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

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  • Author : Fredrik Hubinette
    Date : 2016-12-13 14:08:44
    Hash : 5714a202
    Message : D3D11: Add RGB10_A2 as a supported EGL pbuffer config format. Update EGLWindow to select configs that exactly match the requested config. Too many tests make assumptions about the default framebuffer's format. BUG=angleproject:1662 Change-Id: I4cf8aedf51013ca0f3f40f6bbd40f24a4a90561f Reviewed-on: https://chromium-review.googlesource.com/419681 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/tests/gl_tests/PathRenderingTest.cpp
  • //
    // Copyright 2016 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.
    //
    // CHROMIUMPathRenderingTest
    //   Test CHROMIUM subset of NV_path_rendering
    //   This extension allows to render geometric paths as first class GL objects.
    
    #include "test_utils/ANGLETest.h"
    #include "shader_utils.h"
    
    #include "common/angleutils.h"
    
    #include <cmath>
    #include <cstring>
    #include <cstddef>
    #include <fstream>
    
    using namespace angle;
    
    namespace
    {
    
    bool CheckPixels(GLint x,
                     GLint y,
                     GLsizei width,
                     GLsizei height,
                     GLint tolerance,
                     const angle::GLColor &color)
    {
        for (GLint yy = 0; yy < height; ++yy)
        {
            for (GLint xx = 0; xx < width; ++xx)
            {
                const auto px = x + xx;
                const auto py = y + yy;
                EXPECT_PIXEL_NEAR(px, py, color.R, color.G, color.B, color.A, tolerance);
            }
        }
    
        return true;
    }
    
    void ExpectEqualMatrix(const GLfloat *expected, const GLfloat *actual)
    {
        for (size_t i = 0; i < 16; ++i)
        {
            EXPECT_EQ(expected[i], actual[i]);
        }
    }
    
    void ExpectEqualMatrix(const GLfloat *expected, const GLint *actual)
    {
        for (size_t i = 0; i < 16; ++i)
        {
            EXPECT_EQ(static_cast<GLint>(std::roundf(expected[i])), actual[i]);
        }
    }
    
    const int kResolution = 300;
    
    class CHROMIUMPathRenderingTest : public ANGLETest
    {
      protected:
        CHROMIUMPathRenderingTest()
        {
            setWindowWidth(kResolution);
            setWindowHeight(kResolution);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
            setConfigStencilBits(8);
        }
    
        bool isApplicable() const { return extensionEnabled("GL_CHROMIUM_path_rendering"); }
    
        void tryAllDrawFunctions(GLuint path, GLenum err)
        {
            glStencilFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F);
            EXPECT_GL_ERROR(err);
    
            glStencilFillPathCHROMIUM(path, GL_COUNT_DOWN_CHROMIUM, 0x7F);
            EXPECT_GL_ERROR(err);
    
            glStencilStrokePathCHROMIUM(path, 0x80, 0x80);
            EXPECT_GL_ERROR(err);
    
            glCoverFillPathCHROMIUM(path, GL_BOUNDING_BOX_CHROMIUM);
            EXPECT_GL_ERROR(err);
    
            glCoverStrokePathCHROMIUM(path, GL_BOUNDING_BOX_CHROMIUM);
            EXPECT_GL_ERROR(err);
    
            glStencilThenCoverStrokePathCHROMIUM(path, 0x80, 0x80, GL_BOUNDING_BOX_CHROMIUM);
            EXPECT_GL_ERROR(err);
    
            glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F,
                                               GL_BOUNDING_BOX_CHROMIUM);
            EXPECT_GL_ERROR(err);
        }
    };
    
    // Test setting and getting of path rendering matrices.
    TEST_P(CHROMIUMPathRenderingTest, TestMatrix)
    {
        if (!isApplicable())
            return;
    
        static const GLfloat kIdentityMatrix[16] = {1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
                                                    0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f};
    
        static const GLfloat kSeqMatrix[16] = {0.5f,   -0.5f,  -0.1f,  -0.8f, 4.4f,   5.5f,
                                               6.6f,   7.7f,   8.8f,   9.9f,  10.11f, 11.22f,
                                               12.33f, 13.44f, 14.55f, 15.66f};
    
        static const GLenum kMatrixModes[] = {GL_PATH_MODELVIEW_CHROMIUM, GL_PATH_PROJECTION_CHROMIUM};
    
        static const GLenum kGetMatrixModes[] = {GL_PATH_MODELVIEW_MATRIX_CHROMIUM,
                                                 GL_PATH_PROJECTION_MATRIX_CHROMIUM};
    
        for (size_t i = 0; i < 2; ++i)
        {
            GLfloat mf[16];
            GLint mi[16];
            std::memset(mf, 0, sizeof(mf));
            std::memset(mi, 0, sizeof(mi));
            glGetFloatv(kGetMatrixModes[i], mf);
            glGetIntegerv(kGetMatrixModes[i], mi);
            ExpectEqualMatrix(kIdentityMatrix, mf);
            ExpectEqualMatrix(kIdentityMatrix, mi);
    
            glMatrixLoadfCHROMIUM(kMatrixModes[i], kSeqMatrix);
            std::memset(mf, 0, sizeof(mf));
            std::memset(mi, 0, sizeof(mi));
            glGetFloatv(kGetMatrixModes[i], mf);
            glGetIntegerv(kGetMatrixModes[i], mi);
            ExpectEqualMatrix(kSeqMatrix, mf);
            ExpectEqualMatrix(kSeqMatrix, mi);
    
            glMatrixLoadIdentityCHROMIUM(kMatrixModes[i]);
            std::memset(mf, 0, sizeof(mf));
            std::memset(mi, 0, sizeof(mi));
            glGetFloatv(kGetMatrixModes[i], mf);
            glGetIntegerv(kGetMatrixModes[i], mi);
            ExpectEqualMatrix(kIdentityMatrix, mf);
            ExpectEqualMatrix(kIdentityMatrix, mi);
    
            ASSERT_GL_NO_ERROR();
        }
    }
    
    // Test that trying to set incorrect matrix target results
    // in a GL error.
    TEST_P(CHROMIUMPathRenderingTest, TestMatrixErrors)
    {
        if (!isApplicable())
            return;
    
        GLfloat mf[16];
        std::memset(mf, 0, sizeof(mf));
    
        glMatrixLoadfCHROMIUM(GL_PATH_MODELVIEW_CHROMIUM, mf);
        ASSERT_GL_NO_ERROR();
    
        glMatrixLoadIdentityCHROMIUM(GL_PATH_PROJECTION_CHROMIUM);
        ASSERT_GL_NO_ERROR();
    
        // Test that invalid matrix targets fail.
        glMatrixLoadfCHROMIUM(GL_PATH_MODELVIEW_CHROMIUM - 1, mf);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        // Test that invalid matrix targets fail.
        glMatrixLoadIdentityCHROMIUM(GL_PATH_PROJECTION_CHROMIUM + 1);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    }
    
    // Test basic path create and delete.
    TEST_P(CHROMIUMPathRenderingTest, TestGenDelete)
    {
        if (!isApplicable())
            return;
    
        // This is unspecified in NV_path_rendering.
        EXPECT_EQ(0u, glGenPathsCHROMIUM(0));
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        GLuint path = glGenPathsCHROMIUM(1);
        EXPECT_NE(0u, path);
        glDeletePathsCHROMIUM(path, 1);
        ASSERT_GL_NO_ERROR();
    
        GLuint first_path = glGenPathsCHROMIUM(5);
        EXPECT_NE(0u, first_path);
        glDeletePathsCHROMIUM(first_path, 5);
        ASSERT_GL_NO_ERROR();
    
        // Test deleting paths that are not actually allocated:
        // "unused names in /paths/ are silently ignored".
        first_path = glGenPathsCHROMIUM(5);
        EXPECT_NE(0u, first_path);
        glDeletePathsCHROMIUM(first_path, 6);
        ASSERT_GL_NO_ERROR();
    
        GLsizei big_range = 0xffff;
        first_path = glGenPathsCHROMIUM(big_range);
        EXPECT_NE(0u, first_path);
        glDeletePathsCHROMIUM(first_path, big_range);
        ASSERT_GL_NO_ERROR();
    
        // Test glIsPathCHROMIUM(). A path object is not considered a path untill
        // it has actually been specified with a path data.
    
        path = glGenPathsCHROMIUM(1);
        ASSERT_TRUE(glIsPathCHROMIUM(path) == GL_FALSE);
    
        // specify the data.
        GLubyte commands[] = {GL_MOVE_TO_CHROMIUM, GL_CLOSE_PATH_CHROMIUM};
        GLfloat coords[] = {50.0f, 50.0f};
        glPathCommandsCHROMIUM(path, 2, commands, 2, GL_FLOAT, coords);
        ASSERT_TRUE(glIsPathCHROMIUM(path) == GL_TRUE);
        glDeletePathsCHROMIUM(path, 1);
        ASSERT_TRUE(glIsPathCHROMIUM(path) == GL_FALSE);
    }
    
    // Test incorrect path creation and deletion and expect GL errors.
    TEST_P(CHROMIUMPathRenderingTest, TestGenDeleteErrors)
    {
        if (!isApplicable())
            return;
    
        // GenPaths / DeletePaths tests.
        // std::numeric_limits<GLuint>::max() is wrong for GLsizei.
        GLuint first_path = glGenPathsCHROMIUM(std::numeric_limits<GLuint>::max());
        EXPECT_EQ(first_path, 0u);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        first_path = glGenPathsCHROMIUM(-1);
        EXPECT_EQ(0u, first_path);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glDeletePathsCHROMIUM(1, -5);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        first_path = glGenPathsCHROMIUM(-1);
        EXPECT_EQ(0u, first_path);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    }
    
    // Test setting and getting path parameters.
    TEST_P(CHROMIUMPathRenderingTest, TestPathParameter)
    {
        if (!isApplicable())
            return;
    
        GLuint path = glGenPathsCHROMIUM(1);
    
        // specify the data.
        GLubyte commands[] = {GL_MOVE_TO_CHROMIUM, GL_CLOSE_PATH_CHROMIUM};
        GLfloat coords[] = {50.0f, 50.0f};
        glPathCommandsCHROMIUM(path, 2, commands, 2, GL_FLOAT, coords);
        ASSERT_GL_NO_ERROR();
        EXPECT_TRUE(glIsPathCHROMIUM(path) == GL_TRUE);
    
        static const GLenum kEndCaps[] = {GL_FLAT_CHROMIUM, GL_SQUARE_CHROMIUM, GL_ROUND_CHROMIUM};
        for (std::size_t i = 0; i < 3; ++i)
        {
            GLint x;
            glPathParameteriCHROMIUM(path, GL_PATH_END_CAPS_CHROMIUM, static_cast<GLenum>(kEndCaps[i]));
            ASSERT_GL_NO_ERROR();
            glGetPathParameterivCHROMIUM(path, GL_PATH_END_CAPS_CHROMIUM, &x);
            ASSERT_GL_NO_ERROR();
            EXPECT_EQ(kEndCaps[i], static_cast<GLenum>(x));
    
            GLfloat f;
            glPathParameterfCHROMIUM(path, GL_PATH_END_CAPS_CHROMIUM,
                                     static_cast<GLfloat>(kEndCaps[(i + 1) % 3]));
            glGetPathParameterfvCHROMIUM(path, GL_PATH_END_CAPS_CHROMIUM, &f);
            ASSERT_GL_NO_ERROR();
            EXPECT_EQ(kEndCaps[(i + 1) % 3], static_cast<GLenum>(f));
        }
    
        static const GLenum kJoinStyles[] = {GL_MITER_REVERT_CHROMIUM, GL_BEVEL_CHROMIUM,
                                             GL_ROUND_CHROMIUM};
        for (std::size_t i = 0; i < 3; ++i)
        {
            GLint x;
            glPathParameteriCHROMIUM(path, GL_PATH_JOIN_STYLE_CHROMIUM,
                                     static_cast<GLenum>(kJoinStyles[i]));
            ASSERT_GL_NO_ERROR();
            glGetPathParameterivCHROMIUM(path, GL_PATH_JOIN_STYLE_CHROMIUM, &x);
            ASSERT_GL_NO_ERROR();
            EXPECT_EQ(kJoinStyles[i], static_cast<GLenum>(x));
    
            GLfloat f;
            glPathParameterfCHROMIUM(path, GL_PATH_JOIN_STYLE_CHROMIUM,
                                     static_cast<GLfloat>(kJoinStyles[(i + 1) % 3]));
            ASSERT_GL_NO_ERROR();
            glGetPathParameterfvCHROMIUM(path, GL_PATH_JOIN_STYLE_CHROMIUM, &f);
            ASSERT_GL_NO_ERROR();
            EXPECT_EQ(kJoinStyles[(i + 1) % 3], static_cast<GLenum>(f));
        }
    
        {
            glPathParameterfCHROMIUM(path, GL_PATH_STROKE_WIDTH_CHROMIUM, 5.0f);
            ASSERT_GL_NO_ERROR();
    
            GLfloat f;
            glGetPathParameterfvCHROMIUM(path, GL_PATH_STROKE_WIDTH_CHROMIUM, &f);
            EXPECT_EQ(5.0f, f);
        }
    
        glDeletePathsCHROMIUM(path, 1);
    }
    
    // Test that setting incorrect path parameter generates GL error.
    TEST_P(CHROMIUMPathRenderingTest, TestPathParameterErrors)
    {
        if (!isApplicable())
            return;
    
        GLuint path = glGenPathsCHROMIUM(1);
    
        // PathParameter*: Wrong value for the pname should fail.
        glPathParameteriCHROMIUM(path, GL_PATH_JOIN_STYLE_CHROMIUM, GL_FLAT_CHROMIUM);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        glPathParameterfCHROMIUM(path, GL_PATH_END_CAPS_CHROMIUM, GL_MITER_REVERT_CHROMIUM);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        // PathParameter*: Wrong floating-point value should fail.
        glPathParameterfCHROMIUM(path, GL_PATH_STROKE_WIDTH_CHROMIUM, -0.1f);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        // PathParameter*: Wrong pname should fail.
        glPathParameteriCHROMIUM(path, GL_PATH_STROKE_WIDTH_CHROMIUM - 1, 5);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        glDeletePathsCHROMIUM(path, 1);
    }
    
    // Test expected path object state.
    TEST_P(CHROMIUMPathRenderingTest, TestPathObjectState)
    {
        if (!isApplicable())
            return;
    
        glViewport(0, 0, kResolution, kResolution);
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glStencilMask(0xffffffff);
        glClearStencil(0);
        glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
        glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0xFF);
        glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
        ASSERT_GL_NO_ERROR();
    
        // Test that trying to draw non-existing paths does not produce errors or results.
        GLuint non_existing_paths[] = {0, 55, 74744};
        for (auto &p : non_existing_paths)
        {
            EXPECT_TRUE(glIsPathCHROMIUM(p) == GL_FALSE);
            ASSERT_GL_NO_ERROR();
            tryAllDrawFunctions(p, GL_NO_ERROR);
        }
    
        // Path name marked as used but without path object state causes
        // a GL error upon any draw command.
        GLuint path = glGenPathsCHROMIUM(1);
        EXPECT_TRUE(glIsPathCHROMIUM(path) == GL_FALSE);
        tryAllDrawFunctions(path, GL_INVALID_OPERATION);
        glDeletePathsCHROMIUM(path, 1);
    
        // Document a bit of an inconsistency: path name marked as used but without
        // path object state causes a GL error upon any draw command (tested above).
        // Path name that had path object state, but then was "cleared", still has a
        // path object state, even though the state is empty.
        path = glGenPathsCHROMIUM(1);
        EXPECT_TRUE(glIsPathCHROMIUM(path) == GL_FALSE);
    
        GLubyte commands[] = {GL_MOVE_TO_CHROMIUM, GL_CLOSE_PATH_CHROMIUM};
        GLfloat coords[] = {50.0f, 50.0f};
        glPathCommandsCHROMIUM(path, 2, commands, 2, GL_FLOAT, coords);
        EXPECT_TRUE(glIsPathCHROMIUM(path) == GL_TRUE);
    
        glPathCommandsCHROMIUM(path, 0, NULL, 0, GL_FLOAT, NULL);
        EXPECT_TRUE(glIsPathCHROMIUM(path) == GL_TRUE);  // The surprise.
    
        tryAllDrawFunctions(path, GL_NO_ERROR);
        glDeletePathsCHROMIUM(path, 1);
    
        // Make sure nothing got drawn by the drawing commands that should not produce
        // anything.
        const angle::GLColor black = {0, 0, 0, 0};
        EXPECT_TRUE(CheckPixels(0, 0, kResolution, kResolution, 0, black));
    }
    
    // Test that trying to use path object that doesn't exist generates
    // a GL error.
    TEST_P(CHROMIUMPathRenderingTest, TestUnnamedPathsErrors)
    {
        if (!isApplicable())
            return;
    
        // Unnamed paths: Trying to create a path object with non-existing path name
        // produces error.  (Not a error in real NV_path_rendering).
        ASSERT_GL_NO_ERROR();
        GLubyte commands[] = {GL_MOVE_TO_CHROMIUM, GL_CLOSE_PATH_CHROMIUM};
        GLfloat coords[] = {50.0f, 50.0f};
        glPathCommandsCHROMIUM(555, 2, commands, 2, GL_FLOAT, coords);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // PathParameter*: Using non-existing path object produces error.
        ASSERT_GL_NO_ERROR();
        glPathParameterfCHROMIUM(555, GL_PATH_STROKE_WIDTH_CHROMIUM, 5.0f);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        ASSERT_GL_NO_ERROR();
        glPathParameteriCHROMIUM(555, GL_PATH_JOIN_STYLE_CHROMIUM, GL_ROUND_CHROMIUM);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Test that setting incorrect path data generates a GL error.
    TEST_P(CHROMIUMPathRenderingTest, TestPathCommandsErrors)
    {
        if (!isApplicable())
            return;
    
        static const GLenum kInvalidCoordType = GL_NONE;
    
        GLuint path        = glGenPathsCHROMIUM(1);
        GLubyte commands[] = {GL_MOVE_TO_CHROMIUM, GL_CLOSE_PATH_CHROMIUM};
        GLfloat coords[]   = {50.0f, 50.0f};
    
        glPathCommandsCHROMIUM(path, 2, commands, -4, GL_FLOAT, coords);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glPathCommandsCHROMIUM(path, -1, commands, 2, GL_FLOAT, coords);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glPathCommandsCHROMIUM(path, 2, commands, 2, kInvalidCoordType, coords);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        // incorrect number of coordinates
        glPathCommandsCHROMIUM(path, 2, commands, std::numeric_limits<GLsizei>::max(), GL_FLOAT,
                               coords);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        // This should fail due to cmd count + coord count * short size.
        glPathCommandsCHROMIUM(path, 2, commands, std::numeric_limits<GLsizei>::max(), GL_SHORT,
                               coords);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glDeletePathsCHROMIUM(path, 1);
    }
    
    // Test that trying to render a path with invalid arguments
    // generates a GL error.
    TEST_P(CHROMIUMPathRenderingTest, TestPathRenderingInvalidArgs)
    {
        if (!isApplicable())
            return;
    
        GLuint path = glGenPathsCHROMIUM(1);
        glPathCommandsCHROMIUM(path, 0, NULL, 0, GL_FLOAT, NULL);
    
        // Verify that normal calls work.
        glStencilFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F);
        ASSERT_GL_NO_ERROR();
        glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F, GL_BOUNDING_BOX_CHROMIUM);
        ASSERT_GL_NO_ERROR();
    
        // Using invalid fill mode causes INVALID_ENUM.
        glStencilFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM - 1, 0x7F);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
        glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM - 1, 0x7F,
                                           GL_BOUNDING_BOX_CHROMIUM);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        // Using invalid cover mode causes INVALID_ENUM.
        glCoverFillPathCHROMIUM(path, GL_CONVEX_HULL_CHROMIUM - 1);
        EXPECT_EQ(static_cast<GLenum>(GL_INVALID_ENUM), glGetError());
        glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F,
                                           GL_BOUNDING_BOX_CHROMIUM + 1);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        // Using mask+1 not being power of two causes INVALID_VALUE with up/down fill mode
        glStencilFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x40);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_DOWN_CHROMIUM, 12, GL_BOUNDING_BOX_CHROMIUM);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        // check incorrect instance parameters.
    
        // CoverFillPathInstanced
        {
            glCoverFillPathInstancedCHROMIUM(-1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
                                             GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glCoverFillPathInstancedCHROMIUM(1, GL_FLOAT, &path, 0, GL_CONVEX_HULL_CHROMIUM, GL_NONE,
                                             NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, NULL, 0, GL_CONVEX_HULL_CHROMIUM,
                                             GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_UNSIGNED_INT, GL_NONE,
                                             NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
                                             GL_UNSIGNED_INT, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
                                             GL_TRANSLATE_X_CHROMIUM, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
        }
    
        // CoverStrokePathInstanced
        {
            glCoverStrokePathInstancedCHROMIUM(-1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
                                               GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glCoverStrokePathInstancedCHROMIUM(1, GL_FLOAT, &path, 0, GL_CONVEX_HULL_CHROMIUM, GL_NONE,
                                               NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, NULL, 0, GL_CONVEX_HULL_CHROMIUM,
                                               GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_UNSIGNED_INT, GL_NONE,
                                               NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
                                               GL_UNSIGNED_INT, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
                                               GL_TRANSLATE_X_CHROMIUM, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
        }
    
        // StencilFillPathInstanced
        {
            glStencilFillPathInstancedCHROMIUM(-1, GL_UNSIGNED_INT, &path, 0, GL_COUNT_UP_CHROMIUM, 0x0,
                                               GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glStencilFillPathInstancedCHROMIUM(1, GL_FLOAT, &path, 0, GL_COUNT_UP_CHROMIUM, 0x0,
                                               GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glStencilFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, NULL, 0, GL_COUNT_UP_CHROMIUM, 0x0,
                                               GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glStencilFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_UNSIGNED_INT, 0x0,
                                               GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glStencilFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_COUNT_UP_CHROMIUM, 0x2,
                                               GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glStencilFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_COUNT_UP_CHROMIUM, 0x0,
                                               GL_UNSIGNED_INT, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glStencilFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_COUNT_UP_CHROMIUM, 0x0,
                                               GL_TRANSLATE_X_CHROMIUM, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
        }
    
        // StencilStrokePathInstanced
        {
            glStencilStrokePathInstancedCHROMIUM(-1, GL_UNSIGNED_INT, &path, 0, 0x00, 0x00, GL_NONE,
                                                 NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glStencilStrokePathInstancedCHROMIUM(1, GL_FLOAT, &path, 0, 0x00, 0x00, GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glStencilStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, nullptr, 0, 0x00, 0x00, GL_NONE,
                                                 NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glStencilStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, 0x00, 0x00,
                                                 GL_UNSIGNED_INT, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glStencilStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, 0x00, 0x00,
                                                 GL_TRANSLATE_X_CHROMIUM, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
        }
    
        // StencilThenCoverFillPathInstanced
        {
            glStencilThenCoverFillPathInstancedCHROMIUM(-1, GL_UNSIGNED_INT, &path, 0,
                                                        GL_COUNT_UP_CHROMIUM, 0, GL_COUNT_UP_CHROMIUM,
                                                        GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glStencilThenCoverFillPathInstancedCHROMIUM(1, GL_FLOAT, &path, 0, GL_CONVEX_HULL_CHROMIUM,
                                                        0, GL_COUNT_UP_CHROMIUM, GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glStencilThenCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, NULL, 0,
                                                        GL_CONVEX_HULL_CHROMIUM, 0,
                                                        GL_COUNT_UP_CHROMIUM, GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glStencilThenCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, GL_UNSIGNED_INT,
                                                        0, GL_COUNT_UP_CHROMIUM, GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glStencilThenCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0,
                                                        GL_CONVEX_HULL_CHROMIUM, 0, GL_UNSIGNED_INT,
                                                        GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glStencilThenCoverFillPathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0,
                                                        GL_CONVEX_HULL_CHROMIUM, 0,
                                                        GL_COUNT_UP_CHROMIUM, GL_FLOAT, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glStencilThenCoverFillPathInstancedCHROMIUM(
                1, GL_UNSIGNED_INT, &path, 0, GL_CONVEX_HULL_CHROMIUM, 0, GL_COUNT_UP_CHROMIUM,
                GL_TRANSLATE_X_CHROMIUM, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
        }
    
        // StencilThenCoverStrokePathInstanced
        {
            glStencilThenCoverStrokePathInstancedCHROMIUM(-1, GL_UNSIGNED_INT, &path, 0, 0x0, 0x0,
                                                          GL_CONVEX_HULL_CHROMIUM, GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glStencilThenCoverStrokePathInstancedCHROMIUM(1, GL_FLOAT, &path, 0, 0x0, 0x0,
                                                          GL_CONVEX_HULL_CHROMIUM, GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glStencilThenCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, NULL, 0, 0x0, 0x0,
                                                          GL_CONVEX_HULL_CHROMIUM, GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
            glStencilThenCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, 0x0, 0x0,
                                                          GL_FLOAT, GL_NONE, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glStencilThenCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, 0x0, 0x0,
                                                          GL_CONVEX_HULL_CHROMIUM, GL_FLOAT, NULL);
            EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
            glStencilThenCoverStrokePathInstancedCHROMIUM(1, GL_UNSIGNED_INT, &path, 0, 0x0, 0x0,
                                                          GL_CONVEX_HULL_CHROMIUM,
                                                          GL_TRANSLATE_X_CHROMIUM, NULL);
            EXPECT_GL_ERROR(GL_INVALID_VALUE);
        }
    
        glDeletePathsCHROMIUM(path, 1);
    }
    
    const GLfloat kProjectionMatrix[16] = {2.0f / kResolution,
                                           0.0f,
                                           0.0f,
                                           0.0f,
                                           0.0f,
                                           2.0f / kResolution,
                                           0.0f,
                                           0.0f,
                                           0.0f,
                                           0.0f,
                                           -1.0f,
                                           0.0f,
                                           -1.0f,
                                           -1.0f,
                                           0.0f,
                                           1.0f};
    
    class CHROMIUMPathRenderingDrawTest : public ANGLETest
    {
      protected:
        CHROMIUMPathRenderingDrawTest()
        {
            setWindowWidth(kResolution);
            setWindowHeight(kResolution);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
            setConfigStencilBits(8);
        }
    
        bool isApplicable() const { return extensionEnabled("GL_CHROMIUM_path_rendering"); }
    
        void setupStateForTestPattern()
        {
            glViewport(0, 0, kResolution, kResolution);
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glStencilMask(0xffffffff);
            glClearStencil(0);
            glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
            glEnable(GL_STENCIL_TEST);
    
            static const char *kVertexShaderSource =
                "void main() {\n"
                "  gl_Position = vec4(1.0); \n"
                "}";
    
            static const char *kFragmentShaderSource =
                "precision mediump float;\n"
                "uniform vec4 color;\n"
                "void main() {\n"
                "  gl_FragColor = color;\n"
                "}";
    
            GLuint program = CompileProgram(kVertexShaderSource, kFragmentShaderSource);
            glUseProgram(program);
            mColorLoc = glGetUniformLocation(program, "color");
            glDeleteProgram(program);
    
            // Set up orthogonal projection with near/far plane distance of 2.
            glMatrixLoadfCHROMIUM(GL_PATH_PROJECTION_CHROMIUM, kProjectionMatrix);
            glMatrixLoadIdentityCHROMIUM(GL_PATH_MODELVIEW_CHROMIUM);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void setupPathStateForTestPattern(GLuint path)
        {
            static const GLubyte kCommands[] = {GL_MOVE_TO_CHROMIUM, GL_LINE_TO_CHROMIUM,
                                                GL_QUADRATIC_CURVE_TO_CHROMIUM,
                                                GL_CUBIC_CURVE_TO_CHROMIUM, GL_CLOSE_PATH_CHROMIUM};
    
            static const GLfloat kCoords[] = {50.0f, 50.0f, 75.0f, 75.0f, 100.0f, 62.5f, 50.0f,
                                              25.5f, 0.0f,  62.5f, 50.0f, 50.0f,  25.0f, 75.0f};
    
            glPathCommandsCHROMIUM(path, 5, kCommands, 14, GL_FLOAT, kCoords);
            glPathParameterfCHROMIUM(path, GL_PATH_STROKE_WIDTH_CHROMIUM, 5.0f);
            glPathParameterfCHROMIUM(path, GL_PATH_MITER_LIMIT_CHROMIUM, 1.0f);
            glPathParameterfCHROMIUM(path, GL_PATH_STROKE_BOUND_CHROMIUM, .02f);
            glPathParameteriCHROMIUM(path, GL_PATH_JOIN_STYLE_CHROMIUM, GL_ROUND_CHROMIUM);
            glPathParameteriCHROMIUM(path, GL_PATH_END_CAPS_CHROMIUM, GL_SQUARE_CHROMIUM);
            ASSERT_GL_NO_ERROR();
        }
    
        void verifyTestPatternFill(GLfloat flx, GLfloat fly)
        {
            static const GLint kFillCoords[]  = {55, 54, 50, 28, 66, 63};
            static const angle::GLColor kBlue = {0, 0, 255, 255};
    
            GLint x = static_cast<GLint>(flx);
            GLint y = static_cast<GLint>(fly);
    
            for (size_t i = 0; i < 6; i += 2)
            {
                GLint fx = kFillCoords[i];
                GLint fy = kFillCoords[i + 1];
                EXPECT_TRUE(CheckPixels(x + fx, y + fy, 1, 1, 0, kBlue));
            }
        }
        void verifyTestPatternBg(GLfloat fx, GLfloat fy)
        {
            static const GLint kBackgroundCoords[]     = {80, 80, 20, 20, 90, 1};
            static const angle::GLColor kExpectedColor = {0, 0, 0, 0};
    
            GLint x = static_cast<GLint>(fx);
            GLint y = static_cast<GLint>(fy);
    
            for (size_t i = 0; i < 6; i += 2)
            {
                GLint bx = kBackgroundCoords[i];
                GLint by = kBackgroundCoords[i + 1];
                EXPECT_TRUE(CheckPixels(x + bx, y + by, 1, 1, 0, kExpectedColor));
            }
        }
    
        void verifyTestPatternStroke(GLfloat fx, GLfloat fy)
        {
            GLint x = static_cast<GLint>(fx);
            GLint y = static_cast<GLint>(fy);
    
            // Inside the stroke we should have green.
            static const angle::GLColor kGreen = {0, 255, 0, 255};
            EXPECT_TRUE(CheckPixels(x + 50, y + 53, 1, 1, 0, kGreen));
            EXPECT_TRUE(CheckPixels(x + 26, y + 76, 1, 1, 0, kGreen));
    
            // Outside the path we should have black.
            static const angle::GLColor black = {0, 0, 0, 0};
            EXPECT_TRUE(CheckPixels(x + 10, y + 10, 1, 1, 0, black));
            EXPECT_TRUE(CheckPixels(x + 80, y + 80, 1, 1, 0, black));
        }
    
        GLuint mColorLoc;
    };
    
    // Tests that basic path rendering functions work.
    TEST_P(CHROMIUMPathRenderingDrawTest, TestPathRendering)
    {
        if (!isApplicable())
            return;
    
        static const float kBlue[]  = {0.0f, 0.0f, 1.0f, 1.0f};
        static const float kGreen[] = {0.0f, 1.0f, 0.0f, 1.0f};
    
        setupStateForTestPattern();
    
        GLuint path = glGenPathsCHROMIUM(1);
        setupPathStateForTestPattern(path);
    
        // Do the stencil fill, cover fill, stencil stroke, cover stroke
        // in unconventional order:
        // 1) stencil the stroke in stencil high bit
        // 2) stencil the fill in low bits
        // 3) cover the fill
        // 4) cover the stroke
        // This is done to check that glPathStencilFunc works, eg the mask
        // goes through. Stencil func is not tested ATM, for simplicity.
    
        glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0xFF);
        glStencilStrokePathCHROMIUM(path, 0x80, 0x80);
    
        glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0x7F);
        glStencilFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F);
    
        glStencilFunc(GL_LESS, 0, 0x7F);
        glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
        glUniform4fv(mColorLoc, 1, kBlue);
        glCoverFillPathCHROMIUM(path, GL_BOUNDING_BOX_CHROMIUM);
    
        glStencilFunc(GL_EQUAL, 0x80, 0x80);
        glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
        glUniform4fv(mColorLoc, 1, kGreen);
        glCoverStrokePathCHROMIUM(path, GL_CONVEX_HULL_CHROMIUM);
    
        glDeletePathsCHROMIUM(path, 1);
    
        ASSERT_GL_NO_ERROR();
    
        // Verify the image.
        verifyTestPatternFill(0, 0);
        verifyTestPatternBg(0, 0);
        verifyTestPatternStroke(0, 0);
    }
    
    // Test that StencilThen{Stroke,Fill} path rendering functions work
    TEST_P(CHROMIUMPathRenderingDrawTest, TestPathRenderingThenFunctions)
    {
        if (!isApplicable())
            return;
    
        static float kBlue[]  = {0.0f, 0.0f, 1.0f, 1.0f};
        static float kGreen[] = {0.0f, 1.0f, 0.0f, 1.0f};
    
        setupStateForTestPattern();
    
        GLuint path = glGenPathsCHROMIUM(1);
        setupPathStateForTestPattern(path);
    
        glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0xFF);
        glStencilFunc(GL_EQUAL, 0x80, 0x80);
        glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
        glUniform4fv(mColorLoc, 1, kGreen);
        glStencilThenCoverStrokePathCHROMIUM(path, 0x80, 0x80, GL_BOUNDING_BOX_CHROMIUM);
    
        glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0x7F);
        glStencilFunc(GL_LESS, 0, 0x7F);
        glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
        glUniform4fv(mColorLoc, 1, kBlue);
        glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F, GL_CONVEX_HULL_CHROMIUM);
    
        glDeletePathsCHROMIUM(path, 1);
    
        // Verify the image.
        verifyTestPatternFill(0, 0);
        verifyTestPatternBg(0, 0);
        verifyTestPatternStroke(0, 0);
    }
    
    // Tests that drawing with *Instanced functions work.
    TEST_P(CHROMIUMPathRenderingDrawTest, TestPathRenderingInstanced)
    {
        if (!isApplicable())
            return;
    
        static const float kBlue[]  = {0.0f, 0.0f, 1.0f, 1.0f};
        static const float kGreen[] = {0.0f, 1.0f, 0.0f, 1.0f};
    
        setupStateForTestPattern();
    
        GLuint path = glGenPathsCHROMIUM(1);
        setupPathStateForTestPattern(path);
    
        const GLuint kPaths[]                             = {1, 1, 1, 1, 1};
        const GLsizei kPathCount                          = 5;
        const GLfloat kShapeSize                          = 80.0f;
        static const GLfloat kTransforms[kPathCount * 12] = {
            1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,           0.0f,       0.0f,
            1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, kShapeSize,     0.0f,       0.0f,
            1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, kShapeSize * 2, 0.0f,       0.0f,
            1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,           kShapeSize, 0.0f,
            1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, kShapeSize,     kShapeSize, 0.0f};
    
        // The test pattern is the same as in the simple draw case above,
        // except that the path is drawn kPathCount times with different offsets.
        glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0xFF);
        glStencilStrokePathInstancedCHROMIUM(kPathCount, GL_UNSIGNED_INT, kPaths, path - 1, 0x80, 0x80,
                                             GL_AFFINE_3D_CHROMIUM, kTransforms);
    
        glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0x7F);
        glUniform4fv(mColorLoc, 1, kBlue);
        glStencilFillPathInstancedCHROMIUM(kPathCount, GL_UNSIGNED_INT, kPaths, path - 1,
                                           GL_COUNT_UP_CHROMIUM, 0x7F, GL_AFFINE_3D_CHROMIUM,
                                           kTransforms);
    
        ASSERT_GL_NO_ERROR();
    
        glStencilFunc(GL_LESS, 0, 0x7F);
        glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
        glCoverFillPathInstancedCHROMIUM(kPathCount, GL_UNSIGNED_INT, kPaths, path - 1,
                                         GL_BOUNDING_BOX_OF_BOUNDING_BOXES_CHROMIUM,
                                         GL_AFFINE_3D_CHROMIUM, kTransforms);
    
        ASSERT_GL_NO_ERROR();
    
        glStencilFunc(GL_EQUAL, 0x80, 0x80);
        glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
        glUniform4fv(mColorLoc, 1, kGreen);
        glCoverStrokePathInstancedCHROMIUM(kPathCount, GL_UNSIGNED_INT, kPaths, path - 1,
                                           GL_BOUNDING_BOX_OF_BOUNDING_BOXES_CHROMIUM,
                                           GL_AFFINE_3D_CHROMIUM, kTransforms);
    
        ASSERT_GL_NO_ERROR();
    
        glDeletePathsCHROMIUM(path, 1);
    
        // Verify the image.
        verifyTestPatternFill(0.0f, 0.0f);
        verifyTestPatternBg(0.0f, 0.0f);
        verifyTestPatternStroke(0.0f, 0.0f);
    
        verifyTestPatternFill(kShapeSize, 0.0f);
        verifyTestPatternBg(kShapeSize, 0.0f);
        verifyTestPatternStroke(kShapeSize, 0.0f);
    
        verifyTestPatternFill(kShapeSize * 2, 0.0f);
        verifyTestPatternBg(kShapeSize * 2, 0.0f);
        verifyTestPatternStroke(kShapeSize * 2, 0.0f);
    
        verifyTestPatternFill(0.0f, kShapeSize);
        verifyTestPatternBg(0.0f, kShapeSize);
        verifyTestPatternStroke(0.0f, kShapeSize);
    
        verifyTestPatternFill(kShapeSize, kShapeSize);
        verifyTestPatternBg(kShapeSize, kShapeSize);
        verifyTestPatternStroke(kShapeSize, kShapeSize);
    }
    
    // Test that instanced fill/stroke then cover functions work.
    TEST_P(CHROMIUMPathRenderingDrawTest, TestPathRenderingThenFunctionsInstanced)
    {
        if (!isApplicable())
            return;
    
        static const float kBlue[]  = {0.0f, 0.0f, 1.0f, 1.0f};
        static const float kGreen[] = {0.0f, 1.0f, 0.0f, 1.0f};
    
        setupStateForTestPattern();
    
        GLuint path = glGenPathsCHROMIUM(1);
        setupPathStateForTestPattern(path);
    
        const GLuint kPaths[]              = {1, 1, 1, 1, 1};
        const GLsizei kPathCount           = 5;
        const GLfloat kShapeSize           = 80.0f;
        static const GLfloat kTransforms[] = {
            0.0f, 0.0f, kShapeSize, 0.0f,       kShapeSize * 2,
            0.0f, 0.0f, kShapeSize, kShapeSize, kShapeSize,
        };
    
        glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0xFF);
        glStencilFunc(GL_EQUAL, 0x80, 0x80);
        glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
        glUniform4fv(mColorLoc, 1, kGreen);
        glStencilThenCoverStrokePathInstancedCHROMIUM(
            kPathCount, GL_UNSIGNED_INT, kPaths, path - 1, 0x80, 0x80,
            GL_BOUNDING_BOX_OF_BOUNDING_BOXES_CHROMIUM, GL_TRANSLATE_2D_CHROMIUM, kTransforms);
    
        ASSERT_GL_NO_ERROR();
    
        glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0x7F);
        glStencilFunc(GL_LESS, 0, 0x7F);
        glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
        glUniform4fv(mColorLoc, 1, kBlue);
        glStencilThenCoverFillPathInstancedCHROMIUM(
            kPathCount, GL_UNSIGNED_INT, kPaths, path - 1, GL_COUNT_UP_CHROMIUM, 0x7F,
            GL_BOUNDING_BOX_OF_BOUNDING_BOXES_CHROMIUM, GL_TRANSLATE_2D_CHROMIUM, kTransforms);
    
        ASSERT_GL_NO_ERROR();
    
        glDeletePathsCHROMIUM(path, 1);
    
        // Verify the image.
        verifyTestPatternFill(0.0f, 0.0f);
        verifyTestPatternBg(0.0f, 0.0f);
        verifyTestPatternStroke(0.0f, 0.0f);
    
        verifyTestPatternFill(kShapeSize, 0.0f);
        verifyTestPatternBg(kShapeSize, 0.0f);
        verifyTestPatternStroke(kShapeSize, 0.0f);
    
        verifyTestPatternFill(kShapeSize * 2, 0.0f);
        verifyTestPatternBg(kShapeSize * 2, 0.0f);
        verifyTestPatternStroke(kShapeSize * 2, 0.0f);
    
        verifyTestPatternFill(0.0f, kShapeSize);
        verifyTestPatternBg(0.0f, kShapeSize);
        verifyTestPatternStroke(0.0f, kShapeSize);
    
        verifyTestPatternFill(kShapeSize, kShapeSize);
        verifyTestPatternBg(kShapeSize, kShapeSize);
        verifyTestPatternStroke(kShapeSize, kShapeSize);
    }
    
    
    // This class implements a test that draws a grid of v-shapes. The grid is
    // drawn so that even rows (from the bottom) are drawn with DrawArrays and odd
    // rows are drawn with path rendering.  It can be used to test various texturing
    // modes, comparing how the fill would work in normal GL rendering and how to
    // setup same sort of fill with path rendering.
    // The texturing test is parametrized to run the test with and without
    // ANGLE name hashing.
    class CHROMIUMPathRenderingWithTexturingTest : public ANGLETest
    {
      protected:
        CHROMIUMPathRenderingWithTexturingTest() : mProgram(0)
        {
            setWindowWidth(kResolution);
            setWindowHeight(kResolution);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
            setConfigStencilBits(8);
        }
    
        bool isApplicable() const { return extensionEnabled("GL_CHROMIUM_path_rendering"); }
    
        void TearDown() override
        {
            if (mProgram)
            {
                glDeleteProgram(mProgram);
                ASSERT_GL_NO_ERROR();
            }
    
            ANGLETest::TearDown();
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
            mBindUniformLocation = reinterpret_cast<PFNGLBINDUNIFORMLOCATIONCHROMIUMPROC>(
                eglGetProcAddress("glBindUniformLocationCHROMIUM"));
        }
    
        // Sets up the GL program state for the test.
        // Vertex shader needs at least following variables:
        //  uniform mat4 view_matrix;
        //  uniform mat? color_matrix; (accessible with kColorMatrixLocation)
        //  uniform vec2 model_translate;
        //  attribute vec2 position;
        //  varying vec4 color;
        //
        // Fragment shader needs at least following variables:
        //  varying vec4 color;
        //
        //  (? can be anything)
        void compileProgram(const char *vertexShaderSource, const char *fragmentShaderSource)
        {
            glViewport(0, 0, kResolution, kResolution);
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glStencilMask(0xffffffff);
            glClearStencil(0);
            glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
            glEnable(GL_BLEND);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
            ASSERT_GL_NO_ERROR();
    
            GLuint vShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
            GLuint fShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
            ASSERT_NE(0u, vShader);
            ASSERT_NE(0u, fShader);
    
            mProgram = glCreateProgram();
    
            glAttachShader(mProgram, vShader);
            glAttachShader(mProgram, fShader);
            glDeleteShader(vShader);
            glDeleteShader(fShader);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void bindProgram()
        {
            glBindAttribLocation(mProgram, kPositionLocation, "position");
            mBindUniformLocation(mProgram, kViewMatrixLocation, "view_matrix");
            mBindUniformLocation(mProgram, kColorMatrixLocation, "color_matrix");
            mBindUniformLocation(mProgram, kModelTranslateLocation, "model_translate");
            glBindFragmentInputLocationCHROMIUM(mProgram, kColorFragmentInputLocation, "color");
    
            ASSERT_GL_NO_ERROR();
        }
    
        bool linkProgram()
        {
            glLinkProgram(mProgram);
    
            GLint linked = 0;
            glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
            if (linked)
            {
                glUseProgram(mProgram);
            }
    
            return (linked == 1);
        }
    
        void drawTestPattern()
        {
            // This v-shape is used both for DrawArrays and path rendering.
            static const GLfloat kVertices[] = {75.0f, 75.0f, 50.0f, 25.5f, 50.0f, 50.0f, 25.0f, 75.0f};
    
            GLuint vbo = 0;
            glGenBuffers(1, &vbo);
            glBindBuffer(GL_ARRAY_BUFFER, vbo);
            glBufferData(GL_ARRAY_BUFFER, sizeof(kVertices), kVertices, GL_STATIC_DRAW);
            glEnableVertexAttribArray(kPositionLocation);
            glVertexAttribPointer(kPositionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
    
            // Setup state for drawing the shape with path rendering.
            glPathStencilFuncCHROMIUM(GL_ALWAYS, 0, 0x7F);
            glStencilFunc(GL_LESS, 0, 0x7F);
            glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
            glMatrixLoadfCHROMIUM(GL_PATH_PROJECTION_CHROMIUM, kProjectionMatrix);
            glMatrixLoadIdentityCHROMIUM(GL_PATH_MODELVIEW_CHROMIUM);
    
            static const GLubyte kCommands[] = {GL_MOVE_TO_CHROMIUM, GL_LINE_TO_CHROMIUM,
                                                GL_LINE_TO_CHROMIUM, GL_LINE_TO_CHROMIUM,
                                                GL_CLOSE_PATH_CHROMIUM};
    
            static const GLfloat kCoords[] = {
                kVertices[0], kVertices[1], kVertices[2], kVertices[3],
                kVertices[6], kVertices[7], kVertices[4], kVertices[5],
            };
    
            GLuint path = glGenPathsCHROMIUM(1);
            glPathCommandsCHROMIUM(path, static_cast<GLsizei>(ArraySize(kCommands)), kCommands,
                static_cast<GLsizei>(ArraySize(kCoords)), GL_FLOAT, kCoords);
            ASSERT_GL_NO_ERROR();
    
            GLfloat path_model_translate[16] = {
                1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
                0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
            };
    
            // Draws the shapes. Every even row from the bottom is drawn with
            // DrawArrays, odd row with path rendering. The shader program is
            // the same for the both draws.
            for (int j = 0; j < kTestRows; ++j)
            {
                for (int i = 0; i < kTestColumns; ++i)
                {
                    if (j % 2 == 0)
                    {
                        glDisable(GL_STENCIL_TEST);
                        glUniform2f(kModelTranslateLocation, static_cast<GLfloat>(i * kShapeWidth),
                                    static_cast<GLfloat>(j * kShapeHeight));
                        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
                    }
                    else
                    {
                        glEnable(GL_STENCIL_TEST);
                        path_model_translate[12] = static_cast<GLfloat>(i * kShapeWidth);
                        path_model_translate[13] = static_cast<GLfloat>(j * kShapeHeight);
                        glMatrixLoadfCHROMIUM(GL_PATH_MODELVIEW_CHROMIUM, path_model_translate);
                        glStencilThenCoverFillPathCHROMIUM(path, GL_COUNT_UP_CHROMIUM, 0x7F,
                                                           GL_BOUNDING_BOX_CHROMIUM);
                    }
                }
            }
            ASSERT_GL_NO_ERROR();
    
            glDisableVertexAttribArray(kPositionLocation);
            glDeleteBuffers(1, &vbo);
            glDeletePathsCHROMIUM(path, 1);
            ASSERT_GL_NO_ERROR();
        }
    
        enum
        {
            kShapeWidth  = 75,
            kShapeHeight = 75,
            kTestRows    = kResolution / kShapeHeight,
            kTestColumns = kResolution / kShapeWidth,
        };
    
        typedef void(GL_APIENTRYP PFNGLBINDUNIFORMLOCATIONCHROMIUMPROC)(GLuint mProgram,
                                                                        GLint location,
                                                                        const GLchar *name);
        PFNGLBINDUNIFORMLOCATIONCHROMIUMPROC mBindUniformLocation = nullptr;
    
        GLuint mProgram;
    
        // This uniform be can set by the test. It should be used to set the color for
        // drawing with DrawArrays.
        static const GLint kColorMatrixLocation = 4;
    
        // This fragment input can be set by the test. It should be used to set the
        // color for drawing with path rendering.
        static const GLint kColorFragmentInputLocation = 7;
    
        static const GLint kModelTranslateLocation = 3;
        static const GLint kPositionLocation       = 0;
        static const GLint kViewMatrixLocation     = 7;
    };
    
    // Test success and error cases for binding fragment input location.
    TEST_P(CHROMIUMPathRenderingWithTexturingTest, TestBindFragmentInputLocation)
    {
        if (!isApplicable())
            return;
    
        // original NV_path_rendering specification doesn't define whether the
        // fragment shader input variables should be defined in the vertex shader or
        // not. In fact it doesn't even require a vertex shader.
        // However the GLES3.1 spec basically says that fragment inputs are
        // either built-ins or come from the previous shader stage.
        // (ยง 14.1, Fragment Shader Variables).
        // Additionally there are many places that are based on the assumption of having
        // a vertex shader (command buffer, angle) so we're going to stick to the same
        // semantics and require a vertex shader and to have the vertex shader define the
        // varying fragment shader input.
    
        // clang-format off
        const char* kVertexShaderSource =
           "varying vec4 color;\n"
           "void main() {}\n";
    
        const char* kFragmentShaderSource =
            "precision mediump float;\n"
            "varying vec4 color;\n"
            "void main() {\n"
            "  gl_FragColor = vec4(1.0);\n"
            "}\n";
    
        // clang-format on
        compileProgram(kVertexShaderSource, kFragmentShaderSource);
    
        enum kBindLocations
        {
            kColorLocation     = 5,
            kFragColorLocation = 6
        };
    
        // successful bind.
        glBindFragmentInputLocationCHROMIUM(mProgram, kColorLocation, "color");
        ASSERT_GL_NO_ERROR();
    
        // any name can be bound and names that do not actually exist in the program after
        // linking are ignored.
        glBindFragmentInputLocationCHROMIUM(mProgram, kColorLocation, "doesnt_exist");
        ASSERT_GL_NO_ERROR();
    
        // illegal program
        glBindFragmentInputLocationCHROMIUM(mProgram + 1, kColorLocation, "color");
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // illegal bind (built-in)
        glBindFragmentInputLocationCHROMIUM(mProgram, kFragColorLocation, "gl_FragColor");
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glBindFragmentInputLocationCHROMIUM(mProgram, kFragColorLocation, NULL);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glBindFragmentInputLocationCHROMIUM(mProgram, 0xffffff, "color");
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        ASSERT_TRUE(linkProgram() == true);
    
        const GLfloat kCoefficients16[] = {1.0f, 2.0f,  3.0f,  4.0f,  5.0f,  6.0f,  7.0f,  8.0f,
                                           9.0f, 10.0f, 11.0f, 12.0f, 13.0f, 14.0f, 15.0f, 16.0f};
    
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorLocation, GL_EYE_LINEAR_CHROMIUM, 4,
                                              kCoefficients16);
        ASSERT_GL_NO_ERROR();
    
        glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, GL_EYE_LINEAR_CHROMIUM, 4, kCoefficients16);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test fragment input interpolation in CHROMIUM_EYE coordinates.
    TEST_P(CHROMIUMPathRenderingWithTexturingTest, TestProgramPathFragmentInputGenCHROMIUM_EYE)
    {
        if (!isApplicable())
            return;
    
        // clang-format off
        const char *kVertexShaderSource =
            "uniform mat4 view_matrix;\n"
            "uniform mat4 color_matrix;\n"
            "uniform vec2 model_translate;\n"
            "attribute vec2 position;\n"
            "varying vec3 color;\n"
            "void main() {\n"
            "  vec4 p = vec4(model_translate + position, 1.0, 1.0);\n"
            "  color = (color_matrix * p).rgb;\n"
            "  gl_Position = view_matrix * p;\n"
            "}\n";
    
        const char *kFragmentShaderSource =
            "precision mediump float;\n"
            "varying vec3 color;\n"
            "void main() {\n"
            "  gl_FragColor = vec4(color, 1.0);\n"
            "}\n";
        // clang-format on
    
        compileProgram(kVertexShaderSource, kFragmentShaderSource);
        bindProgram();
        ASSERT_TRUE(linkProgram() == true);
    
        glUniformMatrix4fv(kViewMatrixLocation, 1, GL_FALSE, kProjectionMatrix);
    
        static const GLfloat kColorMatrix[16] = {
            1.0f / kResolution, 0.0f, 0.0f, 0.0f,
            0.0f, 1.0f / kResolution, 0.0f, 0.0f,
            0.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 0.0f, 0.0f};
    
        glUniformMatrix4fv(kColorMatrixLocation, 1, GL_FALSE, kColorMatrix);
    
        // This is the functionality we are testing: ProgramPathFragmentInputGen
        // does the same work as the color transform in vertex shader.
        static const GLfloat kColorCoefficients[12] = {
            1.0f / kResolution, 0.0f, 0.0f,
            0.0f, 0.0f, 1.0f / kResolution,
            0.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 0.0f};
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorFragmentInputLocation,
                                              GL_EYE_LINEAR_CHROMIUM, 3, kColorCoefficients);
        ASSERT_GL_NO_ERROR();
    
        drawTestPattern();
    
        const GLfloat kFillCoords[6] = {59.0f, 50.0f, 50.0f, 28.0f, 66.0f, 63.0f};
    
        for (int j = 0; j < kTestRows; ++j)
        {
            for (int i = 0; i < kTestColumns; ++i)
            {
                for (size_t k = 0; k < ArraySize(kFillCoords); k += 2)
                {
                    const float fx = kFillCoords[k];
                    const float fy = kFillCoords[k + 1];
                    const float px = static_cast<float>(i * kShapeWidth);
                    const float py = static_cast<float>(j * kShapeHeight);
    
                    angle::GLColor color;
                    color.R = static_cast<GLubyte>(std::roundf((px + fx) / kResolution * 255.0f));
                    color.G = static_cast<GLubyte>(std::roundf((py + fy) / kResolution * 255.0f));
                    color.B = 0;
                    color.A = 255;
                    CheckPixels(static_cast<GLint>(px + fx), static_cast<GLint>(py + fy), 1, 1, 2,
                                color);
                }
            }
        }
    }
    
    // Test fragment input interpolation in CHROMIUM_OBJECT coordinates.
    TEST_P(CHROMIUMPathRenderingWithTexturingTest, TestProgramPathFragmentInputGenCHROMIUM_OBJECT)
    {
        if (!isApplicable())
            return;
    
        // clang-format off
        const char *kVertexShaderSource =
            "uniform mat4 view_matrix;\n"
            "uniform mat4 color_matrix;\n"
            "uniform vec2 model_translate;\n"
            "attribute vec2 position;\n"
            "varying vec3 color;\n"
            "void main() {\n"
            "  color = (color_matrix * vec4(position, 1.0, 1.0)).rgb;\n"
            "  vec4 p = vec4(model_translate + position, 1.0, 1.0);\n"
            "  gl_Position = view_matrix * p;\n"
            "}";
    
        const char *kFragmentShaderSource =
            "precision mediump float;\n"
            "varying vec3 color;\n"
            "void main() {\n"
            "  gl_FragColor = vec4(color.rgb, 1.0);\n"
            "}";
        // clang-format on
    
        compileProgram(kVertexShaderSource, kFragmentShaderSource);
        bindProgram();
        ASSERT_TRUE(linkProgram() == true);
    
        glUniformMatrix4fv(kViewMatrixLocation, 1, GL_FALSE, kProjectionMatrix);
    
        static const GLfloat kColorMatrix[16] = {
            1.0f / kShapeWidth, 0.0f, 0.0f, 0.0f,
            0.0f, 1.0f / kShapeHeight, 0.0f, 0.0f,
            0.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 0.0f, 0.0f };
        glUniformMatrix4fv(kColorMatrixLocation, 1, GL_FALSE, kColorMatrix);
    
        // This is the functionality we are testing: ProgramPathFragmentInputGen
        // does the same work as the color transform in vertex shader.
        static const GLfloat kColorCoefficients[9] = {
            1.0f / kShapeWidth, 0.0f, 0.0f, 0.0f, 1.0f / kShapeHeight, 0.0f, 0.0f, 0.0f, 0.0f};
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorFragmentInputLocation,
                                              GL_OBJECT_LINEAR_CHROMIUM, 3, kColorCoefficients);
    
        ASSERT_GL_NO_ERROR();
    
        drawTestPattern();
    
        const GLfloat kFillCoords[6] = {59.0f, 50.0f, 50.0f, 28.0f, 66.0f, 63.0f};
    
        for (int j = 0; j < kTestRows; ++j)
        {
            for (int i = 0; i < kTestColumns; ++i)
            {
                for (size_t k = 0; k < ArraySize(kFillCoords); k += 2)
                {
                    const float fx = kFillCoords[k];
                    const float fy = kFillCoords[k + 1];
                    const float px = static_cast<float>(i * kShapeWidth);
                    const float py = static_cast<float>(j * kShapeHeight);
    
                    angle::GLColor color;
                    color.R = static_cast<GLubyte>(std::roundf(fx / kShapeWidth * 255.0f));
                    color.G = static_cast<GLubyte>(std::roundf(fy / kShapeHeight * 255.0f));
                    color.B = 0;
                    color.A = 255;
                    CheckPixels(static_cast<GLint>(px + fx), static_cast<GLint>(py + fy), 1, 1, 2,
                                color);
                }
            }
        }
    }
    
    // Test success and error cases for setting interpolation parameters.
    TEST_P(CHROMIUMPathRenderingWithTexturingTest, TestProgramPathFragmentInputGenArgs)
    {
        if (!isApplicable())
            return;
    
        // clang-format off
        const char *kVertexShaderSource =
            "varying vec2 vec2_var;\n"
            "varying vec3 vec3_var;\n"
            "varying vec4 vec4_var;\n"
            "varying float float_var;\n"
            "varying mat2 mat2_var;\n"
            "varying mat3 mat3_var;\n"
            "varying mat4 mat4_var;\n"
            "attribute float avoid_opt;\n"
            "void main() {\n"
            "  vec2_var = vec2(1.0, 2.0 + avoid_opt);\n"
            "  vec3_var = vec3(1.0, 2.0, 3.0 + avoid_opt);\n"
            "  vec4_var = vec4(1.0, 2.0, 3.0, 4.0 + avoid_opt);\n"
            "  float_var = 5.0 + avoid_opt;\n"
            "  mat2_var = mat2(2.0 + avoid_opt);\n"
            "  mat3_var = mat3(3.0 + avoid_opt);\n"
            "  mat4_var = mat4(4.0 + avoid_opt);\n"
            "  gl_Position = vec4(1.0);\n"
            "}";
    
        const char* kFragmentShaderSource =
            "precision mediump float;\n"
            "varying vec2 vec2_var;\n"
            "varying vec3 vec3_var;\n"
            "varying vec4 vec4_var;\n"
            "varying float float_var;\n"
            "varying mat2 mat2_var;\n"
            "varying mat3 mat3_var;\n"
            "varying mat4 mat4_var;\n"
            "void main() {\n"
            "  gl_FragColor = vec4(vec2_var, 0, 0) + vec4(vec3_var, 0) + vec4_var + "
            "               vec4(float_var) + "
            "               vec4(mat2_var[0][0], mat3_var[1][1], mat4_var[2][2], 1);\n"
            "}";
        // clang-format on
    
        enum
        {
            kVec2Location = 0,
            kVec3Location,
            kVec4Location,
            kFloatLocation,
            kMat2Location,
            kMat3Location,
            kMat4Location,
        };
        struct
        {
            GLint location;
            const char *name;
            GLint components;
        } variables[] = {
            {kVec2Location, "vec2_var", 2},
            {kVec3Location, "vec3_var", 3},
            {kVec4Location, "vec4_var", 4},
            {kFloatLocation, "float_var", 1},
            // If a varying is not single-precision floating-point scalar or
            // vector, it always causes an invalid operation.
            {kMat2Location, "mat2_var", -1},
            {kMat3Location, "mat3_var", -1},
            {kMat4Location, "mat4_var", -1},
        };
    
        compileProgram(kVertexShaderSource, kFragmentShaderSource);
    
        for (size_t i = 0; i < ArraySize(variables); ++i)
        {
            glBindFragmentInputLocationCHROMIUM(mProgram, variables[i].location, variables[i].name);
        }
    
        // test that using invalid (not linked) program is an invalid operation.
        // See similar calls at the end of the test for discussion about the arguments.
        glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, GL_NONE, 0, NULL);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        ASSERT_TRUE(linkProgram() == true);
    
        const GLfloat kCoefficients16[] = {1.0f, 2.0f,  3.0f,  4.0f,  5.0f,  6.0f,  7.0f,  8.0f,
                                           9.0f, 10.0f, 11.0f, 12.0f, 13.0f, 14.0f, 15.0f, 16.0f};
        const GLenum kGenModes[] = {GL_NONE, GL_EYE_LINEAR_CHROMIUM, GL_OBJECT_LINEAR_CHROMIUM,
                                    GL_CONSTANT_CHROMIUM};
    
        for (size_t variable = 0; variable < ArraySize(variables); ++variable)
        {
            for (GLint components = 0; components <= 4; ++components)
            {
                for (size_t genmode = 0; genmode < ArraySize(kGenModes); ++genmode)
                {
                    glProgramPathFragmentInputGenCHROMIUM(mProgram, variables[variable].location,
                                                          kGenModes[genmode], components,
                                                          kCoefficients16);
    
                    if (components == 0 && kGenModes[genmode] == GL_NONE)
                    {
                        if (variables[variable].components == -1)
                        {
                            // Clearing a fragment input that is not single-precision floating
                            // point scalar or vector is an invalid operation.
                            ASSERT_GL_ERROR(GL_INVALID_OPERATION);
                        }
                        else
                        {
                            // Clearing a valid fragment input is ok.
                            ASSERT_GL_NO_ERROR();
                        }
                    }
                    else if (components == 0 || kGenModes[genmode] == GL_NONE)
                    {
                        ASSERT_GL_ERROR(GL_INVALID_VALUE);
                    }
                    else
                    {
                        if (components == variables[variable].components)
                        {
                            // Setting a generator for a single-precision floating point
                            // scalar or vector fragment input is ok.
                            ASSERT_GL_NO_ERROR();
                        }
                        else
                        {
                            // Setting a generator when components do not match is an invalid operation.
                            ASSERT_GL_ERROR(GL_INVALID_OPERATION);
                        }
                    }
                }
            }
        }
    
        enum
        {
            kValidGenMode      = GL_CONSTANT_CHROMIUM,
            kValidComponents   = 3,
            kInvalidGenMode    = 0xAB,
            kInvalidComponents = 5,
        };
    
        // The location == -1 would mean fragment input was optimized away. At the
        // time of writing, -1 can not happen because the only way to obtain the
        // location numbers is through bind. Test just to be consistent.
        glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kValidGenMode, kValidComponents,
                                              kCoefficients16);
        ASSERT_GL_NO_ERROR();
    
        // Test that even though the spec says location == -1 causes the operation to
        // be skipped, the verification of other parameters is still done. This is a
        // GL policy.
        glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kInvalidGenMode, kValidComponents,
                                              kCoefficients16);
        ASSERT_GL_ERROR(GL_INVALID_ENUM);
    
        glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kInvalidGenMode, kInvalidComponents,
                                              kCoefficients16);
        ASSERT_GL_ERROR(GL_INVALID_ENUM);
    
        glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kValidGenMode, kInvalidComponents,
                                              kCoefficients16);
        ASSERT_GL_ERROR(GL_INVALID_VALUE);
    
        glDeleteProgram(mProgram);
    
        // Test that using invalid (deleted) program is an invalid operation.
        EXPECT_FALSE(glIsProgram(mProgram) == GL_FALSE);
    
        glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kValidGenMode, kValidComponents,
                                              kCoefficients16);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    
        glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kInvalidGenMode, kValidComponents,
                                              kCoefficients16);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    
        glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kInvalidGenMode, kInvalidComponents,
                                              kCoefficients16);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    
        glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, kValidGenMode, kInvalidComponents,
                                              kCoefficients16);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    
        mProgram = 0u;
    }
    
    // Test that having input statically aliased fragment inputs the linking fails
    // and then succeeds when the conflict is resolved.
    TEST_P(CHROMIUMPathRenderingWithTexturingTest, TestConflictingBind)
    {
        if (!isApplicable())
            return;
    
        // clang-format off
        const char* kVertexShaderSource =
            "attribute vec4 position;\n"
            "varying vec4 colorA;\n"
            "varying vec4 colorB;\n"
            "void main() {\n"
            "  gl_Position = position;\n"
            "  colorA = position + vec4(1);\n"
            "  colorB = position + vec4(2);\n"
            "}";
    
        const char* kFragmentShaderSource =
            "precision mediump float;\n"
            "varying vec4 colorA;\n"
            "varying vec4 colorB;\n"
            "void main() {\n"
            "  gl_FragColor = colorA + colorB;\n"
            "}";
        // clang-format on
    
        const GLint kColorALocation = 3;
        const GLint kColorBLocation = 4;
    
        compileProgram(kVertexShaderSource, kFragmentShaderSource);
    
        glBindFragmentInputLocationCHROMIUM(mProgram, kColorALocation, "colorA");
        // Bind colorB to location a, causing conflicts. Linking should fail.
        glBindFragmentInputLocationCHROMIUM(mProgram, kColorALocation, "colorB");
    
        // Should fail now.
        ASSERT_TRUE(linkProgram() == false);
        ASSERT_GL_NO_ERROR();
    
        // Resolve the bind conflict.
        glBindFragmentInputLocationCHROMIUM(mProgram, kColorBLocation, "colorB");
    
        ASSERT_TRUE(linkProgram() == true);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test binding with array variables, using zero indices. Tests that
    // binding colorA[0] with explicit "colorA[0]" as well as "colorA" produces
    // a correct location that can be used with PathProgramFragmentInputGen.
    // For path rendering, colorA[0] is bound to a location. The input generator for
    // the location is set to produce vec4(0, 0.1, 0, 0.1).
    // The default varying, color, is bound to a location and its generator
    // will produce vec4(10.0).  The shader program produces green pixels.
    // For vertex-based rendering, the vertex shader produces the same effect as
    // the input generator for path rendering.
    TEST_P(CHROMIUMPathRenderingWithTexturingTest, BindFragmentInputArray)
    {
        if (!isApplicable())
            return;
    
        //clang-format off
        const char* kVertexShaderSource =
            "uniform mat4 view_matrix;\n"
            "uniform mat4 color_matrix;\n"
            "uniform vec2 model_translate;\n"
            "attribute vec2 position;\n"
            "varying vec4 color;\n"
            "varying vec4 colorA[4];\n"
            "void main() {\n"
            "  vec4 p = vec4(model_translate + position, 1, 1);\n"
            "  gl_Position = view_matrix * p;\n"
            "  colorA[0] = vec4(0.0, 0.1, 0, 0.1);\n"
            "  colorA[1] = vec4(0.2);\n"
            "  colorA[2] = vec4(0.3);\n"
            "  colorA[3] = vec4(0.4);\n"
            "  color = vec4(10.0);\n"
            "}";
    
        const char* kFragmentShaderSource =
            "precision mediump float;\n"
            "varying vec4 color;\n"
            "varying vec4 colorA[4];\n"
            "void main() {\n"
            "  gl_FragColor = colorA[0] * color;\n"
            "}";
        // clang-format on
    
        const GLint kColorA0Location = 4;
        const GLint kUnusedLocation  = 5;
        const GLfloat kColorA0[]     = {0.0f, 0.1f, 0.0f, 0.1f};
        const GLfloat kColor[]       = {10.0f, 10.0f, 10.0f, 10.0f};
        const GLfloat kFillCoords[6] = {59.0f, 50.0f, 50.0f, 28.0f, 66.0f, 63.0f};
    
        for (int pass = 0; pass < 2; ++pass)
        {
            compileProgram(kVertexShaderSource, kFragmentShaderSource);
            if (pass == 0)
            {
                glBindFragmentInputLocationCHROMIUM(mProgram, kUnusedLocation, "colorA[0]");
                glBindFragmentInputLocationCHROMIUM(mProgram, kColorA0Location, "colorA");
            }
            else
            {
                glBindFragmentInputLocationCHROMIUM(mProgram, kUnusedLocation, "colorA");
                glBindFragmentInputLocationCHROMIUM(mProgram, kColorA0Location, "colorA[0]");
            }
    
            bindProgram();
    
            ASSERT_TRUE(linkProgram() == true);
    
            glUniformMatrix4fv(kViewMatrixLocation, 1, GL_FALSE, kProjectionMatrix);
            glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorA0Location, GL_CONSTANT_CHROMIUM, 4, kColorA0);
            glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorFragmentInputLocation, GL_CONSTANT_CHROMIUM, 4, kColor);
            ASSERT_GL_NO_ERROR();
    
            drawTestPattern();
    
            for (int j = 0; j < kTestRows; ++j)
            {
                for (int i = 0; i < kTestColumns; ++i)
                {
                    for (size_t k = 0; k < ArraySize(kFillCoords); k += 2)
                    {
                        const float fx = kFillCoords[k];
                        const float fy = kFillCoords[k + 1];
                        const float px = static_cast<float>(i * kShapeWidth);
                        const float py = static_cast<float>(j * kShapeHeight);
    
                        angle::GLColor color;
                        color.R = 0;
                        color.G = 255;
                        color.B = 0;
                        color.A = 255;
                        CheckPixels(static_cast<GLint>(px + fx), static_cast<GLint>(py + fy), 1, 1, 2,
                                    color);
                    }
                }
            }
        }
    }
    
    // Test binding array variables. This is like BindFragmentInputArray.
    // Currently disabled since it seems there's a driver bug with the
    // older drivers. This should work with driver >= 364.12
    TEST_P(CHROMIUMPathRenderingWithTexturingTest,
        DISABLED_BindFragmentInputArrayNonZeroIndex)
    {
        if (!isApplicable())
            return;
    
        // clang-format off
        const char* kVertexShaderSource =
            "uniform mat4 view_matrix;\n"
            "uniform mat4 color_matrix;\n"
            "uniform vec2 model_translate;\n"
            "attribute vec2 position;\n"
            "varying vec4 color;\n"
            "varying vec4 colorA[4];\n"
            "void main() {\n"
            "  vec4 p = vec4(model_translate + position, 1, 1);\n"
            "  gl_Position = view_matrix * p;\n"
            "  colorA[0] = vec4(0, 0.1, 0, 0.1);\n"
            "  colorA[1] = vec4(0, 1, 0, 1);\n"
            "  colorA[2] = vec4(0, 0.8, 0, 0.8);\n"
            "  colorA[3] = vec4(0, 0.5, 0, 0.5);\n"
            "  color = vec4(0.2);\n"
            "}\n";
    
        const char* kFragmentShaderSource =
            "precision mediump float;\n"
            "varying vec4 colorA[4];\n"
            "varying vec4 color;\n"
            "void main() {\n"
            "  gl_FragColor = (colorA[0] * colorA[1]) +\n"
            "      colorA[2] + (colorA[3] * color);\n"
            "}\n";
        // clang-format on
    
        const GLint kColorA0Location = 4;
        const GLint kColorA1Location = 1;
        const GLint kColorA2Location = 2;
        const GLint kColorA3Location = 3;
        const GLint kUnusedLocation = 5;
        const GLfloat kColorA0[] = {0.0f, 0.1f, 0.0f, 0.1f};
        const GLfloat kColorA1[] = {0.0f, 1.0f, 0.0f, 1.0f};
        const GLfloat kColorA2[] = {0.0f, 0.8f, 0.0f, 0.8f};
        const GLfloat kColorA3[] = {0.0f, 0.5f, 0.0f, 0.5f};
        const GLfloat kColor[] = {0.2f, 0.2f, 0.2f, 0.2f};
        const GLfloat kFillCoords[6] = {59.0f, 50.0f, 50.0f, 28.0f, 66.0f, 63.0f};
    
        compileProgram(kVertexShaderSource, kFragmentShaderSource);
    
        glBindFragmentInputLocationCHROMIUM(mProgram, kUnusedLocation, "colorA[0]");
        glBindFragmentInputLocationCHROMIUM(mProgram, kColorA1Location, "colorA[1]");
        glBindFragmentInputLocationCHROMIUM(mProgram, kColorA2Location, "colorA[2]");
        glBindFragmentInputLocationCHROMIUM(mProgram, kColorA3Location, "colorA[3]");
        glBindFragmentInputLocationCHROMIUM(mProgram, kColorA0Location, "colorA");
        ASSERT_GL_NO_ERROR();
    
        bindProgram();
        ASSERT_TRUE(linkProgram() == true);
    
        glUniformMatrix4fv(kViewMatrixLocation, 1, GL_FALSE, kProjectionMatrix);
    
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorA0Location, GL_CONSTANT_CHROMIUM, 4, kColorA0);
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorA1Location, GL_CONSTANT_CHROMIUM, 4, kColorA1);
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorA2Location, GL_CONSTANT_CHROMIUM, 4, kColorA2);
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorA3Location, GL_CONSTANT_CHROMIUM, 4, kColorA3);
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorFragmentInputLocation,
            GL_CONSTANT_CHROMIUM, 4, kColor);
        ASSERT_GL_NO_ERROR();
    
        drawTestPattern();
    
        for (int j = 0; j < kTestRows; ++j)
        {
            for (int i = 0; i < kTestColumns; ++i)
            {
                for (size_t k = 0; k < ArraySize(kFillCoords); k += 2)
                {
                    const float fx = kFillCoords[k];
                    const float fy = kFillCoords[k + 1];
                    const float px = static_cast<float>(i * kShapeWidth);
                    const float py = static_cast<float>(j * kShapeHeight);
    
                    angle::GLColor color;
                    color.R = 0;
                    color.G = 255;
                    color.B = 0;
                    color.A = 255;
                    CheckPixels(static_cast<GLint>(px + fx), static_cast<GLint>(py + fy), 1, 1, 2,
                                color);
                }
            }
        }
    }
    
    TEST_P(CHROMIUMPathRenderingWithTexturingTest, UnusedFragmentInputUpdate)
    {
        if (!isApplicable())
            return;
    
      // clang-format off
        const char* kVertexShaderString =
            "attribute vec4 a_position;\n"
            "void main() {\n"
            "  gl_Position = a_position;\n"
            "}";
    
        const char* kFragmentShaderString =
            "precision mediump float;\n"
            "uniform vec4 u_colorA;\n"
            "uniform float u_colorU;\n"
            "uniform vec4 u_colorC;\n"
            "void main() {\n"
            "  gl_FragColor = u_colorA + u_colorC;\n"
            "}";
        // clang-format on
    
        const GLint kColorULocation = 1;
        const GLint kNonexistingLocation = 5;
        const GLint kUnboundLocation = 6;
    
        compileProgram(kVertexShaderString, kFragmentShaderString);
    
        glBindFragmentInputLocationCHROMIUM(mProgram, kColorULocation, "u_colorU");
    
        // The non-existing input should behave like existing but optimized away input.
        glBindFragmentInputLocationCHROMIUM(mProgram, kNonexistingLocation, "nonexisting");
    
        // Let A and C be assigned automatic locations.
        ASSERT_TRUE(linkProgram() == true);
    
        const GLfloat kColor[16] = {};
    
        // No errors on bound locations, since caller does not know
        // if the driver optimizes them away or not.
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorULocation, GL_CONSTANT_CHROMIUM, 1, kColor);
        ASSERT_GL_NO_ERROR();
    
        // No errors on bound locations of names that do not exist
        // in the shader. Otherwise it would be inconsistent wrt the
        // optimization case.
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kNonexistingLocation, GL_CONSTANT_CHROMIUM, 1, kColor);
        ASSERT_GL_NO_ERROR();
    
        // The above are equal to updating -1.
        glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, GL_CONSTANT_CHROMIUM, 1, kColor);
        ASSERT_GL_NO_ERROR();
    
        // No errors when updating with other type either.
        // The type can not be known with the non-existing case.
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kColorULocation, GL_CONSTANT_CHROMIUM, 4, kColor);
        ASSERT_GL_NO_ERROR();
    
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kNonexistingLocation, GL_CONSTANT_CHROMIUM, 4, kColor);
        ASSERT_GL_NO_ERROR();
    
        glProgramPathFragmentInputGenCHROMIUM(mProgram, -1, GL_CONSTANT_CHROMIUM, 4, kColor);
        ASSERT_GL_NO_ERROR();
    
        // Updating an unbound, non-existing location still causes an error.
        glProgramPathFragmentInputGenCHROMIUM(mProgram, kUnboundLocation, GL_CONSTANT_CHROMIUM, 4, kColor);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    
    }  // namespace
    
    ANGLE_INSTANTIATE_TEST(CHROMIUMPathRenderingTest,
                           ES2_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGL(),
                           ES3_OPENGLES());
    ANGLE_INSTANTIATE_TEST(CHROMIUMPathRenderingDrawTest,
                           ES2_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGL(),
                           ES3_OPENGLES());
    
    ANGLE_INSTANTIATE_TEST(CHROMIUMPathRenderingWithTexturingTest,
                           ES2_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGL(),
                           ES3_OPENGLES());