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

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  • Author : Luc Ferron
    Date : 2018-05-30 08:27:19
    Hash : 2f3f4141
    Message : Vulkan: Fix texture completeness issues The fix is to skip updates that are queued that are not valid for the current image description. We keep these around in case they are used in a later usage of the same texture but we issue a warning telling the user that memory will be used indefinitely until they use that data. Bug: angleproject:2596 Change-Id: I8c20fffbd473ae8e2e9d2123a49b675b824a9bf6 Reviewed-on: https://chromium-review.googlesource.com/1078913 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Luc Ferron <lucferron@chromium.org>

  • src/tests/gl_tests/MipmapTest.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 "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    void TexImageCubeMapFaces(GLint level,
                              GLenum internalformat,
                              GLsizei width,
                              GLenum format,
                              GLenum type,
                              void *pixels)
    {
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, level, internalformat, width, width, 0, format,
                     type, pixels);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, level, internalformat, width, width, 0, format,
                     type, pixels);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, level, internalformat, width, width, 0, format,
                     type, pixels);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, level, internalformat, width, width, 0, format,
                     type, pixels);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, level, internalformat, width, width, 0, format,
                     type, pixels);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, level, internalformat, width, width, 0, format,
                     type, pixels);
    }
    
    class BaseMipmapTest : public ANGLETest
    {
      protected:
        void clearAndDrawQuad(GLuint program, GLsizei viewportWidth, GLsizei viewportHeight)
        {
            glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            glViewport(0, 0, viewportWidth, viewportHeight);
            ASSERT_GL_NO_ERROR();
    
            drawQuad(program, "position", 0.0f);
        }
    };
    
    }  // namespace
    
    class MipmapTest : public BaseMipmapTest
    {
      protected:
        MipmapTest()
            : m2DProgram(0),
              mCubeProgram(0),
              mTexture2D(0),
              mTextureCube(0),
              mLevelZeroBlueInitData(nullptr),
              mLevelZeroWhiteInitData(nullptr),
              mLevelOneGreenInitData(nullptr),
              mLevelTwoRedInitData(nullptr),
              mOffscreenFramebuffer(0)
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void setUp2DProgram()
        {
            // Vertex Shader source
            const std::string vs =
                R"(attribute vec4 position;
                varying vec2 vTexCoord;
    
                void main()
                {
                    gl_Position = position;
                    vTexCoord   = (position.xy * 0.5) + 0.5;
                })";
    
            // Fragment Shader source
            const std::string fs =
                R"(precision mediump float;
    
                uniform sampler2D uTexture;
                varying vec2 vTexCoord;
    
                void main()
                {
                    gl_FragColor = texture2D(uTexture, vTexCoord);
                })";
    
            m2DProgram = CompileProgram(vs, fs);
            ASSERT_NE(0u, m2DProgram);
        }
    
        void setUpCubeProgram()
        {
            // A simple vertex shader for the texture cube
            const std::string cubeVS =
                R"(attribute vec4 position;
                varying vec4 vPosition;
                void main()
                {
                    gl_Position = position;
                    vPosition = position;
                })";
    
            // A very simple fragment shader to sample from the negative-Y face of a texture cube.
            const std::string cubeFS =
                R"(precision mediump float;
                uniform samplerCube uTexture;
                varying vec4 vPosition;
    
                void main()
                {
                    gl_FragColor = textureCube(uTexture, vec3(vPosition.x, -1, vPosition.y));
                })";
    
            mCubeProgram = CompileProgram(cubeVS, cubeFS);
            ASSERT_NE(0u, mCubeProgram);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            setUp2DProgram();
    
            setUpCubeProgram();
    
            mLevelZeroBlueInitData = createRGBInitData(getWindowWidth(), getWindowHeight(), 0, 0, 255); // Blue
            mLevelZeroWhiteInitData = createRGBInitData(getWindowWidth(), getWindowHeight(), 255, 255, 255); // White
            mLevelOneGreenInitData =
                createRGBInitData((getWindowWidth() / 2), (getWindowHeight() / 2), 0, 255, 0);  // Green
            mLevelTwoRedInitData =
                createRGBInitData((getWindowWidth() / 4), (getWindowHeight() / 4), 255, 0, 0);  // Red
    
            glGenFramebuffers(1, &mOffscreenFramebuffer);
            glGenTextures(1, &mTexture2D);
    
            // Initialize the texture2D to be empty, and don't use mips.
            glBindTexture(GL_TEXTURE_2D, mTexture2D);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
                         GL_UNSIGNED_BYTE, nullptr);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    
            ASSERT_EQ(getWindowWidth(), getWindowHeight());
    
            // Create a non-mipped texture cube. Set the negative-Y face to be blue.
            glGenTextures(1, &mTextureCube);
            glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
            TexImageCubeMapFaces(0, GL_RGB, getWindowWidth(), GL_RGB, GL_UNSIGNED_BYTE, nullptr);
            glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGB, getWindowWidth(), getWindowWidth(),
                         0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData);
    
            // Complete the texture cube without mipmaps to start with.
            glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            glDeleteProgram(m2DProgram);
            glDeleteProgram(mCubeProgram);
            glDeleteFramebuffers(1, &mOffscreenFramebuffer);
            glDeleteTextures(1, &mTexture2D);
            glDeleteTextures(1, &mTextureCube);
    
            SafeDeleteArray(mLevelZeroBlueInitData);
            SafeDeleteArray(mLevelZeroWhiteInitData);
            SafeDeleteArray(mLevelOneGreenInitData);
            SafeDeleteArray(mLevelTwoRedInitData);
    
            ANGLETest::TearDown();
        }
    
        GLubyte *createRGBInitData(GLint width, GLint height, GLint r, GLint g, GLint b)
        {
            GLubyte *data = new GLubyte[3 * width * height];
    
            for (int i = 0; i < width * height; i+=1)
            {
                data[3 * i + 0] = static_cast<GLubyte>(r);
                data[3 * i + 1] = static_cast<GLubyte>(g);
                data[3 * i + 2] = static_cast<GLubyte>(b);
            }
    
            return data;
        }
    
        void clearTextureLevel0(GLenum textarget,
                                GLuint texture,
                                GLfloat red,
                                GLfloat green,
                                GLfloat blue,
                                GLfloat alpha)
        {
            glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textarget, texture, 0);
            ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
            glClearColor(red, green, blue, alpha);
            glClear(GL_COLOR_BUFFER_BIT);
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
        }
    
        GLuint m2DProgram;
        GLuint mCubeProgram;
        GLuint mTexture2D;
        GLuint mTextureCube;
    
        GLubyte* mLevelZeroBlueInitData;
        GLubyte* mLevelZeroWhiteInitData;
        GLubyte *mLevelOneGreenInitData;
        GLubyte *mLevelTwoRedInitData;
    
      private:
        GLuint mOffscreenFramebuffer;
    };
    
    class MipmapTestES3 : public BaseMipmapTest
    {
      protected:
        MipmapTestES3()
            : mTexture(0),
              mArrayProgram(0),
              mTextureArraySliceUniformLocation(-1),
              m3DProgram(0),
              mTexture3DSliceUniformLocation(-1),
              mTexture3DLODUniformLocation(-1),
              m2DProgram(0)
    
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        std::string vertexShaderSource()
        {
            // Don't put "#version ..." on its own line. See [cpp]p1:
            // "If there are sequences of preprocessing tokens within the list of arguments that
            //  would otherwise act as preprocessing directives, the behavior is undefined"
            return
                R"(#version 300 es
                precision highp float;
                in vec4 position;
                out vec2 texcoord;
    
                void main()
                {
                    gl_Position = vec4(position.xy, 0.0, 1.0);
                    texcoord = (position.xy * 0.5) + 0.5;
                })";
        }
    
        void setUpArrayProgram()
        {
            const std::string fragmentShaderSourceArray =
                R"(#version 300 es
                precision highp float;
                uniform highp sampler2DArray tex;
                uniform int slice;
                in vec2 texcoord;
                out vec4 out_FragColor;
    
                void main()
                {
                    out_FragColor = texture(tex, vec3(texcoord, float(slice)));
                })";
    
            mArrayProgram = CompileProgram(vertexShaderSource(), fragmentShaderSourceArray);
            if (mArrayProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureArraySliceUniformLocation = glGetUniformLocation(mArrayProgram, "slice");
            ASSERT_NE(-1, mTextureArraySliceUniformLocation);
    
            glUseProgram(mArrayProgram);
            glUseProgram(0);
            ASSERT_GL_NO_ERROR();
        }
    
        void setUp3DProgram()
        {
            const std::string fragmentShaderSource3D =
                R"(#version 300 es
                precision highp float;
                uniform highp sampler3D tex;
                uniform float slice;
                uniform float lod;
                in vec2 texcoord;
                out vec4 out_FragColor;
    
                void main()
                {
                    out_FragColor = textureLod(tex, vec3(texcoord, slice), lod);
                })";
    
            m3DProgram = CompileProgram(vertexShaderSource(), fragmentShaderSource3D);
            if (m3DProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTexture3DSliceUniformLocation = glGetUniformLocation(m3DProgram, "slice");
            ASSERT_NE(-1, mTexture3DSliceUniformLocation);
    
            mTexture3DLODUniformLocation = glGetUniformLocation(m3DProgram, "lod");
            ASSERT_NE(-1, mTexture3DLODUniformLocation);
    
            glUseProgram(m3DProgram);
            glUniform1f(mTexture3DLODUniformLocation, 0);
            glUseProgram(0);
            ASSERT_GL_NO_ERROR();
        }
    
        void setUp2DProgram()
        {
            const std::string fragmentShaderSource2D =
                R"(#version 300 es
                precision highp float;
                uniform highp sampler2D tex;
                in vec2 texcoord;
                out vec4 out_FragColor;
    
                void main()
                {
                    out_FragColor = texture(tex, texcoord);
                })";
    
            m2DProgram = CompileProgram(vertexShaderSource(), fragmentShaderSource2D);
            ASSERT_NE(0u, m2DProgram);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void setUpCubeProgram()
        {
            // A very simple fragment shader to sample from the negative-Y face of a texture cube.
            const std::string cubeFS =
                R"(#version 300 es
                precision mediump float;
                uniform samplerCube uTexture;
                in vec2 texcoord;
                out vec4 out_FragColor;
    
                void main()
                {
                    out_FragColor = texture(uTexture, vec3(texcoord.x, -1, texcoord.y));
                })";
    
            mCubeProgram = CompileProgram(vertexShaderSource(), cubeFS);
            ASSERT_NE(0u, mCubeProgram);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glGenTextures(1, &mTexture);
            ASSERT_GL_NO_ERROR();
    
            setUpArrayProgram();
            setUp3DProgram();
            setUp2DProgram();
            setUpCubeProgram();
        }
    
        void TearDown() override
        {
            glDeleteTextures(1, &mTexture);
    
            glDeleteProgram(mArrayProgram);
            glDeleteProgram(m3DProgram);
            glDeleteProgram(m2DProgram);
            glDeleteProgram(mCubeProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mTexture;
    
        GLuint mArrayProgram;
        GLint mTextureArraySliceUniformLocation;
    
        GLuint m3DProgram;
        GLint mTexture3DSliceUniformLocation;
        GLint mTexture3DLODUniformLocation;
    
        GLuint m2DProgram;
    
        GLuint mCubeProgram;
    };
    
    // This test uses init data for the first three levels of the texture. It passes the level 0 data in, then renders, then level 1, then renders, etc.
    // This ensures that renderers using the zero LOD workaround (e.g. D3D11 FL9_3) correctly pass init data to the mipmapped texture,
    // even if the the zero-LOD texture is currently in use.
    TEST_P(MipmapTest, DISABLED_ThreeLevelsInitData)
    {
        // Pass in level zero init data.
        glBindTexture(GL_TEXTURE_2D, mTexture2D);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData);
        ASSERT_GL_NO_ERROR();
    
        // Disable mips.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
        // Draw a full-sized quad, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Draw a half-sized quad, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Draw a quarter-sized quad, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    
        // Complete the texture by initializing the remaining levels.
        int n = 1;
        while (getWindowWidth() / (1U << n) >= 1)
        {
            glTexImage2D(GL_TEXTURE_2D, n, GL_RGB, getWindowWidth() / (1U << n),
                         getWindowWidth() / (1U << n), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
            ASSERT_GL_NO_ERROR();
            n+=1;
        }
    
        // Pass in level one init data.
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGB,
                     GL_UNSIGNED_BYTE, mLevelOneGreenInitData);
        ASSERT_GL_NO_ERROR();
    
        // Draw a full-sized quad, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Draw a half-sized quad, and check it's blue. We've not enabled mipmaps yet, so our init data for level one shouldn't be used.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Enable mipmaps.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Draw a half-sized quad, and check it's green.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
    
        // Draw a quarter-sized quad, and check it's black, since we've not passed any init data for level two.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::black);
    
        // Pass in level two init data.
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGB, getWindowWidth() / 4, getWindowHeight() / 4, 0, GL_RGB,
                     GL_UNSIGNED_BYTE, mLevelTwoRedInitData);
        ASSERT_GL_NO_ERROR();
    
        // Draw a full-sized quad, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Draw a half-sized quad, and check it's green.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
    
        // Draw a quarter-sized quad, and check it's red.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
    
        // Now disable mipmaps again, and render multiple sized quads. They should all be blue, since level 0 is blue.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    
        // Now reset level 0 to white, keeping mipmaps disabled. Then, render various sized quads. They should be white.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroWhiteInitData);
        ASSERT_GL_NO_ERROR();
    
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::white);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::white);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::white);
    
        // Then enable mipmaps again. The quads should be white, green, red respectively.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::white);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
    }
    
    // This test generates (and uses) mipmaps on a texture using init data. D3D11 will use a non-renderable TextureStorage for this.
    // The test then disables mips, renders to level zero of the texture, and reenables mips before using the texture again.
    // To do this, D3D11 has to convert the TextureStorage into a renderable one.
    // This test ensures that the conversion works correctly.
    // In particular, on D3D11 Feature Level 9_3 it ensures that both the zero LOD workaround texture AND the 'normal' texture are copied during conversion.
    TEST_P(MipmapTest, GenerateMipmapFromInitDataThenRender)
    {
        // Pass in initial data so the texture is blue.
        glBindTexture(GL_TEXTURE_2D, mTexture2D);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData);
    
        // Then generate the mips.
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Enable mipmaps.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Now draw the texture to various different sized areas.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Use mip level 1
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Use mip level 2
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    
        ASSERT_GL_NO_ERROR();
    
        // Disable mips. Render a quad using the texture and ensure it's blue.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Clear level 0 of the texture to red.
        clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 1.0f, 0.0f, 0.0f, 1.0f);
    
        // Reenable mips, and try rendering different-sized quads.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Level 0 is now red, so this should render red.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
    
        // Use mip level 1, blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Use mip level 2, blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    }
    
    // This test ensures that mips are correctly generated from a rendered image.
    // In particular, on D3D11 Feature Level 9_3, the clear call will be performed on the zero-level texture, rather than the mipped one.
    // The test ensures that the zero-level texture is correctly copied into the mipped texture before the mipmaps are generated.
    TEST_P(MipmapTest, GenerateMipmapFromRenderedImage)
    {
        glBindTexture(GL_TEXTURE_2D, mTexture2D);
        // Clear the texture to blue.
        clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 0.0f, 1.0f, 1.0f);
    
        // Then generate the mips
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Enable mips.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Now draw the texture to various different sized areas.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Use mip level 1
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Use mip level 2
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    }
    
    // Test to ensure that rendering to a mipmapped texture works, regardless of whether mipmaps are enabled or not.
    // TODO: This test hits a texture rebind bug in the D3D11 renderer. Fix this.
    TEST_P(MipmapTest, RenderOntoLevelZeroAfterGenerateMipmap)
    {
        // TODO(geofflang): Figure out why this is broken on AMD OpenGL
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
    
        glBindTexture(GL_TEXTURE_2D, mTexture2D);
    
        // Clear the texture to blue.
        clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 0.0f, 1.0f, 1.0f);
    
        // Now, draw the texture to a quad that's the same size as the texture. This draws to the default framebuffer.
        // The quad should be blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Now go back to the texture, and generate mips on it.
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Now try rendering the textured quad again. Note: we've not told GL to use the generated mips.
        // The quad should be blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Now tell GL to use the generated mips.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        EXPECT_GL_NO_ERROR();
    
        // Now render the textured quad again. It should be still be blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Now render the textured quad to an area smaller than the texture (i.e. to force minification). This should be blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    
        // Now clear the texture to green. This just clears the top level. The lower mips should remain blue.
        clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 1.0f, 0.0f, 1.0f);
    
        // Render a textured quad equal in size to the texture. This should be green, since we just cleared level 0.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
    
        // Render a small textured quad. This forces minification, so should render blue (the color of levels 1+).
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    
        // Disable mipmaps again
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        ASSERT_GL_NO_ERROR();
    
        // Render a textured quad equal in size to the texture. This should be green, the color of level 0 in the texture.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
    
        // Render a small textured quad. This would force minification if mips were enabled, but they're not. Therefore, this should be green.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::green);
    }
    
    // This test defines a valid mipchain manually, with an extra level that's unused on the first few
    // draws. Later on, it redefines the whole mipchain but this time, uses the last mip that was
    // already uploaded before. The test expects that mip to be usable.
    TEST_P(MipmapTest, DefineValidExtraLevelAndUseItLater)
    {
        glBindTexture(GL_TEXTURE_2D, mTexture2D);
    
        GLubyte *levels[] = {mLevelZeroBlueInitData, mLevelOneGreenInitData, mLevelTwoRedInitData};
    
        int maxLevel = 1 + floor(log2(std::max(getWindowWidth(), getWindowHeight())));
    
        for (int i = 0; i < maxLevel; i++)
        {
            glTexImage2D(GL_TEXTURE_2D, i, GL_RGB, getWindowWidth() >> i, getWindowHeight() >> i, 0,
                         GL_RGB, GL_UNSIGNED_BYTE, levels[i % 3]);
        }
    
        // Define an extra level that won't be used for now
        GLubyte *magentaExtraLevelData =
            createRGBInitData(getWindowWidth() * 2, getWindowHeight() * 2, 255, 0, 255);
        glTexImage2D(GL_TEXTURE_2D, maxLevel, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE,
                     magentaExtraLevelData);
    
        ASSERT_GL_NO_ERROR();
    
        // Enable mipmaps.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Draw a full-sized quad using mip 0, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Draw a full-sized quad using mip 1, and check it's green.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
    
        // Draw a full-sized quad using mip 2, and check it's red.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
    
        // Draw a full-sized quad using the last mip, and check it's green.
        clearAndDrawQuad(m2DProgram, 1, 1);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Now redefine everything above level 8 to be a mipcomplete chain again.
        GLubyte *levelDoubleSizeYellowInitData =
            createRGBInitData(getWindowWidth() * 2, getWindowHeight() * 2, 255, 255, 0);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth() * 2, getWindowHeight() * 2, 0, GL_RGB,
                     GL_UNSIGNED_BYTE, levelDoubleSizeYellowInitData);  // 256
    
        for (int i = 0; i < maxLevel - 1; i++)
        {
            glTexImage2D(GL_TEXTURE_2D, i + 1, GL_RGB, getWindowWidth() >> i, getWindowHeight() >> i, 0,
                         GL_RGB, GL_UNSIGNED_BYTE, levels[i % 3]);
        }
    
        // At this point we have a valid mip chain, the last level being magenta if we draw 1x1 pixel.
        clearAndDrawQuad(m2DProgram, 1, 1);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
    
        // Draw a full-sized quad using mip 0, and check it's yellow.
        clearAndDrawQuad(m2DProgram, getWindowWidth() * 2, getWindowHeight() * 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::yellow);
    
        // Draw a full-sized quad using mip 1, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Draw a full-sized quad using mip 2, and check it's green.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::green);
    }
    
    // Regression test for a bug that cause mipmaps to only generate using the top left corner as input.
    TEST_P(MipmapTest, MipMapGenerationD3D9Bug)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_storage") ||
                           !extensionEnabled("GL_OES_rgb8_rgba8") ||
                           !extensionEnabled("GL_ANGLE_texture_usage"));
    
        const GLColor mip0Color[4] = {
            GLColor::red, GLColor::green, GLColor::red, GLColor::green,
        };
        const GLColor mip1Color = GLColor(127, 127, 0, 255);
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture.get());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_USAGE_ANGLE, GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        glTexStorage2DEXT(GL_TEXTURE_2D, 2, GL_RGBA8_OES, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, mip0Color);
        glGenerateMipmap(GL_TEXTURE_2D);
    
        // Only draw to a 1 pixel viewport so the lower mip is used
        clearAndDrawQuad(m2DProgram, 1, 1);
        EXPECT_PIXEL_COLOR_NEAR(0, 0, mip1Color, 1.0);
    }
    
    // This test ensures that the level-zero workaround for TextureCubes (on D3D11 Feature Level 9_3)
    // works as expected. It tests enabling/disabling mipmaps, generating mipmaps, and rendering to level zero.
    TEST_P(MipmapTest, TextureCubeGeneralLevelZero)
    {
        // TODO(jmadill): Cube map attachments http://anglebug.com/2470
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
    
        // Draw. Since the negative-Y face's is blue, this should be blue.
        clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Generate mipmaps, and render. This should be blue.
        glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Draw using a smaller viewport (to force a lower LOD of the texture). This should still be blue.
        clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Now clear the negative-Y face of the cube to red.
        clearTextureLevel0(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mTextureCube, 1.0f, 0.0f, 0.0f, 1.0f);
    
        // Draw using a full-size viewport. This should be red.
        clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw using a quarter-size viewport, to force a lower LOD. This should be *BLUE*, since we only cleared level zero
        // of the negative-Y face to red, and left its mipmaps blue.
        clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Disable mipmaps again, and draw a to a quarter-size viewport.
        // Since this should use level zero of the texture, this should be *RED*.
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // This test ensures that rendering to level-zero of a TextureCube works as expected.
    TEST_P(MipmapTest, TextureCubeRenderToLevelZero)
    {
        // TODO(jmadill): Cube map attachments http://anglebug.com/2470
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
    
        // Draw. Since the negative-Y face's is blue, this should be blue.
        clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Now clear the negative-Y face of the cube to red.
        clearTextureLevel0(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mTextureCube, 1.0f, 0.0f, 0.0f, 1.0f);
    
        // Draw using a full-size viewport. This should be red.
        clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw a to a quarter-size viewport. This should also be red.
        clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Creates a mipmapped 2D array texture with three layers, and calls ANGLE's GenerateMipmap.
    // Then tests if the mipmaps are rendered correctly for all three layers.
    TEST_P(MipmapTestES3, MipmapsForTextureArray)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        glBindTexture(GL_TEXTURE_2D_ARRAY, mTexture);
    
        glTexStorage3D(GL_TEXTURE_2D_ARRAY, 5, GL_RGBA8, 16, 16, 3);
    
        // Fill the first layer with red
        std::vector<GLColor> pixelsRed(16 * 16, GLColor::red);
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                        pixelsRed.data());
    
        // Fill the second layer with green
        std::vector<GLColor> pixelsGreen(16 * 16, GLColor::green);
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                        pixelsGreen.data());
    
        // Fill the third layer with blue
        std::vector<GLColor> pixelsBlue(16 * 16, GLColor::blue);
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 2, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                        pixelsBlue.data());
    
        glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        EXPECT_GL_NO_ERROR();
    
        glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mArrayProgram);
    
        EXPECT_GL_NO_ERROR();
    
        // Draw the first slice
        glUniform1i(mTextureArraySliceUniformLocation, 0);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Draw the second slice
        glUniform1i(mTextureArraySliceUniformLocation, 1);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
    
        // Draw the third slice
        glUniform1i(mTextureArraySliceUniformLocation, 2);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::blue);
    }
    
    // Create a mipmapped 2D array texture with more layers than width / height, and call
    // GenerateMipmap.
    TEST_P(MipmapTestES3, MipmapForDeepTextureArray)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        glBindTexture(GL_TEXTURE_2D_ARRAY, mTexture);
    
        // Fill the whole texture with red.
        std::vector<GLColor> pixelsRed(2 * 2 * 4, GLColor::red);
        glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     pixelsRed.data());
    
        glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        EXPECT_GL_NO_ERROR();
    
        glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mArrayProgram);
    
        EXPECT_GL_NO_ERROR();
    
        // Draw the first slice
        glUniform1i(mTextureArraySliceUniformLocation, 0);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Draw the fourth slice
        glUniform1i(mTextureArraySliceUniformLocation, 3);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    }
    
    // Creates a mipmapped 3D texture with two layers, and calls ANGLE's GenerateMipmap.
    // Then tests if the mipmaps are rendered correctly for all two layers.
    TEST_P(MipmapTestES3, MipmapsForTexture3D)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        glBindTexture(GL_TEXTURE_3D, mTexture);
    
        glTexStorage3D(GL_TEXTURE_3D, 5, GL_RGBA8, 16, 16, 2);
    
        // Fill the first layer with red
        std::vector<GLColor> pixelsRed(16 * 16, GLColor::red);
        glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                        pixelsRed.data());
    
        // Fill the second layer with green
        std::vector<GLColor> pixelsGreen(16 * 16, GLColor::green);
        glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                        pixelsGreen.data());
    
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        EXPECT_GL_NO_ERROR();
    
        glGenerateMipmap(GL_TEXTURE_3D);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(m3DProgram);
    
        EXPECT_GL_NO_ERROR();
    
        // Mipmap level 0
        // Draw the first slice
        glUniform1f(mTexture3DLODUniformLocation, 0.);
        glUniform1f(mTexture3DSliceUniformLocation, 0.25f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Draw the second slice
        glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
    
        // Mipmap level 1
        // The second mipmap should only have one slice.
        glUniform1f(mTexture3DLODUniformLocation, 1.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 0, 255, 1.0);
    
        glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 0, 255, 1.0);
    }
    
    // Create a 2D texture with levels 0-2, call GenerateMipmap with base level 1 so that level 0 stays
    // the same, and then sample levels 0 and 2.
    // GLES 3.0.4 section 3.8.10:
    // "Mipmap generation replaces texel array levels levelbase + 1 through q with arrays derived from
    // the levelbase array, regardless of their previous contents. All other mipmap arrays, including
    // the levelbase array, are left unchanged by this computation."
    TEST_P(MipmapTestES3, GenerateMipmapBaseLevel)
    {
        // Observed incorrect rendering on AMD, sampling level 2 returns black.
        ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
    
        glBindTexture(GL_TEXTURE_2D, mTexture);
    
        ASSERT_EQ(getWindowWidth(), getWindowHeight());
    
        // Fill level 0 with blue
        std::vector<GLColor> pixelsBlue(getWindowWidth() * getWindowHeight(), GLColor::blue);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, pixelsBlue.data());
    
        // Fill level 1 with red
        std::vector<GLColor> pixelsRed(getWindowWidth() * getWindowHeight() / 4, GLColor::red);
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
                     GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data());
    
        // Fill level 2 with green
        std::vector<GLColor> pixelsGreen(getWindowWidth() * getWindowHeight() / 16, GLColor::green);
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, getWindowWidth() / 4, getWindowHeight() / 4, 0,
                     GL_RGBA, GL_UNSIGNED_BYTE, pixelsGreen.data());
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
    
        EXPECT_GL_NO_ERROR();
    
        // The blue level 0 should be untouched by this since base level is 1.
        glGenerateMipmap(GL_TEXTURE_2D);
    
        EXPECT_GL_NO_ERROR();
    
        // Draw using level 2. It should be set to red by GenerateMipmap.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
    
        // Draw using level 0. It should still be blue.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    }
    
    // Create a cube map with levels 0-2, call GenerateMipmap with base level 1 so that level 0 stays
    // the same, and then sample levels 0 and 2.
    // GLES 3.0.4 section 3.8.10:
    // "Mipmap generation replaces texel array levels levelbase + 1 through q with arrays derived from
    // the levelbase array, regardless of their previous contents. All other mipmap arrays, including
    // the levelbase array, are left unchanged by this computation."
    TEST_P(MipmapTestES3, GenerateMipmapCubeBaseLevel)
    {
        // Observed incorrect rendering on AMD, sampling level 2 returns black.
        ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
    
        ASSERT_EQ(getWindowWidth(), getWindowHeight());
    
        glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
        std::vector<GLColor> pixelsBlue(getWindowWidth() * getWindowWidth(), GLColor::blue);
        TexImageCubeMapFaces(0, GL_RGBA8, getWindowWidth(), GL_RGBA, GL_UNSIGNED_BYTE,
                             pixelsBlue.data());
    
        // Fill level 1 with red
        std::vector<GLColor> pixelsRed(getWindowWidth() * getWindowWidth() / 4, GLColor::red);
        TexImageCubeMapFaces(1, GL_RGBA8, getWindowWidth() / 2, GL_RGBA, GL_UNSIGNED_BYTE,
                             pixelsRed.data());
    
        // Fill level 2 with green
        std::vector<GLColor> pixelsGreen(getWindowWidth() * getWindowWidth() / 16, GLColor::green);
        TexImageCubeMapFaces(2, GL_RGBA8, getWindowWidth() / 4, GL_RGBA, GL_UNSIGNED_BYTE,
                             pixelsGreen.data());
    
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 1);
    
        EXPECT_GL_NO_ERROR();
    
        // The blue level 0 should be untouched by this since base level is 1.
        glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
    
        EXPECT_GL_NO_ERROR();
    
        // Draw using level 2. It should be set to red by GenerateMipmap.
        clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
    
        // Observed incorrect rendering on NVIDIA, level zero seems to be incorrectly affected by
        // GenerateMipmap.
        ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL());
    
        // Draw using level 0. It should still be blue.
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
        clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    }
    
    // Create a texture with levels 0-2, call GenerateMipmap with max level 1 so that level 2 stays the
    // same, and then sample levels 1 and 2.
    // GLES 3.0.4 section 3.8.10:
    // "Mipmap generation replaces texel array levels levelbase + 1 through q with arrays derived from
    // the levelbase array, regardless of their previous contents. All other mipmap arrays, including
    // the levelbase array, are left unchanged by this computation."
    TEST_P(MipmapTestES3, GenerateMipmapMaxLevel)
    {
        glBindTexture(GL_TEXTURE_2D, mTexture);
    
        // Fill level 0 with blue
        std::vector<GLColor> pixelsBlue(getWindowWidth() * getWindowHeight(), GLColor::blue);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, pixelsBlue.data());
    
        // Fill level 1 with red
        std::vector<GLColor> pixelsRed(getWindowWidth() * getWindowHeight() / 4, GLColor::red);
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
                     GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data());
    
        // Fill level 2 with green
        std::vector<GLColor> pixelsGreen(getWindowWidth() * getWindowHeight() / 16, GLColor::green);
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, getWindowWidth() / 4, getWindowHeight() / 4, 0,
                     GL_RGBA, GL_UNSIGNED_BYTE, pixelsGreen.data());
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
    
        EXPECT_GL_NO_ERROR();
    
        // The green level 2 should be untouched by this since max level is 1.
        glGenerateMipmap(GL_TEXTURE_2D);
    
        EXPECT_GL_NO_ERROR();
    
        // Draw using level 1. It should be set to blue by GenerateMipmap.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Draw using level 2. It should still be green.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::green);
    }
    
    // Call GenerateMipmap with out-of-range base level. The spec is interpreted so that an out-of-range
    // base level does not have a color-renderable/texture-filterable internal format, so the
    // GenerateMipmap call generates INVALID_OPERATION. GLES 3.0.4 section 3.8.10:
    // "If the levelbase array was not specified with an unsized internal format from table 3.3 or a
    // sized internal format that is both color-renderable and texture-filterable according to table
    // 3.13, an INVALID_OPERATION error is generated."
    TEST_P(MipmapTestES3, GenerateMipmapBaseLevelOutOfRange)
    {
        glBindTexture(GL_TEXTURE_2D, mTexture);
    
        // Fill level 0 with blue
        std::vector<GLColor> pixelsBlue(getWindowWidth() * getWindowHeight(), GLColor::blue);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, pixelsBlue.data());
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1000);
    
        EXPECT_GL_NO_ERROR();
    
        // Expecting the out-of-range base level to be treated as not color-renderable and
        // texture-filterable.
        glGenerateMipmap(GL_TEXTURE_2D);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Draw using level 0. It should still be blue.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    }
    
    // Call GenerateMipmap with out-of-range base level on an immutable texture. The base level should
    // be clamped, so the call doesn't generate an error.
    TEST_P(MipmapTestES3, GenerateMipmapBaseLevelOutOfRangeImmutableTexture)
    {
        glBindTexture(GL_TEXTURE_2D, mTexture);
    
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1000);
    
        EXPECT_GL_NO_ERROR();
    
        // This is essentially a no-op, since the texture only has one level.
        glGenerateMipmap(GL_TEXTURE_2D);
    
        EXPECT_GL_NO_ERROR();
    
        // The only level of the texture should still be green.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
    }
    
    // A native version of the WebGL2 test tex-base-level-bug.html
    TEST_P(MipmapTestES3, BaseLevelTextureBug)
    {
        ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD());
    
        // Regression in 10.12.4 needing workaround -- crbug.com/705865.
        // Seems to be passing on AMD GPUs. Definitely not NVIDIA.
        // Probably not Intel.
        ANGLE_SKIP_TEST_IF(IsOSX() && (IsNVIDIA() || IsIntel()));
    
        glBindTexture(GL_TEXTURE_2D, mTexture);
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::red);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        ASSERT_GL_NO_ERROR();
    
        drawQuad(m2DProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        ASSERT_GL_NO_ERROR();
    
        drawQuad(m2DProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    // Note: we run these tests against 9_3 on WARP due to hardware driver issues on Win7
    ANGLE_INSTANTIATE_TEST(MipmapTest,
                           ES2_D3D9(),
                           ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
                           ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE),
                           ES2_D3D11_FL9_3_WARP(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES(),
                           ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(MipmapTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());