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kc3-lang/angle/src/tests/gl_tests/D3DTextureTest.cpp

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  • Author : Tobin Ehlis
    Date : 2019-11-11 16:41:07
    Hash : 1a01b4b3
    Message : Refactor end2end test macros This is a foundational CL to enabling the end2end tests on swiftshader. Refactored infrastructure with new ANGLE_INSTANTIATE_TEST_ES* macros that will run tests over all various combinations of all platforms for different ES versions. Just skipping failing tests initially to get the refactor landed. Bug: angleproject:4081 Bug: angleproject:4092 Change-Id: I017f6c3267179e49b6ae08cc7488096b423dcdb5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1904635 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>

  • src/tests/gl_tests/D3DTextureTest.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.
    //
    // D3DTextureTest:
    //   Tests of the EGL_ANGLE_d3d_texture_client_buffer extension
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    #include <d3d11.h>
    #include <windows.h>
    
    #include "util/EGLWindow.h"
    #include "util/com_utils.h"
    
    namespace angle
    {
    
    class D3DTextureTest : public ANGLETest
    {
      protected:
        D3DTextureTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
            setConfigDepthBits(24);
            setConfigStencilBits(8);
        }
    
        void testSetUp() override
        {
            constexpr char kVS[] =
                R"(precision highp float;
                attribute vec4 position;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_Position = position;
                    texcoord = (position.xy * 0.5) + 0.5;
                    texcoord.y = 1.0 - texcoord.y;
                })";
    
            constexpr char kTextureFS[] =
                R"(precision highp float;
                uniform sampler2D tex;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_FragColor = texture2D(tex, texcoord);
                })";
    
            constexpr char kTextureFSNoSampling[] =
                R"(precision highp float;
    
                void main()
                {
                    gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
                })";
    
            mTextureProgram = CompileProgram(kVS, kTextureFS);
            ASSERT_NE(0u, mTextureProgram) << "shader compilation failed.";
    
            mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");
            ASSERT_NE(-1, mTextureUniformLocation);
    
            mTextureProgramNoSampling = CompileProgram(kVS, kTextureFSNoSampling);
            ASSERT_NE(0u, mTextureProgramNoSampling) << "shader compilation failed.";
    
            mD3D11Module = LoadLibrary(TEXT("d3d11.dll"));
            ASSERT_NE(nullptr, mD3D11Module);
    
            PFN_D3D11_CREATE_DEVICE createDeviceFunc = reinterpret_cast<PFN_D3D11_CREATE_DEVICE>(
                GetProcAddress(mD3D11Module, "D3D11CreateDevice"));
    
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
            if (IsEGLDisplayExtensionEnabled(display, "EGL_EXT_device_query"))
            {
                PFNEGLQUERYDISPLAYATTRIBEXTPROC eglQueryDisplayAttribEXT =
                    reinterpret_cast<PFNEGLQUERYDISPLAYATTRIBEXTPROC>(
                        eglGetProcAddress("eglQueryDisplayAttribEXT"));
                PFNEGLQUERYDEVICEATTRIBEXTPROC eglQueryDeviceAttribEXT =
                    reinterpret_cast<PFNEGLQUERYDEVICEATTRIBEXTPROC>(
                        eglGetProcAddress("eglQueryDeviceAttribEXT"));
    
                EGLDeviceEXT device = 0;
                {
                    EGLAttrib result = 0;
                    EXPECT_EGL_TRUE(eglQueryDisplayAttribEXT(display, EGL_DEVICE_EXT, &result));
                    device = reinterpret_cast<EGLDeviceEXT>(result);
                }
    
                if (IsEGLDeviceExtensionEnabled(device, "EGL_ANGLE_device_d3d"))
                {
                    EGLAttrib result = 0;
                    if (eglQueryDeviceAttribEXT(device, EGL_D3D11_DEVICE_ANGLE, &result))
                    {
                        mD3D11Device = reinterpret_cast<ID3D11Device *>(result);
                        mD3D11Device->AddRef();
                    }
                    else if (eglQueryDeviceAttribEXT(device, EGL_D3D9_DEVICE_ANGLE, &result))
                    {
                        mD3D9Device = reinterpret_cast<IDirect3DDevice9 *>(result);
                        mD3D9Device->AddRef();
                    }
                }
            }
            else
            {
                ASSERT_TRUE(
                    SUCCEEDED(createDeviceFunc(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr,
                                               0, D3D11_SDK_VERSION, &mD3D11Device, nullptr, nullptr)));
            }
        }
    
        void testTearDown() override
        {
            glDeleteProgram(mTextureProgram);
    
            if (mD3D11Device)
            {
                mD3D11Device->Release();
                mD3D11Device = nullptr;
            }
    
            FreeLibrary(mD3D11Module);
            mD3D11Module = nullptr;
    
            if (mD3D9Device)
            {
                mD3D9Device->Release();
                mD3D9Device = nullptr;
            }
        }
    
        EGLSurface createD3D11PBuffer(size_t width,
                                      size_t height,
                                      UINT sampleCount,
                                      UINT sampleQuality,
                                      UINT bindFlags,
                                      DXGI_FORMAT format,
                                      const EGLint *attribs)
        {
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
            EGLConfig config   = window->getConfig();
    
            EXPECT_TRUE(mD3D11Device != nullptr);
            ID3D11Texture2D *texture = nullptr;
            CD3D11_TEXTURE2D_DESC desc(format, static_cast<UINT>(width), static_cast<UINT>(height), 1,
                                       1, bindFlags);
            desc.SampleDesc.Count   = sampleCount;
            desc.SampleDesc.Quality = sampleQuality;
            EXPECT_TRUE(SUCCEEDED(mD3D11Device->CreateTexture2D(&desc, nullptr, &texture)));
    
            EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(display, EGL_D3D_TEXTURE_ANGLE,
                                                                  texture, config, attribs);
    
            texture->Release();
    
            return pbuffer;
        }
    
        EGLSurface createD3D11PBuffer(size_t width,
                                      size_t height,
                                      EGLint eglTextureFormat,
                                      EGLint eglTextureTarget,
                                      UINT sampleCount,
                                      UINT sampleQuality,
                                      UINT bindFlags,
                                      DXGI_FORMAT format)
        {
            EGLint attribs[] = {
                EGL_TEXTURE_FORMAT, eglTextureFormat, EGL_TEXTURE_TARGET,
                eglTextureTarget,   EGL_NONE,         EGL_NONE,
            };
            return createD3D11PBuffer(width, height, sampleCount, sampleQuality, bindFlags, format,
                                      attribs);
        }
    
        EGLSurface createPBuffer(size_t width,
                                 size_t height,
                                 EGLint eglTextureFormat,
                                 EGLint eglTextureTarget,
                                 UINT sampleCount,
                                 UINT sampleQuality)
        {
            if (mD3D11Device)
            {
                return createD3D11PBuffer(
                    width, height, eglTextureFormat, eglTextureTarget, sampleCount, sampleQuality,
                    D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
            }
    
            if (mD3D9Device)
            {
                EGLWindow *window  = getEGLWindow();
                EGLDisplay display = window->getDisplay();
                EGLConfig config   = window->getConfig();
    
                EGLint attribs[] = {
                    EGL_TEXTURE_FORMAT, eglTextureFormat, EGL_TEXTURE_TARGET,
                    eglTextureTarget,   EGL_NONE,         EGL_NONE,
                };
    
                // Multisampled textures are not supported on D3D9.
                EXPECT_TRUE(sampleCount <= 1);
                EXPECT_TRUE(sampleQuality == 0);
    
                IDirect3DTexture9 *texture = nullptr;
                EXPECT_TRUE(SUCCEEDED(mD3D9Device->CreateTexture(
                    static_cast<UINT>(width), static_cast<UINT>(height), 1, D3DUSAGE_RENDERTARGET,
                    D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, nullptr)));
    
                EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(display, EGL_D3D_TEXTURE_ANGLE,
                                                                      texture, config, attribs);
    
                texture->Release();
    
                return pbuffer;
            }
            else
            {
                return EGL_NO_SURFACE;
            }
        }
    
        bool valid() const
        {
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
            if (!IsEGLDisplayExtensionEnabled(display, "EGL_ANGLE_d3d_texture_client_buffer"))
            {
                std::cout << "Test skipped due to missing EGL_ANGLE_d3d_texture_client_buffer"
                          << std::endl;
                return false;
            }
    
            if (!mD3D11Device && !mD3D9Device)
            {
                std::cout << "Test skipped due to no D3D devices being available." << std::endl;
                return false;
            }
    
            if (IsWindows() && IsAMD() && IsOpenGL())
            {
                std::cout << "Test skipped on Windows AMD OpenGL." << std::endl;
                return false;
            }
    
            if (IsWindows() && IsIntel() && IsOpenGL())
            {
                std::cout << "Test skipped on Windows Intel OpenGL." << std::endl;
                return false;
            }
            return true;
        }
    
        void testTextureSamplesAs50PercentGreen(GLuint texture)
        {
            GLFramebuffer scratchFbo;
            glBindFramebuffer(GL_FRAMEBUFFER, scratchFbo);
            GLTexture scratchTexture;
            glBindTexture(GL_TEXTURE_2D, scratchTexture);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, scratchTexture,
                                   0);
    
            glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
    
            glUseProgram(mTextureProgram);
            glUniform1i(mTextureUniformLocation, 0);
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, texture);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
            drawQuad(mTextureProgram, "position", 0.5f);
            ASSERT_GL_NO_ERROR();
    
            EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0u, 127u, 0u, 255u), 2);
        }
    
        GLuint mTextureProgram;
        GLuint mTextureProgramNoSampling;
        GLint mTextureUniformLocation;
    
        HMODULE mD3D11Module       = nullptr;
        ID3D11Device *mD3D11Device = nullptr;
    
        IDirect3DDevice9 *mD3D9Device = nullptr;
    };
    
    // Test creating pbuffer from textures with several different DXGI formats.
    TEST_P(D3DTextureTest, TestD3D11SupportedFormatsSurface)
    {
        bool srgbSupported = IsGLExtensionEnabled("GL_EXT_sRGB") || getClientMajorVersion() == 3;
        ANGLE_SKIP_TEST_IF(!valid() || !mD3D11Device || !srgbSupported);
    
        const DXGI_FORMAT formats[] = {DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
                                       DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB};
        for (size_t i = 0; i < 4; ++i)
        {
            if (formats[i] == DXGI_FORMAT_B8G8R8A8_UNORM_SRGB)
            {
                if (IsOpenGL())
                {
                    // This generates an invalid format error when calling wglDXRegisterObjectNV().
                    // Reproducible at least on NVIDIA driver 390.65 on Windows 10.
                    std::cout << "DXGI_FORMAT_B8G8R8A8_UNORM_SRGB subtest skipped: IsOpenGL().\n";
                    continue;
                }
            }
    
            EGLSurface pbuffer = createD3D11PBuffer(32, 32, EGL_TEXTURE_RGBA, EGL_TEXTURE_2D, 1, 0,
                                                    D3D11_BIND_RENDER_TARGET, formats[i]);
            ASSERT_EGL_SUCCESS();
            ASSERT_NE(EGL_NO_SURFACE, pbuffer);
    
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
    
            EGLint colorspace = EGL_NONE;
            eglQuerySurface(display, pbuffer, EGL_GL_COLORSPACE, &colorspace);
    
            if (formats[i] == DXGI_FORMAT_R8G8B8A8_UNORM_SRGB ||
                formats[i] == DXGI_FORMAT_B8G8R8A8_UNORM_SRGB)
            {
                EXPECT_EQ(EGL_GL_COLORSPACE_SRGB, colorspace);
            }
            else
            {
                EXPECT_EQ(EGL_GL_COLORSPACE_LINEAR, colorspace);
            }
    
            eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
            ASSERT_EGL_SUCCESS();
            window->makeCurrent();
            eglDestroySurface(display, pbuffer);
        }
    }
    
    // Test binding a pbuffer created from a D3D texture as a texture image with several different DXGI
    // formats. The test renders to and samples from the pbuffer.
    TEST_P(D3DTextureTest, TestD3D11SupportedFormatsTexture)
    {
        bool srgb8alpha8TextureAttachmentSupported = getClientMajorVersion() >= 3;
        ANGLE_SKIP_TEST_IF(!valid() || !mD3D11Device || !srgb8alpha8TextureAttachmentSupported);
    
        bool srgbWriteControlSupported =
            IsGLExtensionEnabled("GL_EXT_sRGB_write_control") && !IsOpenGL();
    
        const DXGI_FORMAT formats[] = {DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM,
                                       DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
                                       DXGI_FORMAT_B8G8R8A8_UNORM_SRGB};
        for (size_t i = 0; i < 4; ++i)
        {
            if (formats[i] == DXGI_FORMAT_B8G8R8A8_UNORM_SRGB)
            {
                if (IsOpenGL())
                {
                    // This generates an invalid format error when calling wglDXRegisterObjectNV().
                    // Reproducible at least on NVIDIA driver 390.65 on Windows 10.
                    std::cout << "DXGI_FORMAT_B8G8R8A8_UNORM_SRGB subtest skipped: IsOpenGL().\n";
                    continue;
                }
            }
    
            SCOPED_TRACE(std::string("Test case:") + std::to_string(i));
            EGLWindow *window  = getEGLWindow();
            EGLDisplay display = window->getDisplay();
    
            EGLSurface pbuffer =
                createD3D11PBuffer(32, 32, EGL_TEXTURE_RGBA, EGL_TEXTURE_2D, 1, 0,
                                   D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, formats[i]);
            ASSERT_EGL_SUCCESS();
            ASSERT_NE(EGL_NO_SURFACE, pbuffer);
    
            EGLint colorspace = EGL_NONE;
            eglQuerySurface(display, pbuffer, EGL_GL_COLORSPACE, &colorspace);
    
            GLuint texture = 0u;
            glGenTextures(1, &texture);
            glBindTexture(GL_TEXTURE_2D, texture);
            EGLBoolean result = eglBindTexImage(display, pbuffer, EGL_BACK_BUFFER);
            ASSERT_EGL_SUCCESS();
            ASSERT_EGL_TRUE(result);
    
            GLuint fbo = 0u;
            glGenFramebuffers(1, &fbo);
            glBindFramebuffer(GL_FRAMEBUFFER, fbo);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
            glViewport(0, 0, 32, 32);
    
            GLint colorEncoding = 0;
            glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                                  GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT,
                                                  &colorEncoding);
    
            if (formats[i] == DXGI_FORMAT_R8G8B8A8_UNORM_SRGB ||
                formats[i] == DXGI_FORMAT_B8G8R8A8_UNORM_SRGB)
            {
                EXPECT_EQ(EGL_GL_COLORSPACE_SRGB, colorspace);
                EXPECT_EQ(GL_SRGB_EXT, colorEncoding);
            }
            else
            {
                EXPECT_EQ(EGL_GL_COLORSPACE_LINEAR, colorspace);
                EXPECT_EQ(GL_LINEAR, colorEncoding);
            }
    
            // Clear the texture with 50% green and check that the color value written is correct.
            glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
    
            if (colorEncoding == GL_SRGB_EXT)
            {
                glClear(GL_COLOR_BUFFER_BIT);
                EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0u, 188u, 0u, 255u), 2);
                // Disable SRGB and run the non-sRGB test case.
                if (srgbWriteControlSupported)
                    glDisable(GL_FRAMEBUFFER_SRGB_EXT);
            }
    
            if (colorEncoding == GL_LINEAR || srgbWriteControlSupported)
            {
                glClear(GL_COLOR_BUFFER_BIT);
                EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0u, 127u, 0u, 255u), 2);
            }
    
            // Draw with the texture to a linear framebuffer and check that the color value written is
            // correct.
            testTextureSamplesAs50PercentGreen(texture);
    
            glBindFramebuffer(GL_FRAMEBUFFER, 0u);
            glBindTexture(GL_TEXTURE_2D, 0u);
            glDeleteTextures(1, &texture);
            glDeleteFramebuffers(1, &fbo);
            eglDestroySurface(display, pbuffer);
        }
    }
    
    // Test binding a pbuffer created from a D3D texture as a texture image with typeless texture
    // formats.
    TEST_P(D3DTextureTest, TestD3D11TypelessTexture)
    {
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        ANGLE_SKIP_TEST_IF(!valid());
    
        // Typeless formats are optional in the spec and currently only supported on D3D11 backend.
        ANGLE_SKIP_TEST_IF(!IsD3D11());
    
        // GL_SRGB8_ALPHA8 texture attachment support is required.
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3);
    
        const std::array<EGLint, 2> eglGlColorspaces = {EGL_GL_COLORSPACE_LINEAR,
                                                        EGL_GL_COLORSPACE_SRGB};
        const std::array<DXGI_FORMAT, 2> dxgiFormats = {DXGI_FORMAT_R8G8B8A8_TYPELESS,
                                                        DXGI_FORMAT_B8G8R8A8_TYPELESS};
        for (auto eglGlColorspace : eglGlColorspaces)
        {
            for (auto dxgiFormat : dxgiFormats)
            {
                SCOPED_TRACE(std::string("Test case:") + std::to_string(eglGlColorspace) + " / " +
                             std::to_string(dxgiFormat));
    
                EGLint attribs[] = {
                    EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA, EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
                    EGL_GL_COLORSPACE,  eglGlColorspace,  EGL_NONE,           EGL_NONE,
                };
    
                EGLSurface pbuffer = createD3D11PBuffer(
                    32, 32, 1, 0, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, dxgiFormat,
                    attribs);
    
                ASSERT_EGL_SUCCESS();
                ASSERT_NE(EGL_NO_SURFACE, pbuffer);
    
                EGLint colorspace = EGL_NONE;
                eglQuerySurface(display, pbuffer, EGL_GL_COLORSPACE, &colorspace);
    
                GLuint texture = 0u;
                glGenTextures(1, &texture);
                glBindTexture(GL_TEXTURE_2D, texture);
                EGLBoolean result = eglBindTexImage(display, pbuffer, EGL_BACK_BUFFER);
                ASSERT_EGL_SUCCESS();
                ASSERT_EGL_TRUE(result);
    
                GLuint fbo = 0u;
                glGenFramebuffers(1, &fbo);
                glBindFramebuffer(GL_FRAMEBUFFER, fbo);
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
                glViewport(0, 0, 32, 32);
    
                GLint colorEncoding = 0;
                glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                                      GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT,
                                                      &colorEncoding);
    
                if (eglGlColorspace == EGL_GL_COLORSPACE_LINEAR)
                {
                    EXPECT_EQ(EGL_GL_COLORSPACE_LINEAR, colorspace);
                    EXPECT_EQ(GL_LINEAR, colorEncoding);
                }
                else
                {
                    EXPECT_EQ(EGL_GL_COLORSPACE_SRGB, colorspace);
                    EXPECT_EQ(GL_SRGB_EXT, colorEncoding);
                }
    
                // Clear the texture with 50% green and check that the color value written is correct.
                glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
    
                if (colorEncoding == GL_SRGB_EXT)
                {
                    glClear(GL_COLOR_BUFFER_BIT);
                    EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0u, 188u, 0u, 255u), 2);
                }
                if (colorEncoding == GL_LINEAR)
                {
                    glClear(GL_COLOR_BUFFER_BIT);
                    EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0u, 127u, 0u, 255u), 2);
                }
    
                // Draw with the texture to a linear framebuffer and check that the color value written
                // is correct.
                testTextureSamplesAs50PercentGreen(texture);
    
                glBindFramebuffer(GL_FRAMEBUFFER, 0u);
                glBindTexture(GL_TEXTURE_2D, 0u);
                glDeleteTextures(1, &texture);
                glDeleteFramebuffers(1, &fbo);
                eglDestroySurface(display, pbuffer);
            }
        }
    }
    
    class D3DTextureTestES3 : public D3DTextureTest
    {
      protected:
        D3DTextureTestES3() : D3DTextureTest() {}
    };
    
    // Test swizzling a pbuffer created from a D3D texture as a texture image with typeless texture
    // formats.
    TEST_P(D3DTextureTestES3, TestD3D11TypelessTextureSwizzle)
    {
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        ANGLE_SKIP_TEST_IF(!valid());
    
        // Typeless formats are optional in the spec and currently only supported on D3D11 backend.
        ANGLE_SKIP_TEST_IF(!IsD3D11());
    
        const std::array<EGLint, 2> eglGlColorspaces = {EGL_GL_COLORSPACE_LINEAR,
                                                        EGL_GL_COLORSPACE_SRGB};
        const std::array<DXGI_FORMAT, 2> dxgiFormats = {DXGI_FORMAT_R8G8B8A8_TYPELESS,
                                                        DXGI_FORMAT_B8G8R8A8_TYPELESS};
        for (auto eglGlColorspace : eglGlColorspaces)
        {
            for (auto dxgiFormat : dxgiFormats)
            {
                SCOPED_TRACE(std::string("Test case:") + std::to_string(eglGlColorspace) + " / " +
                             std::to_string(dxgiFormat));
    
                EGLint attribs[] = {
                    EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA, EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
                    EGL_GL_COLORSPACE,  eglGlColorspace,  EGL_NONE,           EGL_NONE,
                };
    
                EGLSurface pbuffer = createD3D11PBuffer(
                    32, 32, 1, 0, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, dxgiFormat,
                    attribs);
    
                ASSERT_EGL_SUCCESS();
                ASSERT_NE(EGL_NO_SURFACE, pbuffer);
    
                EGLint colorspace = EGL_NONE;
                eglQuerySurface(display, pbuffer, EGL_GL_COLORSPACE, &colorspace);
    
                GLuint texture = 0u;
                glGenTextures(1, &texture);
                glBindTexture(GL_TEXTURE_2D, texture);
                EGLBoolean result = eglBindTexImage(display, pbuffer, EGL_BACK_BUFFER);
                ASSERT_EGL_SUCCESS();
                ASSERT_EGL_TRUE(result);
    
                GLuint fbo = 0u;
                glGenFramebuffers(1, &fbo);
                glBindFramebuffer(GL_FRAMEBUFFER, fbo);
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
                glViewport(0, 0, 32, 32);
    
                GLint colorEncoding = 0;
                glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                                      GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT,
                                                      &colorEncoding);
    
                // Clear the texture with 50% blue and check that the color value written is correct.
                glClearColor(0.0f, 0.0f, 0.5f, 1.0f);
    
                if (colorEncoding == GL_SRGB_EXT)
                {
                    glClear(GL_COLOR_BUFFER_BIT);
                    EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0u, 0u, 188u, 255u), 2);
                }
                if (colorEncoding == GL_LINEAR)
                {
                    glClear(GL_COLOR_BUFFER_BIT);
                    EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0u, 0u, 127u, 255u), 2);
                }
    
                // Swizzle the green channel to be sampled from the blue channel of the texture and vice
                // versa.
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_BLUE);
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_GREEN);
                ASSERT_GL_NO_ERROR();
    
                // Draw with the texture to a linear framebuffer and check that the color value written
                // is correct.
                testTextureSamplesAs50PercentGreen(texture);
    
                glBindFramebuffer(GL_FRAMEBUFFER, 0u);
                glBindTexture(GL_TEXTURE_2D, 0u);
                glDeleteTextures(1, &texture);
                glDeleteFramebuffers(1, &fbo);
                eglDestroySurface(display, pbuffer);
            }
        }
    }
    
    // Test that EGL_GL_COLORSPACE attrib is not allowed for typed D3D textures.
    TEST_P(D3DTextureTest, GlColorspaceNotAllowedForTypedD3DTexture)
    {
        ANGLE_SKIP_TEST_IF(!valid());
    
        // D3D11 device is required to be able to create the texture.
        ANGLE_SKIP_TEST_IF(!mD3D11Device);
    
        // SRGB support is required.
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_sRGB") && getClientMajorVersion() < 3);
    
        EGLint attribsExplicitColorspace[] = {
            EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,       EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
            EGL_GL_COLORSPACE,  EGL_GL_COLORSPACE_SRGB, EGL_NONE,           EGL_NONE,
        };
        EGLSurface pbuffer =
            createD3D11PBuffer(32, 32, 1, 0, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
                               DXGI_FORMAT_R8G8B8A8_UNORM, attribsExplicitColorspace);
    
        ASSERT_EGL_ERROR(EGL_BAD_MATCH);
        ASSERT_EQ(EGL_NO_SURFACE, pbuffer);
    }
    
    // Test that trying to create a pbuffer from a typeless texture fails as expected on the backends
    // where they are known not to be supported.
    TEST_P(D3DTextureTest, TypelessD3DTextureNotSupported)
    {
        ANGLE_SKIP_TEST_IF(!valid());
    
        // D3D11 device is required to be able to create the texture.
        ANGLE_SKIP_TEST_IF(!mD3D11Device);
    
        // Currently typeless textures are supported on the D3D11 backend. We're testing the backends
        // where there is no support.
        ANGLE_SKIP_TEST_IF(IsD3D11());
    
        // SRGB support is required.
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_sRGB") && getClientMajorVersion() < 3);
    
        EGLint attribs[] = {
            EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA, EGL_TEXTURE_TARGET,
            EGL_TEXTURE_2D,     EGL_NONE,         EGL_NONE,
        };
        EGLSurface pbuffer =
            createD3D11PBuffer(32, 32, 1, 0, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
                               DXGI_FORMAT_R8G8B8A8_TYPELESS, attribs);
        ASSERT_EGL_ERROR(EGL_BAD_PARAMETER);
        ASSERT_EQ(EGL_NO_SURFACE, pbuffer);
    }
    
    // Test creating a pbuffer with unnecessary EGL_WIDTH and EGL_HEIGHT attributes because that's what
    // Chromium does. This is a regression test for crbug.com/794086
    TEST_P(D3DTextureTest, UnnecessaryWidthHeightAttributes)
    {
        ANGLE_SKIP_TEST_IF(!valid() || !IsD3D11());
        ASSERT_TRUE(mD3D11Device != nullptr);
        ID3D11Texture2D *texture = nullptr;
        CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
        desc.SampleDesc.Count   = 1;
        desc.SampleDesc.Quality = 0;
        EXPECT_TRUE(SUCCEEDED(mD3D11Device->CreateTexture2D(&desc, nullptr, &texture)));
    
        EGLint attribs[] = {
            EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
            EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
            EGL_WIDTH,          1,
            EGL_HEIGHT,         1,
            EGL_NONE,           EGL_NONE,
        };
    
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
        EGLConfig config   = window->getConfig();
    
        EGLSurface pbuffer =
            eglCreatePbufferFromClientBuffer(display, EGL_D3D_TEXTURE_ANGLE, texture, config, attribs);
    
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        texture->Release();
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Test creating a pbuffer from a d3d surface and clearing it
    TEST_P(D3DTextureTest, Clear)
    {
        if (!valid())
        {
            return;
        }
    
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        const size_t bufferSize = 32;
    
        EGLSurface pbuffer =
            createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 1, 0);
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        // Apply the Pbuffer and clear it to purple and verify
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 255, 0,
                        255, 255);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Test creating a pbuffer with a D3D texture and depth stencil bits in the EGL config creates keeps
    // its depth stencil buffer
    TEST_P(D3DTextureTest, DepthStencil)
    {
        if (!valid())
        {
            return;
        }
    
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        const size_t bufferSize = 32;
    
        EGLSurface pbuffer =
            createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 1, 0);
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        // Apply the Pbuffer and clear it to purple and verify
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(0.0f, 1.0f, 1.0f, 1.0f);
        glClearDepthf(0.5f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        glEnable(GL_DEPTH_TEST);
        glDepthMask(GL_FALSE);
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
    
        // Draw a quad that will fail the depth test and verify that the buffer is unchanged
        drawQuad(mTextureProgram, "position", 1.0f);
        EXPECT_PIXEL_COLOR_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2,
                              GLColor::cyan);
    
        // Draw a quad that will pass the depth test and verify that the buffer is green
        drawQuad(mTextureProgram, "position", -1.0f);
        EXPECT_PIXEL_COLOR_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2,
                              GLColor::green);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Test creating a pbuffer from a d3d surface and binding it to a texture
    TEST_P(D3DTextureTest, BindTexImage)
    {
        if (!valid())
        {
            return;
        }
    
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        const size_t bufferSize = 32;
    
        EGLSurface pbuffer =
            createPBuffer(bufferSize, bufferSize, EGL_TEXTURE_RGBA, EGL_TEXTURE_2D, 1, 0);
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        // Apply the Pbuffer and clear it to purple
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 255, 0,
                        255, 255);
    
        // Apply the window surface
        eglMakeCurrent(display, window->getSurface(), window->getSurface(), window->getContext());
    
        // Create a texture and bind the Pbuffer to it
        GLuint texture = 0;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        EXPECT_GL_NO_ERROR();
    
        eglBindTexImage(display, pbuffer, EGL_BACK_BUFFER);
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        ASSERT_EGL_SUCCESS();
    
        // Draw a quad and verify that it is purple
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
    
        // Unbind the texture
        eglReleaseTexImage(display, pbuffer, EGL_BACK_BUFFER);
        ASSERT_EGL_SUCCESS();
    
        // Verify that purple was drawn
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 255, 255);
    
        glDeleteTextures(1, &texture);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Verify that creating a pbuffer with a multisampled texture will fail on a non-multisampled
    // window.
    TEST_P(D3DTextureTest, CheckSampleMismatch)
    {
        if (!valid())
        {
            return;
        }
    
        // Multisampling is not supported on D3D9 or OpenGL.
        ANGLE_SKIP_TEST_IF(IsD3D9() || IsOpenGL());
    
        constexpr size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 2,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
        EXPECT_EGL_ERROR(EGL_BAD_PARAMETER);
        EXPECT_EQ(pbuffer, nullptr);
    }
    
    // Tests what happens when we make a PBuffer that isn't shader-readable.
    TEST_P(D3DTextureTest, NonReadablePBuffer)
    {
        ANGLE_SKIP_TEST_IF(!valid() || !IsD3D11());
    
        constexpr size_t bufferSize = 32;
    
        EGLSurface pbuffer =
            createD3D11PBuffer(bufferSize, bufferSize, EGL_TEXTURE_RGBA, EGL_TEXTURE_2D, 1, 0,
                               D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
    
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
    
        // Clear to green.
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Copy the green color to a texture.
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, bufferSize, bufferSize, 0);
        ASSERT_GL_NO_ERROR();
    
        // Clear to red.
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw with the texture and expect green.
        draw2DTexturedQuad(0.5f, 1.0f, false);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    class D3DTextureTestMS : public D3DTextureTest
    {
      protected:
        D3DTextureTestMS() : D3DTextureTest()
        {
            setSamples(4);
            setMultisampleEnabled(true);
        }
    };
    
    // Test creating a pbuffer from a multisampled d3d surface and clearing it.
    TEST_P(D3DTextureTestMS, Clear)
    {
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        constexpr size_t bufferSize = 32;
        constexpr UINT testpoint    = bufferSize / 2;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 4,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        // Apply the Pbuffer and clear it to magenta and verify
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(testpoint, testpoint, GLColor::magenta);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Test creating a pbuffer from a multisampled d3d surface and drawing with a program.
    TEST_P(D3DTextureTestMS, DrawProgram)
    {
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        constexpr size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 4,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(pbuffer, EGL_NO_SURFACE);
    
        // Apply the Pbuffer and clear it to magenta
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        constexpr GLint testPoint = bufferSize / 2;
        EXPECT_PIXEL_COLOR_EQ(testPoint, testPoint, GLColor::magenta);
    
        // Apply the window surface
        eglMakeCurrent(display, window->getSurface(), window->getSurface(), window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        ASSERT_EGL_SUCCESS();
    
        // Draw a quad and verify that it is magenta
        glUseProgram(mTextureProgramNoSampling);
        EXPECT_GL_NO_ERROR();
    
        drawQuad(mTextureProgramNoSampling, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
    
        // Verify that magenta was drawn
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::magenta);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Test for failure when creating a pbuffer from a multisampled d3d surface to bind to a texture.
    TEST_P(D3DTextureTestMS, BindTexture)
    {
        constexpr size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_TEXTURE_RGBA, EGL_TEXTURE_2D, 4,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
    
        EXPECT_EGL_ERROR(EGL_BAD_ATTRIBUTE);
        EXPECT_EQ(pbuffer, nullptr);
    }
    
    // Verify that creating a pbuffer from a multisampled texture with a multisampled window will fail
    // when the sample counts do not match.
    TEST_P(D3DTextureTestMS, CheckSampleMismatch)
    {
        constexpr size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 2,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
    
        EXPECT_EGL_ERROR(EGL_BAD_PARAMETER);
        EXPECT_EQ(pbuffer, nullptr);
    }
    
    // Test creating a pbuffer with a D3D texture and depth stencil bits in the EGL config creates keeps
    // its depth stencil buffer
    TEST_P(D3DTextureTestMS, DepthStencil)
    {
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        const size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 4,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(EGL_NO_SURFACE, pbuffer);
    
        // Apply the Pbuffer and clear it to purple and verify
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(0.0f, 1.0f, 1.0f, 1.0f);
        glClearDepthf(0.5f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        glEnable(GL_DEPTH_TEST);
        glDepthMask(GL_FALSE);
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
    
        // Draw a quad that will fail the depth test and verify that the buffer is unchanged
        drawQuad(mTextureProgram, "position", 1.0f);
        EXPECT_PIXEL_COLOR_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2,
                              GLColor::cyan);
    
        // Draw a quad that will pass the depth test and verify that the buffer is green
        drawQuad(mTextureProgram, "position", -1.0f);
        EXPECT_PIXEL_COLOR_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2,
                              GLColor::green);
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Test copyTexImage2D with a multisampled resource
    TEST_P(D3DTextureTestMS, CopyTexImage2DTest)
    {
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        constexpr size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 4,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(EGL_NO_SURFACE, pbuffer);
    
        // Apply the Pbuffer and clear it to magenta and verify
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        // Specify a 2D texture and set it to green
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
    
        // Copy from the multisampled framebuffer to the 2D texture
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 1, 1, 0);
    
        // Draw a quad and verify the color is magenta, not green
        drawQuad(mTextureProgram, "position", 1.0f);
        EXPECT_PIXEL_COLOR_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2,
                              GLColor::magenta);
        ASSERT_GL_NO_ERROR();
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    // Test copyTexSubImage2D with a multisampled resource
    TEST_P(D3DTextureTestMS, CopyTexSubImage2DTest)
    {
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        constexpr size_t bufferSize = 32;
    
        EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 4,
                                           static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(EGL_NO_SURFACE, pbuffer);
    
        // Apply the Pbuffer and clear it to magenta and verify
        eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
        ASSERT_EGL_SUCCESS();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        // Specify a 2D texture and set it to green
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
    
        // Copy from the multisampled framebuffer to the 2D texture
        glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
    
        // Draw a quad and verify the color is magenta, not green
        drawQuad(mTextureProgram, "position", 1.0f);
        EXPECT_PIXEL_COLOR_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2,
                              GLColor::magenta);
        ASSERT_GL_NO_ERROR();
    
        // Make current with fixture EGL to ensure the Surface can be released immediately.
        getEGLWindow()->makeCurrent();
        eglDestroySurface(display, pbuffer);
    }
    
    TEST_P(D3DTextureTest, ClearTextureImage)
    {
        ANGLE_SKIP_TEST_IF(!valid() || !IsD3D11());
    
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        window->makeCurrent();
    
        const UINT bufferSize = 32;
        EXPECT_TRUE(mD3D11Device != nullptr);
        ID3D11Texture2D *d3d11_texture = nullptr;
        CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, bufferSize, bufferSize, 1, 1,
                                   D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
        EXPECT_TRUE(SUCCEEDED(mD3D11Device->CreateTexture2D(&desc, nullptr, &d3d11_texture)));
    
        const EGLint attribs[] = {EGL_NONE};
    
        EGLImage image = eglCreateImageKHR(display, EGL_NO_CONTEXT, EGL_D3D11_TEXTURE_ANGLE,
                                           static_cast<EGLClientBuffer>(d3d11_texture), attribs);
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(image, EGL_NO_IMAGE_KHR);
    
        GLuint texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        ASSERT_GL_NO_ERROR();
    
        glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
        ASSERT_GL_NO_ERROR();
    
        GLuint fbo;
        glGenFramebuffers(1, &fbo);
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        EXPECT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER),
                  static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE));
        ASSERT_GL_NO_ERROR();
    
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 255, 0,
                        255, 255);
    
        glDeleteFramebuffers(1, &fbo);
        glDeleteTextures(1, &texture);
    
        d3d11_texture->Release();
    }
    
    TEST_P(D3DTextureTest, NonRenderableTextureImage)
    {
        ANGLE_SKIP_TEST_IF(!valid() || !IsD3D11());
    
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        window->makeCurrent();
    
        const UINT bufferSize = 32;
        EXPECT_TRUE(mD3D11Device != nullptr);
        ID3D11Texture2D *d3d11_texture = nullptr;
        CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, bufferSize, bufferSize, 1, 1,
                                   D3D11_BIND_SHADER_RESOURCE);
        EXPECT_TRUE(SUCCEEDED(mD3D11Device->CreateTexture2D(&desc, nullptr, &d3d11_texture)));
    
        const EGLint attribs[] = {EGL_NONE};
    
        EGLImage image = eglCreateImageKHR(display, EGL_NO_CONTEXT, EGL_D3D11_TEXTURE_ANGLE,
                                           static_cast<EGLClientBuffer>(d3d11_texture), attribs);
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(image, EGL_NO_IMAGE_KHR);
    
        GLuint texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        ASSERT_GL_NO_ERROR();
    
        glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
        ASSERT_GL_NO_ERROR();
    
        GLuint fbo;
        glGenFramebuffers(1, &fbo);
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        EXPECT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER),
                  static_cast<unsigned>(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT));
        ASSERT_GL_NO_ERROR();
    
        glDeleteFramebuffers(1, &fbo);
        glDeleteTextures(1, &texture);
    
        d3d11_texture->Release();
    }
    
    TEST_P(D3DTextureTest, RGBEmulationTextureImage)
    {
        ANGLE_SKIP_TEST_IF(!valid() || !IsD3D11());
    
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
    
        window->makeCurrent();
    
        const UINT bufferSize = 32;
        EXPECT_TRUE(mD3D11Device != nullptr);
        ID3D11Texture2D *d3d11_texture = nullptr;
        CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UNORM, bufferSize, bufferSize, 1, 1,
                                   D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
        EXPECT_TRUE(SUCCEEDED(mD3D11Device->CreateTexture2D(&desc, nullptr, &d3d11_texture)));
    
        const EGLint attribs[] = {EGL_TEXTURE_INTERNAL_FORMAT_ANGLE, GL_RGB, EGL_NONE};
    
        EGLImage image = eglCreateImageKHR(display, EGL_NO_CONTEXT, EGL_D3D11_TEXTURE_ANGLE,
                                           static_cast<EGLClientBuffer>(d3d11_texture), attribs);
        ASSERT_EGL_SUCCESS();
        ASSERT_NE(image, EGL_NO_IMAGE_KHR);
    
        GLuint texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        ASSERT_GL_NO_ERROR();
    
        glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
        ASSERT_GL_NO_ERROR();
    
        GLuint fbo;
        glGenFramebuffers(1, &fbo);
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        EXPECT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER),
                  static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE));
        ASSERT_GL_NO_ERROR();
    
        // Although we are writing 0.5 to the alpha channel it should have the same
        // side effects as if alpha were 1.0.
        glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
        glClearColor(1.0f, 0.0f, 1.0f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 255, 0,
                        255, 255);
    
        GLuint rgbaRbo;
        glGenRenderbuffers(1, &rgbaRbo);
        glBindRenderbuffer(GL_RENDERBUFFER, rgbaRbo);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8_OES, bufferSize, bufferSize);
    
        GLuint rgbaFbo;
        glGenFramebuffers(1, &rgbaFbo);
        glBindFramebuffer(GL_FRAMEBUFFER, rgbaFbo);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rgbaRbo);
        EXPECT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER),
                  static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE));
        ASSERT_GL_NO_ERROR();
    
        // BlitFramebuffer from/to RGBA framebuffer fails.
        glBindFramebuffer(GL_READ_FRAMEBUFFER, rgbaFbo);
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
        glBlitFramebufferANGLE(0, 0, bufferSize, bufferSize, 0, 0, bufferSize, bufferSize,
                               GL_COLOR_BUFFER_BIT, GL_NEAREST);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
        ASSERT_GL_NO_ERROR();
    
        glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, rgbaFbo);
        glBlitFramebufferANGLE(0, 0, bufferSize, bufferSize, 0, 0, bufferSize, bufferSize,
                               GL_COLOR_BUFFER_BIT, GL_NEAREST);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
        ASSERT_GL_NO_ERROR();
    
        GLuint rgbRbo;
        glGenRenderbuffers(1, &rgbRbo);
        glBindRenderbuffer(GL_RENDERBUFFER, rgbRbo);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8_OES, bufferSize, bufferSize);
    
        GLuint rgbFbo;
        glGenFramebuffers(1, &rgbFbo);
        glBindFramebuffer(GL_FRAMEBUFFER, rgbFbo);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rgbRbo);
        EXPECT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER),
                  static_cast<unsigned>(GL_FRAMEBUFFER_COMPLETE));
        ASSERT_GL_NO_ERROR();
        glClearColor(1.0f, 0.0f, 1.0f, 0.5f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        // Clear texture framebuffer.
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 0, 0, 0,
                        255);
    
        // BlitFramebuffer from/to RGB framebuffer succeeds.
        glBindFramebuffer(GL_READ_FRAMEBUFFER, rgbFbo);
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
        glBlitFramebufferANGLE(0, 0, bufferSize, bufferSize, 0, 0, bufferSize, bufferSize,
                               GL_COLOR_BUFFER_BIT, GL_NEAREST);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 255, 0,
                        255, 255);
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, rgbFbo);
        glBlitFramebufferANGLE(0, 0, bufferSize, bufferSize, 0, 0, bufferSize, bufferSize,
                               GL_COLOR_BUFFER_BIT, GL_NEAREST);
        ASSERT_GL_NO_ERROR();
        glBindFramebuffer(GL_FRAMEBUFFER, rgbFbo);
        EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 0, 0, 0,
                        255);
    
        glDeleteFramebuffers(1, &rgbFbo);
        glDeleteRenderbuffers(1, &rgbRbo);
        glDeleteFramebuffers(1, &rgbaFbo);
        glDeleteRenderbuffers(1, &rgbaRbo);
        glDeleteFramebuffers(1, &fbo);
        glDeleteTextures(1, &texture);
    
        d3d11_texture->Release();
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST_ES2(D3DTextureTest);
    ANGLE_INSTANTIATE_TEST_ES3(D3DTextureTestES3);
    // D3D Debug device reports an error. http://anglebug.com/3513
    // ANGLE_INSTANTIATE_TEST(D3DTextureTestMS, ES2_D3D11());
    }  // namespace angle