quadVertices.data(), GL_STATIC_DRAW);
        glVertexAttribPointer(0u, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(0u);
    
        // First, clear.
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Draw to left half viewport with a first depth range.
        glDepthRangef(0.2f, 1.0f);
        glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Draw to right half viewport with a second depth range.
        glDepthRangef(0.5f, 1.0f);
        glViewport(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight());
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Verify left half of the framebuffer is red and right half is green.
        EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight(), GLColor::red);
        EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight(),
                             GLColor::green);
    }
    
    // Tests that D3D11 dirty bit updates don't forget about BufferSubData attrib updates.
    TEST_P(StateChangeTest, VertexBufferUpdatedAfterDraw)
    {
        // TODO(jie.a.chen@intel.com): Re-enable the test once the driver fix is
        // available in public release.
        // http://anglebug.com/2664.
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel());
    
        constexpr char kVS[] =
            "attribute vec2 position;\n"
            "attribute vec4 color;\n"
            "varying vec4 outcolor;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(position, 0, 1);\n"
            "    outcolor = color;\n"
            "}";
        constexpr char kFS[] =
            "varying mediump vec4 outcolor;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = outcolor;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, kVS, kFS);
        glUseProgram(program);
    
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLoc);
    
        setupQuadVertexBuffer(0.5f, 1.0f);
        glEnableVertexAttribArray(positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        GLBuffer colorBuf;
        glBindBuffer(GL_ARRAY_BUFFER, colorBuf);
        glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
        glEnableVertexAttribArray(colorLoc);
    
        // Fill with green.
        std::vector<GLColor> colorData(6, GLColor::green);
        glBufferData(GL_ARRAY_BUFFER, colorData.size() * sizeof(GLColor), colorData.data(),
                     GL_STATIC_DRAW);
    
        // Draw, expect green.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
        ASSERT_GL_NO_ERROR();
    
        // Update buffer with red.
        std::fill(colorData.begin(), colorData.end(), GLColor::red);
        glBufferSubData(GL_ARRAY_BUFFER, 0, colorData.size() * sizeof(GLColor), colorData.data());
    
        // Draw, expect red.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that switching VAOs keeps the disabled "current value" attributes up-to-date.
    TEST_P(StateChangeTestES3, VertexArrayObjectAndDisabledAttributes)
    {
        constexpr char kSingleVS[] = "attribute vec4 position; void main() { gl_Position = position; }";
        constexpr char kSingleFS[] = "void main() { gl_FragColor = vec4(1, 0, 0, 1); }";
        ANGLE_GL_PROGRAM(singleProgram, kSingleVS, kSingleFS);
    
        constexpr char kDualVS[] =
            "#version 300 es\n"
            "in vec4 position;\n"
            "in vec4 color;\n"
            "out vec4 varyColor;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = position;\n"
            "    varyColor = color;\n"
            "}";
        constexpr char kDualFS[] =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in vec4 varyColor;\n"
            "out vec4 colorOut;\n"
            "void main()\n"
            "{\n"
            "    colorOut = varyColor;\n"
            "}";
        ANGLE_GL_PROGRAM(dualProgram, kDualVS, kDualFS);
        GLint positionLocation = glGetAttribLocation(dualProgram, "position");
        ASSERT_NE(-1, positionLocation);
        GLint colorLocation = glGetAttribLocation(dualProgram, "color");
        ASSERT_NE(-1, colorLocation);
    
        GLint singlePositionLocation = glGetAttribLocation(singleProgram, "position");
        ASSERT_NE(-1, singlePositionLocation);
    
        glUseProgram(singleProgram);
    
        // Initialize position vertex buffer.
        const auto &quadVertices = GetQuadVertices();
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 6, quadVertices.data(), GL_STATIC_DRAW);
    
        // Initialize a VAO. Draw with single program.
        GLVertexArray vertexArray;
        glBindVertexArray(vertexArray);
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glVertexAttribPointer(singlePositionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(singlePositionLocation);
    
        // Should draw red.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw with a green buffer attribute, without the VAO.
        glBindVertexArray(0);
        glUseProgram(dualProgram);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        std::vector<GLColor> greenColors(6, GLColor::green);
        GLBuffer greenBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, greenBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * 6, greenColors.data(), GL_STATIC_DRAW);
    
        glVertexAttribPointer(colorLocation, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, nullptr);
        glEnableVertexAttribArray(colorLocation);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Re-bind VAO and try to draw with different program, without changing state.
        // Should draw black since current value is not initialized.
        glBindVertexArray(vertexArray);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    }
    
    const char kSamplerMetadataVertexShader0[] = R"(#version 300 es
    precision mediump float;
    out vec4 color;
    uniform sampler2D texture;
    void main()
    {
        vec2 size = vec2(textureSize(texture, 0));
        color = size.x != 0.0 ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 0.0);
        vec2 pos = vec2(0.0);
        switch (gl_VertexID) {
            case 0: pos = vec2(-1.0, -1.0); break;
            case 1: pos = vec2(3.0, -1.0); break;
            case 2: pos = vec2(-1.0, 3.0); break;
        };
        gl_Position = vec4(pos, 0.0, 1.0);
    })";
    
    const char kSamplerMetadataVertexShader1[] = R"(#version 300 es
    precision mediump float;
    out vec4 color;
    uniform sampler2D texture1;
    uniform sampler2D texture2;
    void main()
    {
        vec2 size1 = vec2(textureSize(texture1, 0));
        vec2 size2 = vec2(textureSize(texture2, 0));
        color = size1.x * size2.x != 0.0 ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 0.0);
        vec2 pos = vec2(0.0);
        switch (gl_VertexID) {
            case 0: pos = vec2(-1.0, -1.0); break;
            case 1: pos = vec2(3.0, -1.0); break;
            case 2: pos = vec2(-1.0, 3.0); break;
        };
        gl_Position = vec4(pos, 0.0, 1.0);
    })";
    
    const char kSamplerMetadataFragmentShader[] = R"(#version 300 es
    precision mediump float;
    in vec4 color;
    out vec4 result;
    void main()
    {
        result = color;
    })";
    
    // Tests that changing an active program invalidates the sampler metadata properly.
    TEST_P(StateChangeTestES3, SamplerMetadataUpdateOnSetProgram)
    {
        GLVertexArray vertexArray;
        glBindVertexArray(vertexArray);
    
        // Create a simple framebuffer.
        GLTexture texture1, texture2;
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        // Create 2 shader programs differing only in the number of active samplers.
        ANGLE_GL_PROGRAM(program1, kSamplerMetadataVertexShader0, kSamplerMetadataFragmentShader);
        glUseProgram(program1);
        glUniform1i(glGetUniformLocation(program1, "texture"), 0);
        ANGLE_GL_PROGRAM(program2, kSamplerMetadataVertexShader1, kSamplerMetadataFragmentShader);
        glUseProgram(program2);
        glUniform1i(glGetUniformLocation(program2, "texture1"), 0);
        glUniform1i(glGetUniformLocation(program2, "texture2"), 0);
    
        // Draw a solid green color to the framebuffer.
        glUseProgram(program1);
        glDrawArrays(GL_TRIANGLES, 0, 3);
        // Test that our first program is good.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Bind a different program that uses more samplers.
        // Draw another quad that depends on the sampler metadata.
        glUseProgram(program2);
        glDrawArrays(GL_TRIANGLES, 0, 3);
        // Flush via ReadPixels and check that it's still green.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests that redefining Buffer storage syncs with the Transform Feedback object.
    TEST_P(StateChangeTestES3, RedefineTransformFeedbackBuffer)
    {
        // Create the most simple program possible - simple a passthrough for a float attribute.
        constexpr char kVertexShader[] = R"(#version 300 es
    in float valueIn;
    out float valueOut;
    void main()
    {
        gl_Position = vec4(0, 0, 0, 0);
        valueOut = valueIn;
    })";
    
        constexpr char kFragmentShader[] = R"(#version 300 es
    out mediump float dummy;
    void main()
    {
        dummy = 1.0;
    })";
    
        std::vector<std::string> tfVaryings = {"valueOut"};
        ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, kVertexShader, kFragmentShader, tfVaryings,
                                            GL_SEPARATE_ATTRIBS);
        glUseProgram(program);
    
        GLint attribLoc = glGetAttribLocation(program, "valueIn");
        ASSERT_NE(-1, attribLoc);
    
        // Disable rasterization - we're not interested in the framebuffer.
        glEnable(GL_RASTERIZER_DISCARD);
    
        // Initialize a float vertex buffer with 1.0.
        std::vector<GLfloat> data1(16, 1.0);
        GLsizei size1 = static_cast<GLsizei>(sizeof(GLfloat) * data1.size());
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, size1, data1.data(), GL_STATIC_DRAW);
        glVertexAttribPointer(attribLoc, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(attribLoc);
    
        ASSERT_GL_NO_ERROR();
    
        // Initialize a same-sized XFB buffer.
        GLBuffer xfbBuffer;
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, xfbBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, size1, nullptr, GL_STATIC_DRAW);
    
        // Draw with XFB enabled.
        GLTransformFeedback xfb;
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
    
        glBeginTransformFeedback(GL_POINTS);
        glDrawArrays(GL_POINTS, 0, 16);
        glEndTransformFeedback();
    
        ASSERT_GL_NO_ERROR();
    
        // Verify the XFB stage caught the 1.0 attribute values.
        void *mapped1     = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, size1, GL_MAP_READ_BIT);
        GLfloat *asFloat1 = reinterpret_cast<GLfloat *>(mapped1);
        std::vector<GLfloat> actualData1(asFloat1, asFloat1 + data1.size());
        EXPECT_EQ(data1, actualData1);
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        // Now, reinitialize the XFB buffer to a larger size, and draw with 2.0.
        std::vector<GLfloat> data2(128, 2.0);
        const GLsizei size2 = static_cast<GLsizei>(sizeof(GLfloat) * data2.size());
        glBufferData(GL_ARRAY_BUFFER, size2, data2.data(), GL_STATIC_DRAW);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, size2, nullptr, GL_STATIC_DRAW);
    
        glBeginTransformFeedback(GL_POINTS);
        glDrawArrays(GL_POINTS, 0, 128);
        glEndTransformFeedback();
    
        ASSERT_GL_NO_ERROR();
    
        // Verify the XFB stage caught the 2.0 attribute values.
        void *mapped2     = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, size2, GL_MAP_READ_BIT);
        GLfloat *asFloat2 = reinterpret_cast<GLfloat *>(mapped2);
        std::vector<GLfloat> actualData2(asFloat2, asFloat2 + data2.size());
        EXPECT_EQ(data2, actualData2);
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    }
    
    // Simple state change tests for line loop drawing. There is some very specific handling of line
    // line loops in Vulkan and we need to test switching between drawElements and drawArrays calls to
    // validate every edge cases.
    class LineLoopStateChangeTest : public StateChangeTest
    {
      protected:
        LineLoopStateChangeTest()
        {
            setWindowWidth(32);
            setWindowHeight(32);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void validateSquareAndHourglass() const
        {
            ASSERT_GL_NO_ERROR();
    
            int quarterWidth  = getWindowWidth() / 4;
            int quarterHeight = getWindowHeight() / 4;
    
            // Bottom left
            EXPECT_PIXEL_COLOR_EQ(quarterWidth, quarterHeight, GLColor::blue);
    
            // Top left
            EXPECT_PIXEL_COLOR_EQ(quarterWidth, (quarterHeight * 3), GLColor::blue);
    
            // Top right
            // The last pixel isn't filled on a line loop so we check the pixel right before.
            EXPECT_PIXEL_COLOR_EQ((quarterWidth * 3), (quarterHeight * 3) - 1, GLColor::blue);
    
            // dead center to validate the hourglass.
            EXPECT_PIXEL_COLOR_EQ((quarterWidth * 2), quarterHeight * 2, GLColor::blue);
    
            // Verify line is closed between the 2 last vertices
            EXPECT_PIXEL_COLOR_EQ((quarterWidth * 2), quarterHeight, GLColor::blue);
        }
    };
    
    // Draw an hourglass with a drawElements call followed by a square with drawArrays.
    TEST_P(LineLoopStateChangeTest, DrawElementsThenDrawArrays)
    {
        // http://anglebug.com/3361
        ANGLE_SKIP_TEST_IF(IsAMD() && IsVulkan() && IsWindows());
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
        glUseProgram(program);
    
        // We expect to draw a square with these 4 vertices with a drawArray call.
        std::vector<Vector3> vertices;
        CreatePixelCenterWindowCoords({{8, 8}, {8, 24}, {24, 24}, {24, 8}}, getWindowWidth(),
                                      getWindowHeight(), &vertices);
    
        // If we use these indices to draw however, we should be drawing an hourglass.
        auto indices = std::vector<GLushort>{0, 2, 1, 3};
    
        GLint mPositionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, mPositionLocation);
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
    
        GLBuffer indexBuffer;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort), &indices[0],
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(mPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(mPositionLocation);
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, nullptr);  // hourglass
        glDrawArrays(GL_LINE_LOOP, 0, 4);                             // square
        glDisableVertexAttribArray(mPositionLocation);
    
        validateSquareAndHourglass();
    }
    
    // Draw line loop using a drawArrays followed by an hourglass with drawElements.
    TEST_P(LineLoopStateChangeTest, DrawArraysThenDrawElements)
    {
        // http://anglebug.com/2856: Seems to fail on older drivers and pass on newer.
        // Tested failing on 18.3.3 and passing on 18.9.2.
        ANGLE_SKIP_TEST_IF(IsAMD() && IsVulkan() && IsWindows());
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
        glUseProgram(program);
    
        // We expect to draw a square with these 4 vertices with a drawArray call.
        std::vector<Vector3> vertices;
        CreatePixelCenterWindowCoords({{8, 8}, {8, 24}, {24, 24}, {24, 8}}, getWindowWidth(),
                                      getWindowHeight(), &vertices);
    
        // If we use these indices to draw however, we should be drawing an hourglass.
        auto indices = std::vector<GLushort>{0, 2, 1, 3};
    
        GLint mPositionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, mPositionLocation);
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
    
        GLBuffer indexBuffer;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort), &indices[0],
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(mPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(mPositionLocation);
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_LINE_LOOP, 0, 4);                             // square
        glDrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, nullptr);  // hourglass
        glDisableVertexAttribArray(mPositionLocation);
    
        validateSquareAndHourglass();
    }
    
    // Simple state change tests, primarily focused on basic object lifetime and dependency management
    // with back-ends that don't support that automatically (i.e. Vulkan).
    class SimpleStateChangeTest : public ANGLETest
    {
      protected:
        static constexpr int kWindowSize = 64;
    
        SimpleStateChangeTest()
        {
            setWindowWidth(kWindowSize);
            setWindowHeight(kWindowSize);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void simpleDrawWithBuffer(GLBuffer *buffer);
        void simpleDrawWithColor(const GLColor &color);
    
        using UpdateFunc = std::function<void(GLenum, GLTexture *, GLint, GLint, const GLColor &)>;
        void updateTextureBoundToFramebufferHelper(UpdateFunc updateFunc);
    };
    
    class SimpleStateChangeTestES3 : public SimpleStateChangeTest
    {};
    
    class SimpleStateChangeTestES31 : public SimpleStateChangeTest
    {
      protected:
        void testSetUp() override
        {
            glGenFramebuffers(1, &mFramebuffer);
            glGenTextures(1, &mTexture);
    
            glBindTexture(GL_TEXTURE_2D, mTexture);
            glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
            EXPECT_GL_NO_ERROR();
    
            constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=2, local_size_y=2) in;
    layout (rgba8, binding = 0) readonly uniform highp image2D srcImage;
    layout (rgba8, binding = 1) writeonly uniform highp image2D dstImage;
    void main()
    {
        imageStore(dstImage, ivec2(gl_LocalInvocationID.xy),
                   imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)));
    })";
    
            mProgram = CompileComputeProgram(kCS);
            ASSERT_NE(mProgram, 0u);
    
            glBindImageTexture(1, mTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
    
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture,
                                   0);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void testTearDown() override
        {
            if (mFramebuffer != 0)
            {
                glDeleteFramebuffers(1, &mFramebuffer);
                mFramebuffer = 0;
            }
    
            if (mTexture != 0)
            {
                glDeleteTextures(1, &mTexture);
                mTexture = 0;
            }
            glDeleteProgram(mProgram);
        }
    
        GLuint mProgram;
        GLuint mFramebuffer = 0;
        GLuint mTexture     = 0;
    };
    
    constexpr char kSimpleVertexShader[] = R"(attribute vec2 position;
    attribute vec4 color;
    varying vec4 vColor;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        vColor = color;
    }
    )";
    
    constexpr char kSimpleFragmentShader[] = R"(precision mediump float;
    varying vec4 vColor;
    void main()
    {
        gl_FragColor = vColor;
    }
    )";
    
    void SimpleStateChangeTest::simpleDrawWithBuffer(GLBuffer *buffer)
    {
        ANGLE_GL_PROGRAM(program, kSimpleVertexShader, kSimpleFragmentShader);
        glUseProgram(program);
    
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
    
        glBindBuffer(GL_ARRAY_BUFFER, *buffer);
        glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
        glEnableVertexAttribArray(colorLoc);
    
        drawQuad(program, "position", 0.5f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    }
    
    void SimpleStateChangeTest::simpleDrawWithColor(const GLColor &color)
    {
        std::vector<GLColor> colors(6, color);
        GLBuffer colorBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
        glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(GLColor), colors.data(), GL_STATIC_DRAW);
        simpleDrawWithBuffer(&colorBuffer);
    }
    
    // Test that we can do a drawElements call successfully after making a drawArrays call in the same
    // frame.
    TEST_P(SimpleStateChangeTest, DrawArraysThenDrawElements)
    {
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
        glUseProgram(program);
    
        // We expect to draw a triangle with the first 3 points to the left, then another triangle with
        // the last 3 vertices using a drawElements call.
        auto vertices = std::vector<Vector3>{{-1.0f, -1.0f, 0.0f},
                                             {-1.0f, 1.0f, 0.0f},
                                             {0.0f, 0.0f, 0.0f},
                                             {1.0f, 1.0f, 0.0f},
                                             {1.0f, -1.0f, 0.0f}};
    
        // If we use these indices to draw we'll be using the last 2 vertex only to draw.
        auto indices = std::vector<GLushort>{2, 3, 4};
    
        GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLocation);
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
    
        GLBuffer indexBuffer;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort), &indices[0],
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        for (int i = 0; i < 10; i++)
        {
            glClear(GL_COLOR_BUFFER_BIT);
            glDrawArrays(GL_TRIANGLES, 0, 3);                             // triangle to the left
            glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, nullptr);  // triangle to the right
            swapBuffers();
        }
        glDisableVertexAttribArray(positionLocation);
    
        ASSERT_GL_NO_ERROR();
    
        int quarterWidth = getWindowWidth() / 4;
        int halfHeight   = getWindowHeight() / 2;
    
        // Validate triangle to the left
        EXPECT_PIXEL_COLOR_EQ(quarterWidth, halfHeight, GLColor::blue);
    
        // Validate triangle to the right
        EXPECT_PIXEL_COLOR_EQ((quarterWidth * 3), halfHeight, GLColor::blue);
    }
    
    // Handles deleting a Buffer when it's being used.
    TEST_P(SimpleStateChangeTest, DeleteBufferInUse)
    {
        std::vector<GLColor> colorData(6, GLColor::red);
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * colorData.size(), colorData.data(),
                     GL_STATIC_DRAW);
    
        simpleDrawWithBuffer(&buffer);
    
        buffer.reset();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Tests that resizing a Buffer during a draw works as expected.
    TEST_P(SimpleStateChangeTest, RedefineBufferInUse)
    {
        std::vector<GLColor> redColorData(6, GLColor::red);
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * redColorData.size(), redColorData.data(),
                     GL_STATIC_DRAW);
    
        // Trigger a pull from the buffer.
        simpleDrawWithBuffer(&buffer);
    
        // Redefine the buffer that's in-flight.
        std::vector<GLColor> greenColorData(1024, GLColor::green);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * greenColorData.size(), greenColorData.data(),
                     GL_STATIC_DRAW);
    
        // Trigger the flush and verify the first draw worked.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw again and verify the new data is correct.
        simpleDrawWithBuffer(&buffer);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests updating a buffer's contents while in use, without redefining it.
    TEST_P(SimpleStateChangeTest, UpdateBufferInUse)
    {
        // tobine: Started failing w/ custom cmd buffers. http://anglebug.com/3255
        ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan());
        std::vector<GLColor> redColorData(6, GLColor::red);
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * redColorData.size(), redColorData.data(),
                     GL_STATIC_DRAW);
    
        // Trigger a pull from the buffer.
        simpleDrawWithBuffer(&buffer);
    
        // Update the buffer that's in-flight.
        std::vector<GLColor> greenColorData(6, GLColor::green);
        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLColor) * greenColorData.size(),
                        greenColorData.data());
    
        // Trigger the flush and verify the first draw worked.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw again and verify the new data is correct.
        simpleDrawWithBuffer(&buffer);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests that deleting an in-flight Texture does not immediately delete the resource.
    TEST_P(SimpleStateChangeTest, DeleteTextureInUse)
    {
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        draw2DTexturedQuad(0.5f, 1.0f, true);
        tex.reset();
        EXPECT_GL_NO_ERROR();
    
        int w = getWindowWidth() - 2;
        int h = getWindowHeight() - 2;
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
    }
    
    // Tests that modifying a texture parameter in-flight does not cause problems.
    TEST_P(SimpleStateChangeTest, ChangeTextureFilterModeBetweenTwoDraws)
    {
        std::array<GLColor, 4> colors = {
            {GLColor::black, GLColor::white, GLColor::black, GLColor::white}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
    
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Draw to the left side of the window only with NEAREST.
        glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        draw2DTexturedQuad(0.5f, 1.0f, true);
    
        // Draw to the right side of the window only with LINEAR.
        glViewport(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        draw2DTexturedQuad(0.5f, 1.0f, true);
        EXPECT_GL_NO_ERROR();
    
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
    
        // The first half (left) should be only black followed by plain white.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
        EXPECT_PIXEL_COLOR_EQ(1, 0, GLColor::black);
        EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 3, 0, GLColor::white);
        EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 4, 0, GLColor::white);
    
        // The second half (right) should be a gradient so we shouldn't find plain black/white in the
        // middle.
        EXPECT_NE(angle::ReadColor((getWindowWidth() / 4) * 3, 0), GLColor::black);
        EXPECT_NE(angle::ReadColor((getWindowWidth() / 4) * 3, 0), GLColor::white);
    }
    
    // Tests that bind the same texture all the time between different draw calls.
    TEST_P(SimpleStateChangeTest, RebindTextureDrawAgain)
    {
        GLuint program = get2DTexturedQuadProgram();
        glUseProgram(program);
    
        std::array<GLColor, 4> colors = {{GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}};
    
        // Setup the texture
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        // Setup the vertex array to draw a quad.
        GLint positionLocation = glGetAttribLocation(program, "position");
        setupQuadVertexBuffer(1.0f, 1.0f);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(positionLocation);
    
        // Draw quad
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Bind again
        glBindTexture(GL_TEXTURE_2D, tex);
        ASSERT_GL_NO_ERROR();
    
        // Draw again, should still work.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Validate whole surface is filled with cyan.
        int h = getWindowHeight() - 1;
        int w = getWindowWidth() - 1;
    
        EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::cyan);
    }
    
    // Tests that we can draw with a texture, modify the texture with a texSubImage, and then draw again
    // correctly.
    TEST_P(SimpleStateChangeTest, DrawWithTextureTexSubImageThenDrawAgain)
    {
        GLuint program = get2DTexturedQuadProgram();
        ASSERT_NE(0u, program);
        glUseProgram(program);
    
        std::array<GLColor, 4> colors    = {{GLColor::red, GLColor::red, GLColor::red, GLColor::red}};
        std::array<GLColor, 4> subColors = {
            {GLColor::green, GLColor::green, GLColor::green, GLColor::green}};
    
        // Setup the texture
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        // Setup the vertex array to draw a quad.
        GLint positionLocation = glGetAttribLocation(program, "position");
        setupQuadVertexBuffer(1.0f, 1.0f);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(positionLocation);
    
        // Draw quad
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Update bottom-half of texture with green.
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 1, GL_RGBA, GL_UNSIGNED_BYTE, subColors.data());
        ASSERT_GL_NO_ERROR();
    
        // Draw again, should still work.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Validate first half of the screen is red and the bottom is green.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() / 4 * 3, GLColor::red);
    }
    
    // Test that we can alternate between textures between different draws.
    TEST_P(SimpleStateChangeTest, DrawTextureAThenTextureBThenTextureA)
    {
        GLuint program = get2DTexturedQuadProgram();
        glUseProgram(program);
    
        std::array<GLColor, 4> colorsTex1 = {
            {GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}};
    
        std::array<GLColor, 4> colorsTex2 = {
            {GLColor::magenta, GLColor::magenta, GLColor::magenta, GLColor::magenta}};
    
        // Setup the texture
        GLTexture tex1;
        glBindTexture(GL_TEXTURE_2D, tex1);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colorsTex1.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        GLTexture tex2;
        glBindTexture(GL_TEXTURE_2D, tex2);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colorsTex2.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        // Setup the vertex array to draw a quad.
        GLint positionLocation = glGetAttribLocation(program, "position");
        setupQuadVertexBuffer(1.0f, 1.0f);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(positionLocation);
    
        // Draw quad
        glBindTexture(GL_TEXTURE_2D, tex1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Bind again, draw again
        glBindTexture(GL_TEXTURE_2D, tex2);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Bind again, draw again
        glBindTexture(GL_TEXTURE_2D, tex1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        // Validate whole surface is filled with cyan.
        int h = getWindowHeight() - 1;
        int w = getWindowWidth() - 1;
    
        EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::cyan);
    }
    
    // Tests that redefining an in-flight Texture does not affect the in-flight resource.
    TEST_P(SimpleStateChangeTest, RedefineTextureInUse)
    {
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        // Draw with the first texture.
        draw2DTexturedQuad(0.5f, 1.0f, true);
    
        // Redefine the in-flight texture.
        constexpr int kBigSize = 32;
        std::vector<GLColor> bigColors;
        for (int y = 0; y < kBigSize; ++y)
        {
            for (int x = 0; x < kBigSize; ++x)
            {
                bool xComp = x < kBigSize / 2;
                bool yComp = y < kBigSize / 2;
                if (yComp)
                {
                    bigColors.push_back(xComp ? GLColor::cyan : GLColor::magenta);
                }
                else
                {
                    bigColors.push_back(xComp ? GLColor::yellow : GLColor::white);
                }
            }
        }
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, bigColors.data());
        EXPECT_GL_NO_ERROR();
    
        // Verify the first draw had the correct data via ReadPixels.
        int w = getWindowWidth() - 2;
        int h = getWindowHeight() - 2;
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
    
        // Draw and verify with the redefined data.
        draw2DTexturedQuad(0.5f, 1.0f, true);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::magenta);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::yellow);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::white);
    }
    
    // Test updating a Texture's contents while in use by GL works as expected.
    TEST_P(SimpleStateChangeTest, UpdateTextureInUse)
    {
        std::array<GLColor, 4> rgby = {{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgby.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        // Draw RGBY to the Framebuffer. The texture is now in-use by GL.
        draw2DTexturedQuad(0.5f, 1.0f, true);
    
        // Update the texture to be YBGR, while the Texture is in-use. Should not affect the draw.
        std::array<GLColor, 4> ybgr = {{GLColor::yellow, GLColor::blue, GLColor::green, GLColor::red}};
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, ybgr.data());
        ASSERT_GL_NO_ERROR();
    
        // Check the Framebuffer. The draw call should have completed with the original RGBY data.
        int w = getWindowWidth() - 2;
        int h = getWindowHeight() - 2;
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
    
        // Draw again to the Framebuffer. The second draw call should use the updated YBGR data.
        draw2DTexturedQuad(0.5f, 1.0f, true);
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::red);
        ASSERT_GL_NO_ERROR();
    }
    
    void SimpleStateChangeTest::updateTextureBoundToFramebufferHelper(UpdateFunc updateFunc)
    {
        std::vector<GLColor> red(4, GLColor::red);
        std::vector<GLColor> green(4, GLColor::green);
    
        GLTexture renderTarget;
        glBindTexture(GL_TEXTURE_2D, renderTarget);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, red.data());
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTarget,
                               0);
        ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_DRAW_FRAMEBUFFER);
        glViewport(0, 0, 2, 2);
        ASSERT_GL_NO_ERROR();
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, red.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        // Draw once to flush dirty state bits.
        draw2DTexturedQuad(0.5f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
    
        // Update the (0, 1) pixel to be blue
        updateFunc(GL_TEXTURE_2D, &renderTarget, 0, 1, GLColor::blue);
    
        // Draw green to the right half of the Framebuffer.
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, green.data());
        glViewport(1, 0, 1, 2);
        draw2DTexturedQuad(0.5f, 1.0f, true);
    
        // Update the (1, 1) pixel to be yellow
        updateFunc(GL_TEXTURE_2D, &renderTarget, 1, 1, GLColor::yellow);
    
        ASSERT_GL_NO_ERROR();
    
        // Verify we have a quad with the right colors in the FBO.
        std::vector<GLColor> expected = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
        std::vector<GLColor> actual(4);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
        glReadPixels(0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, actual.data());
        EXPECT_EQ(expected, actual);
    }
    
    // Tests that TexSubImage updates are flushed before rendering.
    TEST_P(SimpleStateChangeTest, TexSubImageOnTextureBoundToFrambuffer)
    {
        auto updateFunc = [](GLenum textureBinding, GLTexture *tex, GLint x, GLint y,
                             const GLColor &color) {
            glBindTexture(textureBinding, *tex);
            glTexSubImage2D(textureBinding, 0, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, color.data());
        };
    
        updateTextureBoundToFramebufferHelper(updateFunc);
    }
    
    // Tests that CopyTexSubImage updates are flushed before rendering.
    TEST_P(SimpleStateChangeTest, CopyTexSubImageOnTextureBoundToFrambuffer)
    {
        GLTexture copySource;
        glBindTexture(GL_TEXTURE_2D, copySource);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        GLFramebuffer copyFBO;
        glBindFramebuffer(GL_READ_FRAMEBUFFER, copyFBO);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, copySource, 0);
    
        ASSERT_GL_NO_ERROR();
        ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_READ_FRAMEBUFFER);
    
        auto updateFunc = [&copySource](GLenum textureBinding, GLTexture *tex, GLint x, GLint y,
                                        const GLColor &color) {
            glBindTexture(GL_TEXTURE_2D, copySource);
            glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, color.data());
    
            glBindTexture(textureBinding, *tex);
            glCopyTexSubImage2D(textureBinding, 0, x, y, 0, 0, 1, 1);
        };
    
        updateTextureBoundToFramebufferHelper(updateFunc);
    }
    
    // Tests deleting a Framebuffer that is in use.
    TEST_P(SimpleStateChangeTest, DeleteFramebufferInUse)
    {
        constexpr int kSize = 16;
    
        // Create a simple framebuffer.
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        glViewport(0, 0, kSize, kSize);
    
        // Draw a solid red color to the framebuffer.
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
    
        // Delete the framebuffer while the call is in flight.
        framebuffer.reset();
    
        // Make a new framebuffer so we can read back the texture.
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Flush via ReadPixels and check red was drawn.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        ASSERT_GL_NO_ERROR();
    }
    
    // This test was made to reproduce a specific issue with our Vulkan backend where were releasing
    // buffers too early. The test has 2 textures, we first create a texture and update it with
    // multiple updates, but we don't use it right away, we instead draw using another texture
    // then we bind the first texture and draw with it.
    TEST_P(SimpleStateChangeTest, DynamicAllocationOfMemoryForTextures)
    {
        constexpr int kSize = 64;
    
        GLuint program = get2DTexturedQuadProgram();
        glUseProgram(program);
    
        std::vector<GLColor> greenPixels(kSize * kSize, GLColor::green);
        std::vector<GLColor> redPixels(kSize * kSize, GLColor::red);
        GLTexture texture1;
        glBindTexture(GL_TEXTURE_2D, texture1);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        for (int i = 0; i < 100; i++)
        {
            // We do this a lot of time to make sure we use multiple buffers in the vulkan backend.
            glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE,
                            greenPixels.data());
        }
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        ASSERT_GL_NO_ERROR();
    
        GLTexture texture2;
        glBindTexture(GL_TEXTURE_2D, texture2);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, redPixels.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        // Setup the vertex array to draw a quad.
        GLint positionLocation = glGetAttribLocation(program, "position");
        setupQuadVertexBuffer(1.0f, 1.0f);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(positionLocation);
    
        // Draw quad with texture 2 while texture 1 has "staged" changes that have not been flushed yet.
        glBindTexture(GL_TEXTURE_2D, texture2);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // If we now try to draw with texture1, we should trigger the issue.
        glBindTexture(GL_TEXTURE_2D, texture1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests deleting a Framebuffer that is in use.
    TEST_P(SimpleStateChangeTest, RedefineFramebufferInUse)
    {
        constexpr int kSize = 16;
    
        // Create a simple framebuffer.
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        glViewport(0, 0, kSize, kSize);
    
        // Draw red to the framebuffer.
        simpleDrawWithColor(GLColor::red);
    
        // Change the framebuffer while the call is in flight to a new texture.
        GLTexture otherTexture;
        glBindTexture(GL_TEXTURE_2D, otherTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, otherTexture, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Draw green to the framebuffer. Verify the color.
        simpleDrawWithColor(GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Make a new framebuffer so we can read back the first texture and verify red.
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests that redefining a Framebuffer Texture Attachment works as expected.
    TEST_P(SimpleStateChangeTest, RedefineFramebufferTexture)
    {
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
    
        // Bind a simple 8x8 texture to the framebuffer, draw red.
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        glViewport(0, 0, 8, 8);
        simpleDrawWithColor(GLColor::red);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red) << "first draw should be red";
    
        // Redefine the texture to 32x32, draw green. Verify we get what we expect.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glViewport(0, 0, 32, 32);
        simpleDrawWithColor(GLColor::green);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green) << "second draw should be green";
    }
    
    // Validates disabling cull face really disables it.
    TEST_P(SimpleStateChangeTest, EnableAndDisableCullFace)
    {
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        glUseProgram(program);
    
        glClear(GL_COLOR_BUFFER_BIT);
        glEnable(GL_CULL_FACE);
    
        glCullFace(GL_FRONT);
    
        drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
    
        // Disable cull face and redraw, then make sure we have the quad drawn.
        glDisable(GL_CULL_FACE);
    
        drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    TEST_P(SimpleStateChangeTest, ScissorTest)
    {
        // This test validates this order of state changes:
        // 1- Set scissor but don't enable it, validate its not used.
        // 2- Enable it and validate its working.
        // 3- Disable the scissor validate its not used anymore.
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
    
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Set the scissor region, but don't enable it yet.
        glScissor(getWindowWidth() / 4, getWindowHeight() / 4, getWindowWidth() / 2,
                  getWindowHeight() / 2);
    
        // Fill the whole screen with a quad.
        drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
    
        // Test outside, scissor isnt enabled so its red.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Test inside, red of the fragment shader.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
    
        // Clear everything and start over with the test enabled.
        glClear(GL_COLOR_BUFFER_BIT);
        glEnable(GL_SCISSOR_TEST);
    
        drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
    
        // Test outside the scissor test, pitch black.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
    
        // Test inside, red of the fragment shader.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
    
        // Now disable the scissor test, do it again, and verify the region isn't used
        // for the scissor test.
        glDisable(GL_SCISSOR_TEST);
    
        // Clear everything and start over with the test enabled.
        glClear(GL_COLOR_BUFFER_BIT);
    
        drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
    
        // Test outside, scissor isnt enabled so its red.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Test inside, red of the fragment shader.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
    }
    
    // This test validates we are able to change the valid of a uniform dynamically.
    TEST_P(SimpleStateChangeTest, UniformUpdateTest)
    {
        constexpr char kPositionUniformVertexShader[] = R"(
    precision mediump float;
    attribute vec2 position;
    uniform vec2 uniPosModifier;
    void main()
    {
        gl_Position = vec4(position + uniPosModifier, 0, 1);
    })";
    
        ANGLE_GL_PROGRAM(program, kPositionUniformVertexShader, essl1_shaders::fs::UniformColor());
        glUseProgram(program);
    
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        GLint posUniformLocation = glGetUniformLocation(program, "uniPosModifier");
        ASSERT_NE(posUniformLocation, -1);
        GLint colorUniformLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
        ASSERT_NE(colorUniformLocation, -1);
    
        // draw a red quad to the left side.
        glUniform2f(posUniformLocation, -0.5, 0.0);
        glUniform4f(colorUniformLocation, 1.0, 0.0, 0.0, 1.0);
        drawQuad(program.get(), "position", 0.0f, 0.5f, true);
    
        // draw a green quad to the right side.
        glUniform2f(posUniformLocation, 0.5, 0.0);
        glUniform4f(colorUniformLocation, 0.0, 1.0, 0.0, 1.0);
        drawQuad(program.get(), "position", 0.0f, 0.5f, true);
    
        ASSERT_GL_NO_ERROR();
    
        // Test the center of the left quad. Should be red.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 2, GLColor::red);
    
        // Test the center of the right quad. Should be green.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4 * 3, getWindowHeight() / 2, GLColor::green);
    }
    
    // Tests that changing the storage of a Renderbuffer currently in use by GL works as expected.
    TEST_P(SimpleStateChangeTest, RedefineRenderbufferInUse)
    {
        GLRenderbuffer renderbuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
    
        ASSERT_GL_NO_ERROR();
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ANGLE_GL_PROGRAM(program, kSimpleVertexShader, kSimpleFragmentShader);
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
    
        // Set up and draw red to the left half the screen.
        std::vector<GLColor> redData(6, GLColor::red);
        GLBuffer vertexBufferRed;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferRed);
        glBufferData(GL_ARRAY_BUFFER, redData.size() * sizeof(GLColor), redData.data(), GL_STATIC_DRAW);
        glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
        glEnableVertexAttribArray(colorLoc);
    
        glViewport(0, 0, 16, 16);
        drawQuad(program, "position", 0.5f, 1.0f, true);
    
        // Immediately redefine the Renderbuffer.
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 64, 64);
    
        // Set up and draw green to the right half of the screen.
        std::vector<GLColor> greenData(6, GLColor::green);
        GLBuffer vertexBufferGreen;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferGreen);
        glBufferData(GL_ARRAY_BUFFER, greenData.size() * sizeof(GLColor), greenData.data(),
                     GL_STATIC_DRAW);
        glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
        glEnableVertexAttribArray(colorLoc);
    
        glViewport(0, 0, 64, 64);
        drawQuad(program, "position", 0.5f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Validate that we can draw -> change frame buffer size -> draw and we'll be rendering
    // at the full size of the new framebuffer.
    TEST_P(SimpleStateChangeTest, ChangeFramebufferSizeBetweenTwoDraws)
    {
        constexpr size_t kSmallTextureSize = 2;
        constexpr size_t kBigTextureSize   = 4;
    
        // Create 2 textures, one of 2x2 and the other 4x4
        GLTexture texture1;
        glBindTexture(GL_TEXTURE_2D, texture1);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSmallTextureSize, kSmallTextureSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, nullptr);
        ASSERT_GL_NO_ERROR();
    
        GLTexture texture2;
        glBindTexture(GL_TEXTURE_2D, texture2);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kBigTextureSize, kBigTextureSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, nullptr);
        ASSERT_GL_NO_ERROR();
    
        // A framebuffer for each texture to draw on.
        GLFramebuffer framebuffer1;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
        ASSERT_GL_NO_ERROR();
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        GLFramebuffer framebuffer2;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
        ASSERT_GL_NO_ERROR();
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
        glUseProgram(program);
        GLint uniformLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
        ASSERT_NE(uniformLocation, -1);
    
        // Bind to the first framebuffer for drawing.
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
    
        // Set a scissor, that will trigger setting the internal scissor state in Vulkan to
        // (0,0,framebuffer.width, framebuffer.height) size since the scissor isn't enabled.
        glScissor(0, 0, 16, 16);
        ASSERT_GL_NO_ERROR();
    
        // Set color to red.
        glUniform4f(uniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
        glViewport(0, 0, kSmallTextureSize, kSmallTextureSize);
    
        // Draw a full sized red quad
        drawQuad(program, essl1_shaders::PositionAttrib(), 1.0f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        // Bind to the second (bigger) framebuffer
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
        glViewport(0, 0, kBigTextureSize, kBigTextureSize);
    
        ASSERT_GL_NO_ERROR();
    
        // Set color to green.
        glUniform4f(uniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
    
        // Draw again and we should fill everything with green and expect everything to be green.
        drawQuad(program, essl1_shaders::PositionAttrib(), 1.0f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_RECT_EQ(0, 0, kBigTextureSize, kBigTextureSize, GLColor::green);
    }
    
    // Tries to relink a program in use and use it again to draw something else.
    TEST_P(SimpleStateChangeTest, RelinkProgram)
    {
        const GLuint program = glCreateProgram();
    
        GLuint vs     = CompileShader(GL_VERTEX_SHADER, essl1_shaders::vs::Simple());
        GLuint blueFs = CompileShader(GL_FRAGMENT_SHADER, essl1_shaders::fs::Blue());
        GLuint redFs  = CompileShader(GL_FRAGMENT_SHADER, essl1_shaders::fs::Red());
    
        glAttachShader(program, vs);
        glAttachShader(program, blueFs);
    
        glLinkProgram(program);
        CheckLinkStatusAndReturnProgram(program, true);
    
        glClear(GL_COLOR_BUFFER_BIT);
        std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f},
                                         {-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {-1.0, 1.0f, 0.0f}};
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
        const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLocation);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        // Draw a blue triangle to the right
        glUseProgram(program);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        // Relink to draw red to the left
        glDetachShader(program, blueFs);
        glAttachShader(program, redFs);
    
        glLinkProgram(program);
        CheckLinkStatusAndReturnProgram(program, true);
    
        glDrawArrays(GL_TRIANGLES, 3, 3);
    
        ASSERT_GL_NO_ERROR();
    
        glDisableVertexAttribArray(positionLocation);
    
        // Verify we drew red and green in the right places.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, 0, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() / 2, GLColor::red);
    
        glDeleteShader(vs);
        glDeleteShader(blueFs);
        glDeleteShader(redFs);
        glDeleteProgram(program);
    }
    
    // Creates a program that uses uniforms and then immediately release it and then use it. Should be
    // valid.
    TEST_P(SimpleStateChangeTest, ReleaseShaderInUseThatReadsFromUniforms)
    {
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
        glUseProgram(program);
    
        const GLint uniformLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform());
        EXPECT_NE(-1, uniformLoc);
    
        // Set color to red.
        glUniform4f(uniformLoc, 1.0f, 0.0f, 0.0f, 1.0f);
    
        glClear(GL_COLOR_BUFFER_BIT);
        std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}};
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
        const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLocation);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        // Release program while its in use.
        glDeleteProgram(program);
    
        // Draw a red triangle
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        // Set color to green
        glUniform4f(uniformLoc, 1.0f, 0.0f, 0.0f, 1.0f);
    
        // Draw a green triangle
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        ASSERT_GL_NO_ERROR();
    
        glDisableVertexAttribArray(positionLocation);
    
        glUseProgram(0);
    
        // Verify we drew red in the end since thats the last draw.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, 0, GLColor::red);
    }
    
    // Tests that sampler sync isn't masked by program textures.
    TEST_P(SimpleStateChangeTestES3, SamplerSyncNotTiedToProgram)
    {
        // Create a sampler with NEAREST filtering.
        GLSampler sampler;
        glBindSampler(0, sampler);
        glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
        glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        ASSERT_GL_NO_ERROR();
    
        // Draw with a program that uses no textures.
        ANGLE_GL_PROGRAM(program1, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
        drawQuad(program1, essl1_shaders::PositionAttrib(), 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Create a simple texture with four colors and linear filtering.
        constexpr GLsizei kSize       = 2;
        std::array<GLColor, 4> pixels = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
        GLTexture redTex;
        glBindTexture(GL_TEXTURE_2D, redTex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     pixels.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        // Create a program that uses the texture.
        constexpr char kVS[] = R"(attribute vec4 position;
    varying vec2 texCoord;
    void main()
    {
        gl_Position = position;
        texCoord = position.xy * 0.5 + vec2(0.5);
    })";
    
        constexpr char kFS[] = R"(precision mediump float;
    varying vec2 texCoord;
    uniform sampler2D tex;
    void main()
    {
        gl_FragColor = texture2D(tex, texCoord);
    })";
    
        // Draw. The sampler should override the clamp wrap mode with nearest.
        ANGLE_GL_PROGRAM(program2, kVS, kFS);
        ASSERT_EQ(0, glGetUniformLocation(program2, "tex"));
        drawQuad(program2, "position", 0.5f);
        ASSERT_GL_NO_ERROR();
    
        constexpr int kHalfSize = kWindowSize / 2;
    
        EXPECT_PIXEL_RECT_EQ(0, 0, kHalfSize, kHalfSize, GLColor::red);
        EXPECT_PIXEL_RECT_EQ(kHalfSize, 0, kHalfSize, kHalfSize, GLColor::green);
        EXPECT_PIXEL_RECT_EQ(0, kHalfSize, kHalfSize, kHalfSize, GLColor::blue);
        EXPECT_PIXEL_RECT_EQ(kHalfSize, kHalfSize, kHalfSize, kHalfSize, GLColor::yellow);
    }
    
    // Tests that deleting an in-flight image texture does not immediately delete the resource.
    TEST_P(SimpleStateChangeTestES31, DeleteImageTextureInUse)
    {
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
        GLTexture texRead;
        glBindTexture(GL_TEXTURE_2D, texRead);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mProgram);
    
        glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
        texRead.reset();
    
        std::array<GLColor, 4> results;
        glReadPixels(0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, results.data());
        EXPECT_GL_NO_ERROR();
    
        for (int i = 0; i < 4; i++)
        {
            EXPECT_EQ(colors[i], results[i]);
        }
    }
    
    // Tests that bind the same image texture all the time between different dispatch calls.
    TEST_P(SimpleStateChangeTestES31, RebindImageTextureDispatchAgain)
    {
        std::array<GLColor, 4> colors = {{GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}};
        GLTexture texRead;
        glBindTexture(GL_TEXTURE_2D, texRead);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
    
        glUseProgram(mProgram);
    
        glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
    
        // Bind again
        glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_RECT_EQ(0, 0, 2, 2, GLColor::cyan);
    }
    
    // Tests that we can dispatch with an image texture, modify the image texture with a texSubImage,
    // and then dispatch again correctly.
    TEST_P(SimpleStateChangeTestES31, DispatchWithImageTextureTexSubImageThenDispatchAgain)
    {
        std::array<GLColor, 4> colors    = {{GLColor::red, GLColor::red, GLColor::red, GLColor::red}};
        std::array<GLColor, 4> subColors = {
            {GLColor::green, GLColor::green, GLColor::green, GLColor::green}};
    
        GLTexture texRead;
        glBindTexture(GL_TEXTURE_2D, texRead);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
    
        glUseProgram(mProgram);
    
        glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
    
        // Update bottom-half of image texture with green.
        glBindTexture(GL_TEXTURE_2D, texRead);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 1, GL_RGBA, GL_UNSIGNED_BYTE, subColors.data());
        ASSERT_GL_NO_ERROR();
    
        // Dispatch again, should still work.
        glDispatchCompute(1, 1, 1);
        ASSERT_GL_NO_ERROR();
    
        // Validate first half of the image is red and the bottom is green.
        std::array<GLColor, 4> results;
        glReadPixels(0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, results.data());
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(GLColor::green, results[0]);
        EXPECT_EQ(GLColor::green, results[1]);
        EXPECT_EQ(GLColor::red, results[2]);
        EXPECT_EQ(GLColor::red, results[3]);
    }
    
    // Test updating an image texture's contents while in use by GL works as expected.
    TEST_P(SimpleStateChangeTestES31, UpdateImageTextureInUse)
    {
        std::array<GLColor, 4> rgby = {{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture texRead;
        glBindTexture(GL_TEXTURE_2D, texRead);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, rgby.data());
    
        glUseProgram(mProgram);
    
        glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
    
        // Update the texture to be YBGR, while the Texture is in-use. Should not affect the dispatch.
        std::array<GLColor, 4> ybgr = {{GLColor::yellow, GLColor::blue, GLColor::green, GLColor::red}};
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, ybgr.data());
        ASSERT_GL_NO_ERROR();
    
        // Check the Framebuffer. The dispatch call should have completed with the original RGBY data.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(1, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, 1, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::yellow);
    
        // Dispatch again. The second dispatch call should use the updated YBGR data.
        glDispatchCompute(1, 1, 1);
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
        EXPECT_PIXEL_COLOR_EQ(1, 0, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(0, 1, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that we can alternate between image textures between different dispatchs.
    TEST_P(SimpleStateChangeTestES31, DispatchImageTextureAThenTextureBThenTextureA)
    {
        // TODO(syoussefi): Flaky, needs investigation. http://anglebug.com/3044
        ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsDesktopOpenGL());
    
        std::array<GLColor, 4> colorsTexA = {
            {GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}};
    
        std::array<GLColor, 4> colorsTexB = {
            {GLColor::magenta, GLColor::magenta, GLColor::magenta, GLColor::magenta}};
    
        GLTexture texA;
        glBindTexture(GL_TEXTURE_2D, texA);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colorsTexA.data());
        GLTexture texB;
        glBindTexture(GL_TEXTURE_2D, texB);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colorsTexB.data());
    
        glUseProgram(mProgram);
    
        glBindImageTexture(0, texA, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
    
        glBindImageTexture(0, texB, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
    
        glBindImageTexture(0, texA, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
    
        EXPECT_PIXEL_RECT_EQ(0, 0, 2, 2, GLColor::cyan);
        ASSERT_GL_NO_ERROR();
    }
    
    static constexpr char kColorVS[] = R"(attribute vec2 position;
    attribute vec4 color;
    varying vec4 vColor;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        vColor = color;
    })";
    
    static constexpr char kColorFS[] = R"(precision mediump float;
    varying vec4 vColor;
    void main()
    {
        gl_FragColor = vColor;
    })";
    
    class ValidationStateChangeTest : public ANGLETest
    {
      protected:
        ValidationStateChangeTest()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    class WebGL2ValidationStateChangeTest : public ValidationStateChangeTest
    {
      protected:
        WebGL2ValidationStateChangeTest() { setWebGLCompatibilityEnabled(true); }
    };
    
    class ValidationStateChangeTestES31 : public ANGLETest
    {};
    
    class WebGLComputeValidationStateChangeTest : public ANGLETest
    {
      public:
        WebGLComputeValidationStateChangeTest() { setWebGLCompatibilityEnabled(true); }
    };
    
    // Tests that mapping and unmapping an array buffer in various ways causes rendering to fail.
    // This isn't guaranteed to produce an error by GL. But we assume ANGLE always errors.
    TEST_P(ValidationStateChangeTest, MapBufferAndDraw)
    {
        // Initialize program and set up state.
        ANGLE_GL_PROGRAM(program, kColorVS, kColorFS);
    
        glUseProgram(program);
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLoc);
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
    
        const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
        const size_t posBufferSize                 = quadVertices.size() * sizeof(Vector3);
    
        GLBuffer posBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
        glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
    
        // Start with position enabled.
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        std::vector<GLColor> colorVertices(6, GLColor::blue);
        const size_t colorBufferSize = sizeof(GLColor) * 6;
    
        GLBuffer colorBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
        glBufferData(GL_ARRAY_BUFFER, colorBufferSize, colorVertices.data(), GL_STATIC_DRAW);
    
        // Start with color disabled.
        glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
        glDisableVertexAttribArray(colorLoc);
    
        ASSERT_GL_NO_ERROR();
    
        // Draw without a mapped buffer. Should succeed.
        glVertexAttrib4f(colorLoc, 0, 1, 0, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Map position buffer and draw. Should fail.
        glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
        glMapBufferRange(GL_ARRAY_BUFFER, 0, posBufferSize, GL_MAP_READ_BIT);
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Map position buffer and draw should fail.";
        glUnmapBuffer(GL_ARRAY_BUFFER);
    
        // Map then enable color buffer. Should fail.
        glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
        glMapBufferRange(GL_ARRAY_BUFFER, 0, colorBufferSize, GL_MAP_READ_BIT);
        glEnableVertexAttribArray(colorLoc);
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Map then enable color buffer should fail.";
    
        // Unmap then draw. Should succeed.
        glUnmapBuffer(GL_ARRAY_BUFFER);
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    }
    
    // Tests that changing a vertex binding with glVertexAttribDivisor updates the mapped buffer check.
    TEST_P(ValidationStateChangeTestES31, MapBufferAndDrawWithDivisor)
    {
        // Seems to trigger a GL error in some edge cases. http://anglebug.com/2755
        ANGLE_SKIP_TEST_IF(IsOpenGL() && IsNVIDIA());
    
        // Initialize program and set up state.
        ANGLE_GL_PROGRAM(program, kColorVS, kColorFS);
    
        glUseProgram(program);
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLoc);
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
    
        // Create a user vertex array.
        GLVertexArray vao;
        glBindVertexArray(vao);
    
        const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
        const size_t posBufferSize                 = quadVertices.size() * sizeof(Vector3);
    
        GLBuffer posBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
        glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
    
        // Start with position enabled.
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        std::vector<GLColor> blueVertices(6, GLColor::blue);
        const size_t blueBufferSize = sizeof(GLColor) * 6;
    
        GLBuffer blueBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, blueBuffer);
        glBufferData(GL_ARRAY_BUFFER, blueBufferSize, blueVertices.data(), GL_STATIC_DRAW);
    
        // Start with color enabled at an unused binding.
        constexpr GLint kUnusedBinding = 3;
        ASSERT_NE(colorLoc, kUnusedBinding);
        ASSERT_NE(positionLoc, kUnusedBinding);
        glVertexAttribFormat(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0);
        glVertexAttribBinding(colorLoc, kUnusedBinding);
        glBindVertexBuffer(kUnusedBinding, blueBuffer, 0, sizeof(GLColor));
        glEnableVertexAttribArray(colorLoc);
    
        // Make binding 'colorLoc' use a mapped buffer.
        std::vector<GLColor> greenVertices(6, GLColor::green);
        const size_t greenBufferSize = sizeof(GLColor) * 6;
        GLBuffer greenBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, greenBuffer);
        glBufferData(GL_ARRAY_BUFFER, greenBufferSize, greenVertices.data(), GL_STATIC_DRAW);
        glMapBufferRange(GL_ARRAY_BUFFER, 0, greenBufferSize, GL_MAP_READ_BIT);
        glBindVertexBuffer(colorLoc, greenBuffer, 0, sizeof(GLColor));
    
        ASSERT_GL_NO_ERROR();
    
        // Draw without a mapped buffer. Should succeed.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Change divisor with VertexAttribDivisor. Should fail.
        glVertexAttribDivisor(colorLoc, 0);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "draw with mapped buffer should fail.";
    
        // Unmap the buffer. Should succeed.
        glUnmapBuffer(GL_ARRAY_BUFFER);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests that changing a vertex binding with glVertexAttribDivisor updates the buffer size check.
    TEST_P(WebGLComputeValidationStateChangeTest, DrawPastEndOfBufferWithDivisor)
    {
        // Initialize program and set up state.
        ANGLE_GL_PROGRAM(program, kColorVS, kColorFS);
    
        glUseProgram(program);
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLoc);
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
    
        // Create a user vertex array.
        GLVertexArray vao;
        glBindVertexArray(vao);
    
        const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
        const size_t posBufferSize                 = quadVertices.size() * sizeof(Vector3);
    
        GLBuffer posBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
        glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
    
        // Start with position enabled.
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        std::vector<GLColor> blueVertices(6, GLColor::blue);
        const size_t blueBufferSize = sizeof(GLColor) * 6;
    
        GLBuffer blueBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, blueBuffer);
        glBufferData(GL_ARRAY_BUFFER, blueBufferSize, blueVertices.data(), GL_STATIC_DRAW);
    
        // Start with color enabled at an unused binding.
        constexpr GLint kUnusedBinding = 3;
        ASSERT_NE(colorLoc, kUnusedBinding);
        ASSERT_NE(positionLoc, kUnusedBinding);
        glVertexAttribFormat(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0);
        glVertexAttribBinding(colorLoc, kUnusedBinding);
        glBindVertexBuffer(kUnusedBinding, blueBuffer, 0, sizeof(GLColor));
        glEnableVertexAttribArray(colorLoc);
    
        // Make binding 'colorLoc' use a small buffer.
        std::vector<GLColor> greenVertices(6, GLColor::green);
        const size_t greenBufferSize = sizeof(GLColor) * 3;
        GLBuffer greenBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, greenBuffer);
        glBufferData(GL_ARRAY_BUFFER, greenBufferSize, greenVertices.data(), GL_STATIC_DRAW);
        glBindVertexBuffer(colorLoc, greenBuffer, 0, sizeof(GLColor));
    
        ASSERT_GL_NO_ERROR();
    
        // Draw without a mapped buffer. Should succeed.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Change divisor with VertexAttribDivisor. Should fail.
        glVertexAttribDivisor(colorLoc, 0);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "draw with small buffer should fail.";
    
        // Do a small draw. Should succeed.
        glDrawArrays(GL_TRIANGLES, 0, 3);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests state changes with uniform block validation.
    TEST_P(ValidationStateChangeTest, UniformBlockNegativeAPI)
    {
        constexpr char kVS[] = R"(#version 300 es
    in vec2 position;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
    })";
    
        constexpr char kFS[] = R"(#version 300 es
    precision mediump float;
    uniform uni { vec4 vec; };
    out vec4 color;
    void main()
    {
        color = vec;
    })";
    
        ANGLE_GL_PROGRAM(program, kVS, kFS);
        glUseProgram(program);
    
        GLuint blockIndex = glGetUniformBlockIndex(program, "uni");
        ASSERT_NE(GL_INVALID_INDEX, blockIndex);
    
        glUniformBlockBinding(program, blockIndex, 0);
    
        GLBuffer uniformBuffer;
        glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatGreen.R, GL_STATIC_DRAW);
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniformBuffer);
    
        const auto &quadVertices = GetQuadVertices();
    
        GLBuffer positionBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
        glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
                     GL_STATIC_DRAW);
    
        GLint positionLocation = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLocation);
    
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
        ASSERT_GL_NO_ERROR();
    
        // First draw should succeed.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Change the uniform block binding. Should fail.
        glUniformBlockBinding(program, blockIndex, 1);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION) << "Invalid uniform block binding should fail";
    
        // Reset to a correct state.
        glUniformBlockBinding(program, blockIndex, 0);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Change the buffer binding. Should fail.
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION) << "Setting invalid uniform buffer should fail";
    
        // Reset to a correct state.
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniformBuffer);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Resize the buffer to be too small. Should fail.
        glBufferData(GL_UNIFORM_BUFFER, 1, nullptr, GL_STATIC_DRAW);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Invalid buffer size should fail";
    }
    
    // Tests various state change effects on draw framebuffer validation.
    TEST_P(WebGL2ValidationStateChangeTest, DrawFramebufferNegativeAPI)
    {
        // Set up a simple draw from a Texture to a user Framebuffer.
        GLuint program = get2DTexturedQuadProgram();
        ASSERT_NE(0u, program);
        glUseProgram(program);
    
        GLint posLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, posLoc);
    
        const auto &quadVertices = GetQuadVertices();
    
        GLBuffer positionBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * quadVertices.size(), quadVertices.data(),
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(posLoc);
    
        constexpr size_t kSize = 2;
    
        GLTexture colorBufferTexture;
        glBindTexture(GL_TEXTURE_2D, colorBufferTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorBufferTexture,
                               0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        std::vector<GLColor> greenColor(kSize * kSize, GLColor::green);
    
        GLTexture greenTexture;
        glBindTexture(GL_TEXTURE_2D, greenTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     greenColor.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        // Second framebuffer with a feedback loop. Initially unbound.
        GLFramebuffer loopedFramebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, loopedFramebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, greenTexture, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
    
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Create a rendering feedback loop. Should fail.
        glBindTexture(GL_TEXTURE_2D, colorBufferTexture);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Reset to a valid state.
        glBindTexture(GL_TEXTURE_2D, greenTexture);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Bind a second framebuffer with a feedback loop.
        glBindFramebuffer(GL_FRAMEBUFFER, loopedFramebuffer);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Update the framebuffer texture attachment. Should succeed.
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorBufferTexture,
                               0);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests various state change effects on draw framebuffer validation with MRT.
    TEST_P(WebGL2ValidationStateChangeTest, MultiAttachmentDrawFramebufferNegativeAPI)
    {
        // Set up a program that writes to two outputs: one int and one float.
        constexpr char kVS[] = R"(#version 300 es
    layout(location = 0) in vec2 position;
    out vec2 texCoord;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        texCoord = position * 0.5 + vec2(0.5);
    })";
    
        constexpr char kFS[] = R"(#version 300 es
    precision mediump float;
    in vec2 texCoord;
    layout(location = 0) out vec4 outFloat;
    layout(location = 1) out uvec4 outInt;
    void main()
    {
        outFloat = vec4(0, 1, 0, 1);
        outInt = uvec4(0, 1, 0, 1);
    })";
    
        ANGLE_GL_PROGRAM(program, kVS, kFS);
        glUseProgram(program);
    
        constexpr GLint kPosLoc = 0;
    
        const auto &quadVertices = GetQuadVertices();
    
        GLBuffer positionBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * quadVertices.size(), quadVertices.data(),
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(kPosLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(kPosLoc);
    
        constexpr size_t kSize = 2;
    
        GLFramebuffer floatFramebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, floatFramebuffer);
    
        GLTexture floatTextures[2];
        for (int i = 0; i < 2; ++i)
        {
            glBindTexture(GL_TEXTURE_2D, floatTextures[i]);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         nullptr);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D,
                                   floatTextures[i], 0);
            ASSERT_GL_NO_ERROR();
        }
    
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        GLFramebuffer intFramebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, intFramebuffer);
    
        GLTexture intTextures[2];
        for (int i = 0; i < 2; ++i)
        {
            glBindTexture(GL_TEXTURE_2D, intTextures[i]);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, kSize, kSize, 0, GL_RGBA_INTEGER,
                         GL_UNSIGNED_BYTE, nullptr);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D,
                                   intTextures[i], 0);
            ASSERT_GL_NO_ERROR();
        }
    
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    
        constexpr GLenum kColor0Enabled[]     = {GL_COLOR_ATTACHMENT0, GL_NONE};
        constexpr GLenum kColor1Enabled[]     = {GL_NONE, GL_COLOR_ATTACHMENT1};
        constexpr GLenum kColor0And1Enabled[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
    
        // Draw float. Should work.
        glBindFramebuffer(GL_FRAMEBUFFER, floatFramebuffer);
        glDrawBuffers(2, kColor0Enabled);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR() << "Draw to float texture with correct mask";
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Set an invalid component write.
        glDrawBuffers(2, kColor0And1Enabled);
        ASSERT_GL_NO_ERROR() << "Draw to float texture with invalid mask";
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        // Set all 4 channels of color mask to false. Validate success.
        glColorMask(false, false, false, false);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_NO_ERROR();
        glColorMask(false, true, false, false);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        glColorMask(true, true, true, true);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Restore state.
        glDrawBuffers(2, kColor0Enabled);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR() << "Draw to float texture with correct mask";
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Bind an invalid framebuffer. Validate failure.
        glBindFramebuffer(GL_FRAMEBUFFER, intFramebuffer);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Draw to int texture with default mask";
    
        // Set draw mask to a valid mask. Validate success.
        glDrawBuffers(2, kColor1Enabled);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR() << "Draw to int texture with correct mask";
    }
    
    // Tests negative API state change cases with Transform Feedback bindings.
    TEST_P(WebGL2ValidationStateChangeTest, TransformFeedbackNegativeAPI)
    {
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOSX());
    
        constexpr char kFS[] = R"(#version 300 es
    precision mediump float;
    uniform block { vec4 color; };
    out vec4 colorOut;
    void main()
    {
        colorOut = color;
    })";
    
        std::vector<std::string> tfVaryings = {"gl_Position"};
        ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, essl3_shaders::vs::Simple(), kFS, tfVaryings,
                                            GL_INTERLEAVED_ATTRIBS);
        glUseProgram(program);
    
        std::vector<Vector4> positionData;
        for (const Vector3 &quadVertex : GetQuadVertices())
        {
            positionData.emplace_back(quadVertex.x(), quadVertex.y(), quadVertex.z(), 1.0f);
        }
    
        GLBuffer arrayBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
        glBufferData(GL_ARRAY_BUFFER, positionData.size() * sizeof(Vector4), positionData.data(),
                     GL_STATIC_DRAW);
    
        GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLoc);
    
        glVertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        EXPECT_GL_NO_ERROR();
    
        // Set up transform feedback.
        GLTransformFeedback transformFeedback;
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
    
        constexpr size_t kTransformFeedbackSize = 6 * sizeof(Vector4);
    
        GLBuffer transformFeedbackBuffer;
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, transformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kTransformFeedbackSize * 2, nullptr, GL_STATIC_DRAW);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, transformFeedbackBuffer);
    
        // Set up uniform buffer.
        GLBuffer uniformBuffer;
        glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatGreen.R, GL_STATIC_DRAW);
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniformBuffer);
    
        ASSERT_GL_NO_ERROR();
    
        // Do the draw operation. Should succeed.
        glBeginTransformFeedback(GL_TRIANGLES);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glEndTransformFeedback();
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        const GLvoid *mapPointer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, kTransformFeedbackSize, GL_MAP_READ_BIT);
        ASSERT_GL_NO_ERROR();
        ASSERT_NE(nullptr, mapPointer);
        const Vector4 *typedMapPointer = reinterpret_cast<const Vector4 *>(mapPointer);
        std::vector<Vector4> actualData(typedMapPointer, typedMapPointer + 6);
        EXPECT_EQ(positionData, actualData);
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        // Draw once to update validation cache.
        glBeginTransformFeedback(GL_TRIANGLES);
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        // Bind transform feedback buffer to another binding point. Should cause a conflict.
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, transformFeedbackBuffer);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glEndTransformFeedback();
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Simultaneous element buffer binding should fail";
    
        // Reset to valid state.
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
        glBeginTransformFeedback(GL_TRIANGLES);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glEndTransformFeedback();
        ASSERT_GL_NO_ERROR();
    
        // Simultaneous non-vertex-array binding. Should fail.
        glBeginTransformFeedback(GL_TRIANGLES);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        glBindBuffer(GL_PIXEL_PACK_BUFFER, transformFeedbackBuffer);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glEndTransformFeedback();
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Simultaneous pack buffer binding should fail";
    }
    
    // Test sampler format validation caching works.
    TEST_P(WebGL2ValidationStateChangeTest, SamplerFormatCache)
    {
        constexpr char kFS[] = R"(#version 300 es
    precision mediump float;
    uniform sampler2D sampler;
    out vec4 colorOut;
    void main()
    {
        colorOut = texture(sampler, vec2(0));
    })";
    
        std::vector<std::string> tfVaryings = {"gl_Position"};
        ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
        glUseProgram(program);
    
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
    
        const auto &quadVertices = GetQuadVertices();
    
        GLBuffer arrayBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
        glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
                     GL_STATIC_DRAW);
    
        GLint samplerLoc = glGetUniformLocation(program, "sampler");
        ASSERT_NE(-1, samplerLoc);
        glUniform1i(samplerLoc, 0);
    
        GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // TexImage2D should update the sampler format cache.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 2, 2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE,
                     colors.data());
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Sampling integer texture with a float sampler.";
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 2, 2, 0, GL_DEPTH_COMPONENT,
                     GL_UNSIGNED_INT, colors.data());
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR() << "Depth texture with no compare mode.";
    
        // TexParameteri should update the sampler format cache.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Depth texture with compare mode set.";
    }
    
    // Tests that we retain the correct draw mode settings with transform feedback changes.
    TEST_P(ValidationStateChangeTest, TransformFeedbackDrawModes)
    {
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOSX());
    
        std::vector<std::string> tfVaryings = {"gl_Position"};
        ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, essl3_shaders::vs::Simple(),
                                            essl3_shaders::fs::Red(), tfVaryings,
                                            GL_INTERLEAVED_ATTRIBS);
        glUseProgram(program);
    
        std::vector<Vector4> positionData;
        for (const Vector3 &quadVertex : GetQuadVertices())
        {
            positionData.emplace_back(quadVertex.x(), quadVertex.y(), quadVertex.z(), 1.0f);
        }
    
        GLBuffer arrayBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
        glBufferData(GL_ARRAY_BUFFER, positionData.size() * sizeof(Vector4), positionData.data(),
                     GL_STATIC_DRAW);
    
        GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLoc);
    
        glVertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        // Set up transform feedback.
        GLTransformFeedback transformFeedback;
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
    
        constexpr size_t kTransformFeedbackSize = 6 * sizeof(Vector4);
    
        GLBuffer transformFeedbackBuffer;
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, transformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kTransformFeedbackSize * 2, nullptr, GL_STATIC_DRAW);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, transformFeedbackBuffer);
    
        GLTransformFeedback pointsXFB;
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, pointsXFB);
        GLBuffer pointsXFBBuffer;
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, pointsXFBBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 1024, nullptr, GL_STREAM_DRAW);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, pointsXFBBuffer);
    
        // Begin TRIANGLES, switch to paused POINTS, should be valid.
        glBeginTransformFeedback(GL_POINTS);
        glPauseTransformFeedback();
        ASSERT_GL_NO_ERROR() << "Starting point transform feedback should succeed";
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
        glBeginTransformFeedback(GL_TRIANGLES);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_NO_ERROR() << "Triangle rendering should succeed";
        glDrawArrays(GL_POINTS, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Point rendering should fail";
        glDrawArrays(GL_LINES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Lines rendering should fail";
        glPauseTransformFeedback();
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, pointsXFB);
        glResumeTransformFeedback();
        glDrawArrays(GL_POINTS, 0, 6);
        EXPECT_GL_NO_ERROR() << "Point rendering should succeed";
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Triangle rendering should fail";
        glDrawArrays(GL_LINES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Lines rendering should fail";
    
        glEndTransformFeedback();
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
        glEndTransformFeedback();
        ASSERT_GL_NO_ERROR() << "Ending transform feeback should pass";
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
    
        glDrawArrays(GL_POINTS, 0, 6);
        EXPECT_GL_NO_ERROR() << "Point rendering should succeed";
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_NO_ERROR() << "Triangle rendering should succeed";
        glDrawArrays(GL_LINES, 0, 6);
        EXPECT_GL_NO_ERROR() << "Line rendering should succeed";
    }
    
    // Tests a valid rendering setup with two textures. Followed by a draw with conflicting samplers.
    TEST_P(ValidationStateChangeTest, TextureConflict)
    {
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage"));
    
        GLint maxTextures = 0;
        glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextures);
        ANGLE_SKIP_TEST_IF(maxTextures < 2);
    
        // Set up state.
        constexpr GLint kSize = 2;
    
        std::vector<GLColor> greenData(4, GLColor::green);
    
        GLTexture textureA;
        glBindTexture(GL_TEXTURE_2D, textureA);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     greenData.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        glActiveTexture(GL_TEXTURE1);
    
        GLTexture textureB;
        glBindTexture(GL_TEXTURE_CUBE_MAP, textureB);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, greenData.data());
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, greenData.data());
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, greenData.data());
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, greenData.data());
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, greenData.data());
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, greenData.data());
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        constexpr char kVS[] = R"(attribute vec2 position;
    varying mediump vec2 texCoord;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        texCoord = position * 0.5 + vec2(0.5);
    })";
    
        constexpr char kFS[] = R"(varying mediump vec2 texCoord;
    uniform sampler2D texA;
    uniform samplerCube texB;
    void main()
    {
        gl_FragColor = texture2D(texA, texCoord) + textureCube(texB, vec3(1, 0, 0));
    })";
    
        ANGLE_GL_PROGRAM(program, kVS, kFS);
        glUseProgram(program);
    
        const auto &quadVertices = GetQuadVertices();
    
        GLBuffer arrayBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
        glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
                     GL_STATIC_DRAW);
    
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLoc);
    
        GLint texALoc = glGetUniformLocation(program, "texA");
        ASSERT_NE(-1, texALoc);
    
        GLint texBLoc = glGetUniformLocation(program, "texB");
        ASSERT_NE(-1, texBLoc);
    
        glUniform1i(texALoc, 0);
        glUniform1i(texBLoc, 1);
    
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        ASSERT_GL_NO_ERROR();
    
        // First draw. Should succeed.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Second draw to ensure all state changes are flushed.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Make the uniform use an invalid texture binding.
        glUniform1i(texBLoc, 0);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Tests that mapping the element array buffer triggers errors.
    TEST_P(ValidationStateChangeTest, MapElementArrayBuffer)
    {
        ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
        glUseProgram(program);
    
        std::array<GLushort, 6> quadIndices = GetQuadIndices();
        std::array<Vector3, 4> quadVertices = GetIndexedQuadVertices();
    
        GLsizei elementBufferSize = sizeof(quadIndices[0]) * quadIndices.size();
    
        GLBuffer elementArrayBuffer;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementBufferSize, quadIndices.data(), GL_STATIC_DRAW);
    
        GLBuffer arrayBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices[0]) * quadVertices.size(),
                     quadVertices.data(), GL_STATIC_DRAW);
    
        GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
        ASSERT_GL_NO_ERROR();
    
        void *ptr = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, elementBufferSize, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, ptr);
    
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
    
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Tests that deleting a non-active texture does not reset the current texture cache.
    TEST_P(SimpleStateChangeTest, DeleteNonActiveTextureThenDraw)
    {
        constexpr char kFS[] =
            "uniform sampler2D us; void main() { gl_FragColor = texture2D(us, vec2(0)); }";
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
        glUseProgram(program);
        GLint loc = glGetUniformLocation(program, "us");
        ASSERT_EQ(0, loc);
    
        auto quadVertices = GetQuadVertices();
        GLint posLoc      = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_EQ(0, posLoc);
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(quadVertices[0]),
                     quadVertices.data(), GL_STATIC_DRAW);
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(posLoc);
    
        constexpr size_t kSize = 2;
        std::vector<GLColor> red(kSize * kSize, GLColor::red);
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, red.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glUniform1i(loc, 0);
    
        glDrawArrays(GL_TRIANGLES, 0, 3);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Deleting TEXTURE_CUBE_MAP[0] should not affect TEXTURE_2D[0].
        GLTexture tex2;
        glBindTexture(GL_TEXTURE_CUBE_MAP, tex2);
        tex2.reset();
    
        glDrawArrays(GL_TRIANGLES, 0, 3);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Deleting TEXTURE_2D[0] should start "sampling" from the default/zero texture.
        tex.reset();
    
        glDrawArrays(GL_TRIANGLES, 0, 3);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    }
    
    // Tests that deleting a texture successfully binds the zero texture.
    TEST_P(SimpleStateChangeTest, DeleteTextureThenDraw)
    {
        constexpr char kFS[] =
            "uniform sampler2D us; void main() { gl_FragColor = texture2D(us, vec2(0)); }";
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
        glUseProgram(program);
        GLint loc = glGetUniformLocation(program, "us");
        ASSERT_EQ(0, loc);
    
        auto quadVertices = GetQuadVertices();
        GLint posLoc      = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_EQ(0, posLoc);
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(quadVertices[0]),
                     quadVertices.data(), GL_STATIC_DRAW);
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(posLoc);
    
        constexpr size_t kSize = 2;
        std::vector<GLColor> red(kSize * kSize, GLColor::red);
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, red.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glUniform1i(loc, 1);
        tex.reset();
    
        glDrawArrays(GL_TRIANGLES, 0, 3);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    }
    }  // anonymous namespace
    
    ANGLE_INSTANTIATE_TEST(StateChangeTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL(), ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(LineLoopStateChangeTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_OPENGL(),
                           ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(StateChangeRenderTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL(), ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(StateChangeTestES3, ES3_D3D11(), ES3_OPENGL());
    ANGLE_INSTANTIATE_TEST(SimpleStateChangeTest, ES2_D3D11(), ES2_VULKAN(), ES2_OPENGL());
    ANGLE_INSTANTIATE_TEST(SimpleStateChangeTestES3, ES3_OPENGL(), ES3_D3D11());
    ANGLE_INSTANTIATE_TEST(SimpleStateChangeTestES31, ES31_OPENGL(), ES31_D3D11());
    ANGLE_INSTANTIATE_TEST(ValidationStateChangeTest, ES3_D3D11(), ES3_OPENGL());
    ANGLE_INSTANTIATE_TEST(WebGL2ValidationStateChangeTest, ES3_D3D11(), ES3_OPENGL());
    ANGLE_INSTANTIATE_TEST(ValidationStateChangeTestES31, ES31_OPENGL(), ES31_D3D11());
    ANGLE_INSTANTIATE_TEST(WebGLComputeValidationStateChangeTest, ES31_D3D11(), ES31_OPENGL());