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

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  • Author : Jamie Madill
    Date : 2020-04-15 17:15:37
    Hash : 2d5da029
    Message : Minor angle_end2end_tests cleanups. Minor refactoring and call consolidation. Was done while working on deferring clears in the Vulkan back-end. Bug: angleproject:4517 Change-Id: I60d80d4f9646c990c4cb8bbc349fc0051389bf02 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2151171 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/gl_tests/ClearTest.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.
    //
    
    #include "test_utils/ANGLETest.h"
    
    #include "platform/FeaturesVk.h"
    #include "test_utils/gl_raii.h"
    #include "util/random_utils.h"
    #include "util/shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    class ClearTestBase : public ANGLETest
    {
      protected:
        ClearTestBase()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
            setConfigStencilBits(8);
        }
    
        void testSetUp() override
        {
            mFBOs.resize(2, 0);
            glGenFramebuffers(2, mFBOs.data());
    
            ASSERT_GL_NO_ERROR();
        }
    
        void testTearDown() override
        {
            if (!mFBOs.empty())
            {
                glDeleteFramebuffers(static_cast<GLsizei>(mFBOs.size()), mFBOs.data());
            }
    
            if (!mTextures.empty())
            {
                glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data());
            }
        }
    
        std::vector<GLuint> mFBOs;
        std::vector<GLuint> mTextures;
    };
    
    class ClearTest : public ClearTestBase
    {};
    
    class ClearTestES3 : public ClearTestBase
    {
      protected:
        void verifyDepth(float depthValue, uint32_t size)
        {
            // Use a small shader to verify depth.
            ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(),
                             essl1_shaders::fs::Blue());
            ANGLE_GL_PROGRAM(depthTestProgramFail, essl1_shaders::vs::Passthrough(),
                             essl1_shaders::fs::Red());
            glEnable(GL_DEPTH_TEST);
            glDepthFunc(GL_LESS);
            drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), depthValue * 2 - 1 - 0.01f);
            drawQuad(depthTestProgramFail, essl1_shaders::PositionAttrib(), depthValue * 2 - 1 + 0.01f);
            glDisable(GL_DEPTH_TEST);
            ASSERT_GL_NO_ERROR();
    
            EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::blue, 1);
            EXPECT_PIXEL_COLOR_NEAR(size - 1, 0, GLColor::blue, 1);
            EXPECT_PIXEL_COLOR_NEAR(0, size - 1, GLColor::blue, 1);
            EXPECT_PIXEL_COLOR_NEAR(size - 1, size - 1, GLColor::blue, 1);
        }
    
        void verifyStencil(uint32_t stencilValue, uint32_t size)
        {
            // Use another small shader to verify stencil.
            ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(),
                             essl1_shaders::fs::Green());
            glEnable(GL_STENCIL_TEST);
            glStencilFunc(GL_EQUAL, stencilValue, 0xFF);
            drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f);
            glDisable(GL_STENCIL_TEST);
            ASSERT_GL_NO_ERROR();
    
            EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::green, 1);
            EXPECT_PIXEL_COLOR_NEAR(size - 1, 0, GLColor::green, 1);
            EXPECT_PIXEL_COLOR_NEAR(0, size - 1, GLColor::green, 1);
            EXPECT_PIXEL_COLOR_NEAR(size - 1, size - 1, GLColor::green, 1);
        }
    };
    
    class ClearTestRGB : public ANGLETest
    {
      protected:
        ClearTestRGB()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
        }
    };
    
    // Each int parameter can have three values: don't clear, clear, or masked clear.  The bool
    // parameter controls scissor.
    using MaskedScissoredClearVariationsTestParams =
        std::tuple<angle::PlatformParameters, int, int, int, bool>;
    
    void ParseMaskedScissoredClearVariationsTestParams(
        const MaskedScissoredClearVariationsTestParams &params,
        bool *clearColor,
        bool *clearDepth,
        bool *clearStencil,
        bool *maskColor,
        bool *maskDepth,
        bool *maskStencil,
        bool *scissor)
    {
        int colorClearInfo   = std::get<1>(params);
        int depthClearInfo   = std::get<2>(params);
        int stencilClearInfo = std::get<3>(params);
    
        *clearColor   = colorClearInfo > 0;
        *clearDepth   = depthClearInfo > 0;
        *clearStencil = stencilClearInfo > 0;
    
        *maskColor   = colorClearInfo > 1;
        *maskDepth   = depthClearInfo > 1;
        *maskStencil = stencilClearInfo > 1;
    
        *scissor = std::get<4>(params);
    }
    
    std::string MaskedScissoredClearVariationsTestPrint(
        const ::testing::TestParamInfo<MaskedScissoredClearVariationsTestParams> &paramsInfo)
    {
        const MaskedScissoredClearVariationsTestParams &params = paramsInfo.param;
        std::ostringstream out;
    
        out << std::get<0>(params);
    
        bool clearColor, clearDepth, clearStencil;
        bool maskColor, maskDepth, maskStencil;
        bool scissor;
    
        ParseMaskedScissoredClearVariationsTestParams(params, &clearColor, &clearDepth, &clearStencil,
                                                      &maskColor, &maskDepth, &maskStencil, &scissor);
    
        if (scissor)
        {
            out << "_scissored";
        }
    
        if (clearColor || clearDepth || clearStencil)
        {
            out << "_clear_";
            if (clearColor)
            {
                out << "c";
            }
            if (clearDepth)
            {
                out << "d";
            }
            if (clearStencil)
            {
                out << "s";
            }
        }
    
        if (maskColor || maskDepth || maskStencil)
        {
            out << "_mask_";
            if (maskColor)
            {
                out << "c";
            }
            if (maskDepth)
            {
                out << "d";
            }
            if (maskStencil)
            {
                out << "s";
            }
        }
    
        return out.str();
    }
    
    class MaskedScissoredClearTestBase
        : public ANGLETestWithParam<MaskedScissoredClearVariationsTestParams>
    {
      protected:
        MaskedScissoredClearTestBase()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
            setConfigStencilBits(8);
        }
    
        void maskedScissoredColorDepthStencilClear(
            const MaskedScissoredClearVariationsTestParams &params);
    
        bool mHasDepth   = true;
        bool mHasStencil = true;
    };
    
    class MaskedScissoredClearTest : public MaskedScissoredClearTestBase
    {};
    
    class VulkanClearTest : public MaskedScissoredClearTestBase
    {
      protected:
        void testSetUp() override
        {
            glBindTexture(GL_TEXTURE_2D, mColorTexture);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                         GL_UNSIGNED_BYTE, nullptr);
    
            // Setup Color/Stencil FBO with a stencil format that's emulated with packed depth/stencil.
            glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO);
    
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture,
                                   0);
            glBindRenderbuffer(GL_RENDERBUFFER, mStencilTexture);
            glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWindowWidth(),
                                  getWindowHeight());
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                      mStencilTexture);
    
            ASSERT_GL_NO_ERROR();
    
            // Note: GL_DEPTH_COMPONENT24 is not allowed in GLES2.
            if (getClientMajorVersion() >= 3)
            {
                // Setup Color/Depth FBO with a depth format that's emulated with packed depth/stencil.
                glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO);
    
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                                       mColorTexture, 0);
                glBindRenderbuffer(GL_RENDERBUFFER, mDepthTexture);
                glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, getWindowWidth(),
                                      getWindowHeight());
                glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
                                          mDepthTexture);
            }
    
            ASSERT_GL_NO_ERROR();
        }
    
        void bindColorStencilFBO()
        {
            glBindFramebuffer(GL_FRAMEBUFFER, mColorStencilFBO);
            mHasDepth = false;
        }
    
        void bindColorDepthFBO()
        {
            glBindFramebuffer(GL_FRAMEBUFFER, mColorDepthFBO);
            mHasStencil = false;
        }
    
        // Override a feature to force emulation of stencil-only and depth-only formats with a packed
        // depth/stencil format
        void overrideFeaturesVk(FeaturesVk *featuresVk) override
        {
            featuresVk->overrideFeatures({"force_fallback_format"}, true);
        }
    
      private:
        GLFramebuffer mColorStencilFBO;
        GLFramebuffer mColorDepthFBO;
        GLTexture mColorTexture;
        GLRenderbuffer mDepthTexture;
        GLRenderbuffer mStencilTexture;
    };
    
    // Test clearing the default framebuffer
    TEST_P(ClearTest, DefaultFramebuffer)
    {
        glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 128, 1.0);
    }
    
    // Test clearing the default framebuffer with scissor and mask
    // This forces down path that uses draw to do clear
    TEST_P(ClearTest, EmptyScissor)
    {
        // These configs have bug that fails this test.
        // These configs are unmaintained so skipping.
        ANGLE_SKIP_TEST_IF(IsIntel() && IsD3D9());
        ANGLE_SKIP_TEST_IF(IsOSX());
        glClearColor(0.25f, 0.5f, 0.5f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glEnable(GL_SCISSOR_TEST);
        glScissor(-10, 0, 5, 5);
        glClearColor(0.5f, 0.25f, 0.75f, 0.5f);
        glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
        glClear(GL_COLOR_BUFFER_BIT);
        glDisable(GL_SCISSOR_TEST);
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0);
    }
    
    // Test clearing the RGB default framebuffer and verify that the alpha channel is not cleared
    TEST_P(ClearTestRGB, DefaultFramebufferRGB)
    {
        glClearColor(0.25f, 0.5f, 0.5f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_NEAR(0, 0, 64, 128, 128, 255, 1.0);
    }
    
    // Test clearing a RGBA8 Framebuffer
    TEST_P(ClearTest, RGBA8Framebuffer)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture texture;
    
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
    }
    
    // Test to validate that we can go from an RGBA framebuffer attachment, to an RGB one and still
    // have a correct behavior after.
    TEST_P(ClearTest, ChangeFramebufferAttachmentFromRGBAtoRGB)
    {
        // http://anglebug.com/2689
        ANGLE_SKIP_TEST_IF(IsD3D9() || IsD3D11() || (IsOzone() && IsOpenGLES()));
        ANGLE_SKIP_TEST_IF(IsOSX() && (IsNVIDIA() || IsIntel()) && IsDesktopOpenGL());
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsAdreno() && IsOpenGLES());
    
        ANGLE_GL_PROGRAM(program, angle::essl1_shaders::vs::Simple(),
                         angle::essl1_shaders::fs::UniformColor());
        setupQuadVertexBuffer(0.5f, 1.0f);
        glUseProgram(program);
        GLint positionLocation = glGetAttribLocation(program, angle::essl1_shaders::PositionAttrib());
        ASSERT_NE(positionLocation, -1);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        GLint colorUniformLocation =
            glGetUniformLocation(program, angle::essl1_shaders::ColorUniform());
        ASSERT_NE(colorUniformLocation, -1);
    
        glUniform4f(colorUniformLocation, 1.0f, 1.0f, 1.0f, 0.5f);
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        // Initially clear to black.
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Clear with masked color.
        glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
        glClearColor(0.5f, 0.5f, 0.5f, 0.75f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        // So far so good, we have an RGBA framebuffer that we've cleared to 0.5 everywhere.
        EXPECT_PIXEL_NEAR(0, 0, 128, 0, 128, 192, 1.0);
    
        // In the Vulkan backend, RGB textures are emulated with an RGBA texture format
        // underneath and we keep a special mask to know that we shouldn't touch the alpha
        // channel when we have that emulated texture. This test exists to validate that
        // this mask gets updated correctly when the framebuffer attachment changes.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
                     GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::magenta);
    }
    
    // Test clearing a RGB8 Framebuffer with a color mask.
    TEST_P(ClearTest, RGB8WithMaskFramebuffer)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture texture;
    
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
                     GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        glClearColor(0.2f, 0.4f, 0.6f, 0.8f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Since there's no alpha, we expect to get 255 back instead of the clear value (204).
        EXPECT_PIXEL_NEAR(0, 0, 51, 102, 153, 255, 1.0);
    
        glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
        glClearColor(0.1f, 0.3f, 0.5f, 0.7f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // The blue channel was masked so its value should be unchanged.
        EXPECT_PIXEL_NEAR(0, 0, 26, 77, 153, 255, 1.0);
    
        // Restore default.
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
    }
    
    TEST_P(ClearTest, ClearIssue)
    {
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_LEQUAL);
    
        glClearColor(0.0, 1.0, 0.0, 1.0);
        glClearDepthf(0.0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLRenderbuffer rbo;
        glBindRenderbuffer(GL_RENDERBUFFER, rbo);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB565, 16, 16);
    
        EXPECT_GL_NO_ERROR();
    
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
    
        EXPECT_GL_NO_ERROR();
    
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClearDepthf(1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        EXPECT_GL_NO_ERROR();
    
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    
        ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
        drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Regression test for a bug where "glClearDepthf"'s argument was not clamped
    // In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2
    TEST_P(ClearTest, ClearIsClamped)
    {
        glClearDepthf(5.0f);
    
        GLfloat clear_depth;
        glGetFloatv(GL_DEPTH_CLEAR_VALUE, &clear_depth);
        EXPECT_EQ(1.0f, clear_depth);
    }
    
    // Regression test for a bug where "glDepthRangef"'s arguments were not clamped
    // In GLES 2 they where declared as GLclampf and the behaviour is the same in GLES 3.2
    TEST_P(ClearTest, DepthRangefIsClamped)
    {
        glDepthRangef(1.1f, -4.0f);
    
        GLfloat depth_range[2];
        glGetFloatv(GL_DEPTH_RANGE, depth_range);
        EXPECT_EQ(1.0f, depth_range[0]);
        EXPECT_EQ(0.0f, depth_range[1]);
    }
    
    // Test scissored clears on Depth16
    TEST_P(ClearTest, Depth16Scissored)
    {
        GLRenderbuffer renderbuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
        constexpr int kRenderbufferSize = 64;
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, kRenderbufferSize,
                              kRenderbufferSize);
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
    
        glClearDepthf(0.0f);
        glClear(GL_DEPTH_BUFFER_BIT);
    
        glEnable(GL_SCISSOR_TEST);
        constexpr int kNumSteps = 13;
        for (int ndx = 1; ndx < kNumSteps; ndx++)
        {
            float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps);
            glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc),
                      static_cast<int>(kRenderbufferSize * perc));
            glClearDepthf(perc);
            glClear(GL_DEPTH_BUFFER_BIT);
        }
    }
    
    // Test scissored clears on Stencil8
    TEST_P(ClearTest, Stencil8Scissored)
    {
        GLRenderbuffer renderbuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
        constexpr int kRenderbufferSize = 64;
        glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, kRenderbufferSize, kRenderbufferSize);
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
    
        glClearStencil(0);
        glClear(GL_STENCIL_BUFFER_BIT);
    
        glEnable(GL_SCISSOR_TEST);
        constexpr int kNumSteps = 13;
        for (int ndx = 1; ndx < kNumSteps; ndx++)
        {
            float perc = static_cast<float>(ndx) / static_cast<float>(kNumSteps);
            glScissor(0, 0, static_cast<int>(kRenderbufferSize * perc),
                      static_cast<int>(kRenderbufferSize * perc));
            glClearStencil(static_cast<int>(perc * 255.0f));
            glClear(GL_STENCIL_BUFFER_BIT);
        }
    }
    
    // Covers a bug in the Vulkan back-end where starting a new command buffer in
    // the masked clear would not trigger descriptor sets to be re-bound.
    TEST_P(ClearTest, MaskedClearThenDrawWithUniform)
    {
        // Initialize a program with a uniform.
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
        glUseProgram(program);
    
        GLint uniLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform());
        ASSERT_NE(-1, uniLoc);
        glUniform4f(uniLoc, 0.0f, 1.0f, 0.0f, 1.0f);
    
        // Initialize position attribute.
        GLint posLoc = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, posLoc);
        setupQuadVertexBuffer(0.5f, 1.0f);
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(posLoc);
    
        // Initialize a simple FBO.
        constexpr GLsizei kSize = 2;
        GLTexture clearTexture;
        glBindTexture(GL_TEXTURE_2D, clearTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, clearTexture, 0);
    
        glViewport(0, 0, kSize, kSize);
    
        // Clear and draw to flush out dirty bits.
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        // Flush to trigger a new serial.
        glFlush();
    
        // Enable color mask and draw again to trigger the bug.
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
        glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Test that clearing all buffers through glClearColor followed by a clear of a specific buffer
    // clears to the correct values.
    TEST_P(ClearTestES3, ClearMultipleAttachmentsFollowedBySpecificOne)
    {
        // http://anglebug.com/4092
        ANGLE_SKIP_TEST_IF(isSwiftshader());
        constexpr uint32_t kSize            = 16;
        constexpr uint32_t kAttachmentCount = 4;
        std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture textures[kAttachmentCount];
        GLenum drawBuffers[kAttachmentCount];
        GLColor clearValues[kAttachmentCount];
    
        for (uint32_t i = 0; i < kAttachmentCount; ++i)
        {
            glBindTexture(GL_TEXTURE_2D, textures[i]);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         pixelData.data());
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
                                   0);
            drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
    
            clearValues[i].R = static_cast<GLubyte>(1 + i * 20);
            clearValues[i].G = static_cast<GLubyte>(7 + i * 20);
            clearValues[i].B = static_cast<GLubyte>(12 + i * 20);
            clearValues[i].A = static_cast<GLubyte>(16 + i * 20);
        }
    
        glDrawBuffers(kAttachmentCount, drawBuffers);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    
        // Clear all targets.
        angle::Vector4 clearColor = clearValues[0].toNormalizedVector();
        glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        // Clear odd targets individually.
        for (uint32_t i = 1; i < kAttachmentCount; i += 2)
        {
            clearColor = clearValues[i].toNormalizedVector();
            glClearBufferfv(GL_COLOR, i, clearColor.data());
        }
    
        // Even attachments should be cleared to color 0, while odd attachments are cleared to their
        // respective color.
        for (uint32_t i = 0; i < kAttachmentCount; ++i)
        {
            glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
            ASSERT_GL_NO_ERROR();
    
            uint32_t clearIndex   = i % 2 == 0 ? 0 : i;
            const GLColor &expect = clearValues[clearIndex];
    
            EXPECT_PIXEL_COLOR_EQ(0, 0, expect);
            EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect);
        }
    }
    
    // Test that clearing each render target individually works.  In the Vulkan backend, this should be
    // done in a single render pass.
    TEST_P(ClearTestES3, ClearMultipleAttachmentsIndividually)
    {
        constexpr uint32_t kSize             = 16;
        constexpr uint32_t kAttachmentCount  = 2;
        constexpr float kDepthClearValue     = 0.125f;
        constexpr int32_t kStencilClearValue = 0x67;
        std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture textures[kAttachmentCount];
        GLRenderbuffer depthStencil;
        GLenum drawBuffers[kAttachmentCount];
        GLColor clearValues[kAttachmentCount];
    
        for (uint32_t i = 0; i < kAttachmentCount; ++i)
        {
            glBindTexture(GL_TEXTURE_2D, textures[i]);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         pixelData.data());
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
                                   0);
            drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
    
            clearValues[i].R = static_cast<GLubyte>(1 + i * 20);
            clearValues[i].G = static_cast<GLubyte>(7 + i * 20);
            clearValues[i].B = static_cast<GLubyte>(12 + i * 20);
            clearValues[i].A = static_cast<GLubyte>(16 + i * 20);
        }
    
        glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                  depthStencil);
    
        glDrawBuffers(kAttachmentCount, drawBuffers);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    
        for (uint32_t i = 0; i < kAttachmentCount; ++i)
        {
            glClearBufferfv(GL_COLOR, i, clearValues[i].toNormalizedVector().data());
        }
    
        glClearBufferfv(GL_DEPTH, 0, &kDepthClearValue);
        glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue);
        ASSERT_GL_NO_ERROR();
    
        for (uint32_t i = 0; i < kAttachmentCount; ++i)
        {
            glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
            ASSERT_GL_NO_ERROR();
    
            const GLColor &expect = clearValues[i];
    
            EXPECT_PIXEL_COLOR_EQ(0, 0, expect);
            EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect);
        }
    
        glReadBuffer(GL_COLOR_ATTACHMENT0);
        for (uint32_t i = 1; i < kAttachmentCount; ++i)
            drawBuffers[i] = GL_NONE;
        glDrawBuffers(kAttachmentCount, drawBuffers);
    
        verifyDepth(kDepthClearValue, kSize);
        verifyStencil(kStencilClearValue, kSize);
    }
    
    // Test that clearing multiple attachments in the presence of a color mask, scissor or both
    // correctly clears all the attachments.
    TEST_P(ClearTestES3, MaskedScissoredClearMultipleAttachments)
    {
        constexpr uint32_t kSize            = 16;
        constexpr uint32_t kAttachmentCount = 2;
        std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture textures[kAttachmentCount];
        GLenum drawBuffers[kAttachmentCount];
    
        for (uint32_t i = 0; i < kAttachmentCount; ++i)
        {
            glBindTexture(GL_TEXTURE_2D, textures[i]);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         pixelData.data());
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
                                   0);
            drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
        }
    
        glDrawBuffers(kAttachmentCount, drawBuffers);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    
        // Masked clear
        GLColor clearColorMasked(31, 63, 255, 191);
        angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector();
    
        glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
        glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        // All attachments should be cleared, with the blue channel untouched
        for (uint32_t i = 0; i < kAttachmentCount; ++i)
        {
            glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
            ASSERT_GL_NO_ERROR();
    
            EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, clearColorMasked);
        }
    
        // Masked scissored clear
        GLColor clearColorMaskedScissored(63, 127, 255, 31);
        clearColor = GLColor(63, 127, 191, 31).toNormalizedVector();
    
        glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
        glEnable(GL_SCISSOR_TEST);
        glScissor(kSize / 6, kSize / 6, kSize / 3, kSize / 3);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        // The corners should keep the previous value while the center is cleared, except its blue
        // channel.
        for (uint32_t i = 0; i < kAttachmentCount; ++i)
        {
            glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
            ASSERT_GL_NO_ERROR();
    
            EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(kSize / 3, 2 * kSize / 3, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, kSize / 3, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, 2 * kSize / 3, clearColorMasked);
    
            EXPECT_PIXEL_COLOR_EQ(kSize / 3, kSize / 3, clearColorMaskedScissored);
        }
    
        // Scissored clear
        GLColor clearColorScissored(127, 191, 31, 63);
        clearColor = GLColor(127, 191, 31, 63).toNormalizedVector();
    
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        // The corners should keep the old value while all channels of the center are cleared.
        for (uint32_t i = 0; i < kAttachmentCount; ++i)
        {
            glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
            ASSERT_GL_NO_ERROR();
    
            EXPECT_PIXEL_COLOR_EQ(0, 0, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(kSize / 3, 2 * kSize / 3, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, kSize / 3, clearColorMasked);
            EXPECT_PIXEL_COLOR_EQ(2 * kSize / 3, 2 * kSize / 3, clearColorMasked);
    
            EXPECT_PIXEL_COLOR_EQ(kSize / 3, kSize / 3, clearColorScissored);
        }
    }
    
    // Test clearing multiple attachments in the presence of an indexed color mask.
    TEST_P(ClearTestES3, MaskedIndexedClearMultipleAttachments)
    {
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_draw_buffers_indexed"));
    
        constexpr uint32_t kSize            = 16;
        constexpr uint32_t kAttachmentCount = 2;
        std::vector<unsigned char> pixelData(kSize * kSize * 4, 255);
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture textures[kAttachmentCount];
        GLenum drawBuffers[kAttachmentCount];
    
        for (uint32_t i = 0; i < kAttachmentCount; ++i)
        {
            glBindTexture(GL_TEXTURE_2D, textures[i]);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         pixelData.data());
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
                                   0);
            drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
        }
    
        glDrawBuffers(kAttachmentCount, drawBuffers);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::white);
    
        // Masked clear
        GLColor clearColorMasked(31, 63, 255, 191);
        angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector();
    
        // Block blue channel for all attachements
        glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
    
        // Unblock blue channel for attachement 1
        glColorMaskiOES(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
    
        glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        // All attachments should be cleared, with the blue channel untouched for all attachments but 1.
        for (uint32_t i = 0; i < kAttachmentCount; ++i)
        {
            glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
            ASSERT_GL_NO_ERROR();
    
            const GLColor attachementColor = (i == 1) ? clearColor : clearColorMasked;
            EXPECT_PIXEL_COLOR_EQ(0, 0, attachementColor);
            EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, attachementColor);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, attachementColor);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, attachementColor);
            EXPECT_PIXEL_COLOR_EQ(kSize / 2, kSize / 2, attachementColor);
        }
    }
    
    // Test that clearing multiple attachments of different nature (float, int and uint) in the
    // presence of a color mask works correctly.  In the Vulkan backend, this exercises clearWithDraw
    // and the relevant internal shaders.
    TEST_P(ClearTestES3, MaskedClearHeterogeneousAttachments)
    {
        constexpr uint32_t kSize                              = 16;
        constexpr uint32_t kAttachmentCount                   = 3;
        constexpr float kDepthClearValue                      = 0.256f;
        constexpr int32_t kStencilClearValue                  = 0x1D;
        constexpr GLenum kAttachmentFormats[kAttachmentCount] = {
            GL_RGBA8,
            GL_RGBA8I,
            GL_RGBA8UI,
        };
        constexpr GLenum kDataFormats[kAttachmentCount] = {
            GL_RGBA,
            GL_RGBA_INTEGER,
            GL_RGBA_INTEGER,
        };
        constexpr GLenum kDataTypes[kAttachmentCount] = {
            GL_UNSIGNED_BYTE,
            GL_BYTE,
            GL_UNSIGNED_BYTE,
        };
    
        std::vector<unsigned char> pixelData(kSize * kSize * 4, 0);
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture textures[kAttachmentCount];
        GLRenderbuffer depthStencil;
        GLenum drawBuffers[kAttachmentCount];
    
        for (uint32_t i = 0; i < kAttachmentCount; ++i)
        {
            glBindTexture(GL_TEXTURE_2D, textures[i]);
            glTexImage2D(GL_TEXTURE_2D, 0, kAttachmentFormats[i], kSize, kSize, 0, kDataFormats[i],
                         kDataTypes[i], pixelData.data());
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textures[i],
                                   0);
            drawBuffers[i] = GL_COLOR_ATTACHMENT0 + i;
        }
    
        glBindRenderbuffer(GL_RENDERBUFFER, depthStencil);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, kSize, kSize);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                  depthStencil);
    
        glDrawBuffers(kAttachmentCount, drawBuffers);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 0, 0);
    
        // Mask out red for all clears
        glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
    
        glClearBufferfv(GL_DEPTH, 0, &kDepthClearValue);
        glClearBufferiv(GL_STENCIL, 0, &kStencilClearValue);
    
        GLColor clearValuef = {25, 50, 75, 100};
        glClearBufferfv(GL_COLOR, 0, clearValuef.toNormalizedVector().data());
    
        int clearValuei[4] = {10, -20, 30, -40};
        glClearBufferiv(GL_COLOR, 1, clearValuei);
    
        uint32_t clearValueui[4] = {50, 60, 70, 80};
        glClearBufferuiv(GL_COLOR, 2, clearValueui);
    
        ASSERT_GL_NO_ERROR();
    
        {
            glReadBuffer(GL_COLOR_ATTACHMENT0);
            ASSERT_GL_NO_ERROR();
    
            GLColor expect = clearValuef;
            expect.R       = 0;
    
            EXPECT_PIXEL_COLOR_EQ(0, 0, expect);
            EXPECT_PIXEL_COLOR_EQ(0, kSize - 1, expect);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, 0, expect);
            EXPECT_PIXEL_COLOR_EQ(kSize - 1, kSize - 1, expect);
        }
    
        {
            glReadBuffer(GL_COLOR_ATTACHMENT1);
            ASSERT_GL_NO_ERROR();
    
            EXPECT_PIXEL_8I(0, 0, 0, clearValuei[1], clearValuei[2], clearValuei[3]);
            EXPECT_PIXEL_8I(0, kSize - 1, 0, clearValuei[1], clearValuei[2], clearValuei[3]);
            EXPECT_PIXEL_8I(kSize - 1, 0, 0, clearValuei[1], clearValuei[2], clearValuei[3]);
            EXPECT_PIXEL_8I(kSize - 1, kSize - 1, 0, clearValuei[1], clearValuei[2], clearValuei[3]);
        }
    
        {
            glReadBuffer(GL_COLOR_ATTACHMENT2);
            ASSERT_GL_NO_ERROR();
    
            EXPECT_PIXEL_8UI(0, 0, 0, clearValueui[1], clearValueui[2], clearValueui[3]);
            EXPECT_PIXEL_8UI(0, kSize - 1, 0, clearValueui[1], clearValueui[2], clearValueui[3]);
            EXPECT_PIXEL_8UI(kSize - 1, 0, 0, clearValueui[1], clearValueui[2], clearValueui[3]);
            EXPECT_PIXEL_8UI(kSize - 1, kSize - 1, 0, clearValueui[1], clearValueui[2],
                             clearValueui[3]);
        }
    
        glReadBuffer(GL_COLOR_ATTACHMENT0);
        for (uint32_t i = 1; i < kAttachmentCount; ++i)
            drawBuffers[i] = GL_NONE;
        glDrawBuffers(kAttachmentCount, drawBuffers);
    
        verifyDepth(kDepthClearValue, kSize);
        verifyStencil(kStencilClearValue, kSize);
    }
    
    // This tests a bug where in a masked clear when calling "ClearBuffer", we would
    // mistakenly clear every channel (including the masked-out ones)
    TEST_P(ClearTestES3, MaskedClearBufferBug)
    {
        // TODO(syoussefi): Qualcomm driver crashes in the presence of VK_ATTACHMENT_UNUSED.
        // http://anglebug.com/3423
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
    
        unsigned char pixelData[] = {255, 255, 255, 255};
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture textures[2];
    
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, textures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
    
        float clearValue[]   = {0, 0.5f, 0.5f, 1.0f};
        GLenum drawBuffers[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
        glDrawBuffers(2, drawBuffers);
        glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
        glClearBufferfv(GL_COLOR, 1, clearValue);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(0, 0, 255, 255, 255, 255);
    
        glReadBuffer(GL_COLOR_ATTACHMENT1);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_NEAR(0, 0, 0, 127, 255, 255, 1);
    }
    
    TEST_P(ClearTestES3, BadFBOSerialBug)
    {
        // First make a simple framebuffer, and clear it to green
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture textures[2];
    
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
    
        GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0};
        glDrawBuffers(1, drawBuffers);
    
        float clearValues1[] = {0.0f, 1.0f, 0.0f, 1.0f};
        glClearBufferfv(GL_COLOR, 0, clearValues1);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Next make a second framebuffer, and draw it to red
        // (Triggers bad applied render target serial)
        GLFramebuffer fbo2;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo2);
        ASSERT_GL_NO_ERROR();
    
        glBindTexture(GL_TEXTURE_2D, textures[1]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
    
        glDrawBuffers(1, drawBuffers);
    
        ANGLE_GL_PROGRAM(blueProgram, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        drawQuad(blueProgram, essl1_shaders::PositionAttrib(), 0.5f);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Check that the first framebuffer is still green.
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Test that SRGB framebuffers clear to the linearized clear color
    TEST_P(ClearTestES3, SRGBClear)
    {
        // First make a simple framebuffer, and clear it
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture texture;
    
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0);
    }
    
    // Test that framebuffers with mixed SRGB/Linear attachments clear to the correct color for each
    // attachment
    TEST_P(ClearTestES3, MixedSRGBClear)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
    
        GLTexture textures[2];
    
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_SRGB8_ALPHA8, getWindowWidth(), getWindowHeight());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
    
        glBindTexture(GL_TEXTURE_2D, textures[1]);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, textures[1], 0);
    
        GLenum drawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
        glDrawBuffers(2, drawBuffers);
    
        // Clear both textures
        glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, 0, 0);
    
        // Check value of texture0
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[0], 0);
        EXPECT_PIXEL_NEAR(0, 0, 188, 188, 188, 128, 1.0);
    
        // Check value of texture1
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
        EXPECT_PIXEL_NEAR(0, 0, 128, 128, 128, 128, 1.0);
    }
    
    // This test covers a D3D11 bug where calling ClearRenderTargetView sometimes wouldn't sync
    // before a draw call. The test draws small quads to a larger FBO (the default back buffer).
    // Before each blit to the back buffer it clears the quad to a certain color using
    // ClearBufferfv to give a solid color. The sync problem goes away if we insert a call to
    // flush or finish after ClearBufferfv or each draw.
    TEST_P(ClearTestES3, RepeatedClear)
    {
        // Fails on 431.02 driver. http://anglebug.com/3748
        ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsVulkan());
        ANGLE_SKIP_TEST_IF(IsARM64() && IsWindows() && IsD3D());
    
        constexpr char kVS[] =
            "#version 300 es\n"
            "in highp vec2 position;\n"
            "out highp vec2 v_coord;\n"
            "void main(void)\n"
            "{\n"
            "    gl_Position = vec4(position, 0, 1);\n"
            "    vec2 texCoord = (position * 0.5) + 0.5;\n"
            "    v_coord = texCoord;\n"
            "}\n";
    
        constexpr char kFS[] =
            "#version 300 es\n"
            "in highp vec2 v_coord;\n"
            "out highp vec4 color;\n"
            "uniform sampler2D tex;\n"
            "void main()\n"
            "{\n"
            "    color = texture(tex, v_coord);\n"
            "}\n";
    
        ANGLE_GL_PROGRAM(program, kVS, kFS);
    
        mTextures.resize(1, 0);
        glGenTextures(1, mTextures.data());
    
        GLenum format           = GL_RGBA8;
        const int numRowsCols   = 3;
        const int cellSize      = 32;
        const int fboSize       = cellSize;
        const int backFBOSize   = cellSize * numRowsCols;
        const float fmtValueMin = 0.0f;
        const float fmtValueMax = 1.0f;
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexStorage2D(GL_TEXTURE_2D, 1, format, fboSize, fboSize);
        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_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        ASSERT_GL_NO_ERROR();
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        ASSERT_GL_NO_ERROR();
    
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // larger fbo bound -- clear to transparent black
        glUseProgram(program);
        GLint uniLoc = glGetUniformLocation(program, "tex");
        ASSERT_NE(-1, uniLoc);
        glUniform1i(uniLoc, 0);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
    
        GLint positionLocation = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLocation);
    
        glUseProgram(program);
    
        for (int cellY = 0; cellY < numRowsCols; cellY++)
        {
            for (int cellX = 0; cellX < numRowsCols; cellX++)
            {
                int seed            = cellX + cellY * numRowsCols;
                const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax);
    
                glBindFramebuffer(GL_FRAMEBUFFER, mFBOs[0]);
                glClearBufferfv(GL_COLOR, 0, color.data());
    
                glBindFramebuffer(GL_FRAMEBUFFER, 0);
    
                // Method 1: Set viewport and draw full-viewport quad
                glViewport(cellX * cellSize, cellY * cellSize, cellSize, cellSize);
                drawQuad(program, "position", 0.5f);
    
                // Uncommenting the glFinish call seems to make the test pass.
                // glFinish();
            }
        }
    
        std::vector<GLColor> pixelData(backFBOSize * backFBOSize);
        glReadPixels(0, 0, backFBOSize, backFBOSize, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data());
    
        for (int cellY = 0; cellY < numRowsCols; cellY++)
        {
            for (int cellX = 0; cellX < numRowsCols; cellX++)
            {
                int seed            = cellX + cellY * numRowsCols;
                const Vector4 color = RandomVec4(seed, fmtValueMin, fmtValueMax);
                GLColor expectedColor(color);
    
                int testN = cellX * cellSize + cellY * backFBOSize * cellSize + backFBOSize + 1;
                GLColor actualColor = pixelData[testN];
                EXPECT_NEAR(expectedColor.R, actualColor.R, 1);
                EXPECT_NEAR(expectedColor.G, actualColor.G, 1);
                EXPECT_NEAR(expectedColor.B, actualColor.B, 1);
                EXPECT_NEAR(expectedColor.A, actualColor.A, 1);
            }
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    void MaskedScissoredClearTestBase::maskedScissoredColorDepthStencilClear(
        const MaskedScissoredClearVariationsTestParams &params)
    {
        // Flaky on Android Nexus 5x and Pixel 2, possible Qualcomm driver bug.
        // TODO(jmadill): Re-enable when possible. http://anglebug.com/2548
        ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsAndroid());
    
        const int w      = getWindowWidth();
        const int h      = getWindowHeight();
        const int wthird = w / 3;
        const int hthird = h / 3;
    
        constexpr float kPreClearDepth     = 0.9f;
        constexpr float kClearDepth        = 0.5f;
        constexpr uint8_t kPreClearStencil = 0xFF;
        constexpr uint8_t kClearStencil    = 0x16;
        constexpr uint8_t kStencilMask     = 0x59;
        constexpr uint8_t kMaskedClearStencil =
            (kPreClearStencil & ~kStencilMask) | (kClearStencil & kStencilMask);
    
        bool clearColor, clearDepth, clearStencil;
        bool maskColor, maskDepth, maskStencil;
        bool scissor;
    
        ParseMaskedScissoredClearVariationsTestParams(params, &clearColor, &clearDepth, &clearStencil,
                                                      &maskColor, &maskDepth, &maskStencil, &scissor);
    
        // clearDepth && !maskDepth fails on Intel Ubuntu 19.04 Mesa 19.0.2 GL. http://anglebug.com/3614
        ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsDesktopOpenGL() && clearDepth && !maskDepth);
    
        // Clear to a random color, 0.9 depth and 0x00 stencil
        Vector4 color1(0.1f, 0.2f, 0.3f, 0.4f);
        GLColor color1RGB(color1);
    
        glClearColor(color1[0], color1[1], color1[2], color1[3]);
        glClearDepthf(kPreClearDepth);
        glClearStencil(kPreClearStencil);
    
        if (!clearColor)
        {
            // If not asked to clear color, clear it anyway, but individually.  The clear value is
            // still used to verify that the depth/stencil clear happened correctly.  This allows
            // testing for depth/stencil-only clear implementations.
            glClear(GL_COLOR_BUFFER_BIT);
        }
    
        glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) |
                (clearStencil ? GL_STENCIL_BUFFER_BIT : 0));
        ASSERT_GL_NO_ERROR();
    
        // Verify color was cleared correctly.
        EXPECT_PIXEL_COLOR_NEAR(0, 0, color1RGB, 1);
    
        if (scissor)
        {
            glEnable(GL_SCISSOR_TEST);
            glScissor(wthird / 2, hthird / 2, wthird, hthird);
        }
    
        // Use color and stencil masks to clear to a second color, 0.5 depth and 0x59 stencil.
        Vector4 color2(0.2f, 0.4f, 0.6f, 0.8f);
        GLColor color2RGB(color2);
        glClearColor(color2[0], color2[1], color2[2], color2[3]);
        glClearDepthf(kClearDepth);
        glClearStencil(kClearStencil);
        if (maskColor)
        {
            glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE);
        }
        if (maskDepth)
        {
            glDepthMask(GL_FALSE);
        }
        if (maskStencil)
        {
            glStencilMask(kStencilMask);
        }
        glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) |
                (clearStencil ? GL_STENCIL_BUFFER_BIT : 0));
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        glDepthMask(GL_TRUE);
        glStencilMask(0xFF);
        glDisable(GL_DEPTH_TEST);
        glDisable(GL_STENCIL_TEST);
        glDisable(GL_SCISSOR_TEST);
        ASSERT_GL_NO_ERROR();
    
        GLColor color2MaskedRGB(color2RGB[0], color1RGB[1], color2RGB[2], color1RGB[3]);
    
        // If not clearing color, the original color should be left both in the center and corners.  If
        // using a scissor, the corners should be left to the original color, while the center is
        // possibly changed.  If using a mask, the center (and corners if not scissored), changes to
        // the masked results.
        GLColor expectedCenterColorRGB =
            !clearColor ? color1RGB : maskColor ? color2MaskedRGB : color2RGB;
        GLColor expectedCornerColorRGB = scissor ? color1RGB : expectedCenterColorRGB;
    
        // Verify second clear color mask worked as expected.
        EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1);
    
        EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
        EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
        EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
        EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
        EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1);
        EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1);
        EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1);
    
        // If there is depth, but depth is not asked to be cleared, the depth buffer contains garbage,
        // so no particular behavior can be expected.
        if (clearDepth || !mHasDepth)
        {
            // We use a small shader to verify depth.
            ANGLE_GL_PROGRAM(depthTestProgram, essl1_shaders::vs::Passthrough(),
                             essl1_shaders::fs::Blue());
            glEnable(GL_DEPTH_TEST);
            glDepthFunc(maskDepth ? GL_GREATER : GL_EQUAL);
            // - If depth is cleared, but it's masked, kPreClearDepth should be in the depth buffer.
            // - If depth is cleared, but it's not masked, kClearDepth should be in the depth buffer.
            // - If depth is not cleared, the if above ensures there is no depth buffer at all,
            //   which means depth test will always pass.
            drawQuad(depthTestProgram, essl1_shaders::PositionAttrib(), maskDepth ? 1.0f : 0.0f);
            glDisable(GL_DEPTH_TEST);
            ASSERT_GL_NO_ERROR();
    
            // Either way, we expect blue to be written to the center.
            expectedCenterColorRGB = GLColor::blue;
            // If there is no depth, depth test always passes so the whole image must be blue.  Same if
            // depth write is masked.
            expectedCornerColorRGB =
                mHasDepth && scissor && !maskDepth ? expectedCornerColorRGB : GLColor::blue;
    
            EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1);
    
            EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1);
        }
    
        // If there is stencil, but it's not asked to be cleared, there is similarly no expectation.
        if (clearStencil || !mHasStencil)
        {
            // And another small shader to verify stencil.
            ANGLE_GL_PROGRAM(stencilTestProgram, essl1_shaders::vs::Passthrough(),
                             essl1_shaders::fs::Green());
            glEnable(GL_STENCIL_TEST);
            // - If stencil is cleared, but it's masked, kMaskedClearStencil should be in the stencil
            //   buffer.
            // - If stencil is cleared, but it's not masked, kClearStencil should be in the stencil
            //   buffer.
            // - If stencil is not cleared, the if above ensures there is no stencil buffer at all,
            //   which means stencil test will always pass.
            glStencilFunc(GL_EQUAL, maskStencil ? kMaskedClearStencil : kClearStencil, 0xFF);
            drawQuad(stencilTestProgram, essl1_shaders::PositionAttrib(), 0.0f);
            glDisable(GL_STENCIL_TEST);
            ASSERT_GL_NO_ERROR();
    
            // Either way, we expect green to be written to the center.
            expectedCenterColorRGB = GLColor::green;
            // If there is no stencil, stencil test always passes so the whole image must be green.
            expectedCornerColorRGB = mHasStencil && scissor ? expectedCornerColorRGB : GLColor::green;
    
            EXPECT_PIXEL_COLOR_NEAR(wthird, hthird, expectedCenterColorRGB, 1);
    
            EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(0, h - 1, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(wthird, 2 * hthird, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(2 * wthird, hthird, expectedCornerColorRGB, 1);
            EXPECT_PIXEL_COLOR_NEAR(2 * wthird, 2 * hthird, expectedCornerColorRGB, 1);
        }
    }
    
    // Tests combinations of color, depth, stencil clears with or without masks or scissor.
    TEST_P(MaskedScissoredClearTest, Test)
    {
        maskedScissoredColorDepthStencilClear(GetParam());
    }
    
    // Tests combinations of color, depth, stencil clears with or without masks or scissor.
    //
    // This uses depth/stencil attachments that are single-channel, but are emulated with a format
    // that has both channels.
    TEST_P(VulkanClearTest, Test)
    {
        bool clearColor, clearDepth, clearStencil;
        bool maskColor, maskDepth, maskStencil;
        bool scissor;
    
        ParseMaskedScissoredClearVariationsTestParams(GetParam(), &clearColor, &clearDepth,
                                                      &clearStencil, &maskColor, &maskDepth,
                                                      &maskStencil, &scissor);
    
        // We only care about clearing depth xor stencil.
        if (clearDepth == clearStencil)
        {
            return;
        }
    
        if (clearDepth)
        {
            // Creating a depth-only renderbuffer is an ES3 feature.
            ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
            bindColorDepthFBO();
        }
        else
        {
            bindColorStencilFBO();
        }
    
        maskedScissoredColorDepthStencilClear(GetParam());
    }
    
    // Test that just clearing a nonexistent drawbuffer of the default framebuffer doesn't cause an
    // assert.
    TEST_P(ClearTestES3, ClearBuffer1OnDefaultFramebufferNoAssert)
    {
        std::vector<GLuint> testUint(4);
        glClearBufferuiv(GL_COLOR, 1, testUint.data());
        std::vector<GLint> testInt(4);
        glClearBufferiv(GL_COLOR, 1, testInt.data());
        std::vector<GLfloat> testFloat(4);
        glClearBufferfv(GL_COLOR, 1, testFloat.data());
        EXPECT_GL_NO_ERROR();
    }
    
    #ifdef Bool
    // X11 craziness.
    #    undef Bool
    #endif
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(ClearTest);
    ANGLE_INSTANTIATE_TEST_ES3(ClearTestES3);
    ANGLE_INSTANTIATE_TEST_COMBINE_4(MaskedScissoredClearTest,
                                     MaskedScissoredClearVariationsTestPrint,
                                     testing::Range(0, 3),
                                     testing::Range(0, 3),
                                     testing::Range(0, 3),
                                     testing::Bool(),
                                     ES2_D3D9(),
                                     ES2_D3D11(),
                                     ES3_D3D11(),
                                     ES2_OPENGL(),
                                     ES3_OPENGL(),
                                     ES2_OPENGLES(),
                                     ES3_OPENGLES(),
                                     ES2_VULKAN(),
                                     ES3_VULKAN());
    ANGLE_INSTANTIATE_TEST_COMBINE_4(VulkanClearTest,
                                     MaskedScissoredClearVariationsTestPrint,
                                     testing::Range(0, 3),
                                     testing::Range(0, 3),
                                     testing::Range(0, 3),
                                     testing::Bool(),
                                     ES2_VULKAN(),
                                     ES3_VULKAN());
    
    // Not all ANGLE backends support RGB backbuffers
    ANGLE_INSTANTIATE_TEST(ClearTestRGB, ES2_D3D11(), ES3_D3D11(), ES2_VULKAN(), ES3_VULKAN());
    
    }  // anonymous namespace