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

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  • Author : Jiawei Shao
    Date : 2018-09-27 15:42:31
    Hash : af0f31d3
    Message : Enable several end2end tests on Windows Intel drivers Bug: angleproject:1388 angleproject:1706 Change-Id: Ic6c62b0a85756bf36b6d345610a77ffd5c4665e3 Reviewed-on: https://chromium-review.googlesource.com/1248442 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/CopyTextureTest.cpp
  • //
    // Copyright 2016 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // CopyTextureTest.cpp: Tests of the GL_CHROMIUM_copy_texture extension
    
    #include "test_utils/ANGLETest.h"
    
    #include "test_utils/gl_raii.h"
    
    namespace angle
    {
    
    class CopyTextureTest : public ANGLETest
    {
      protected:
        CopyTextureTest()
        {
            setWindowWidth(256);
            setWindowHeight(256);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glGenTextures(2, mTextures);
            glBindTexture(GL_TEXTURE_2D, mTextures[1]);
    
            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
            glGenFramebuffers(1, &mFramebuffer);
            glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1],
                                   0);
    
            if (extensionEnabled("GL_CHROMIUM_copy_texture"))
            {
                glCopyTextureCHROMIUM = reinterpret_cast<PFNGLCOPYTEXTURECHROMIUMPROC>(
                    eglGetProcAddress("glCopyTextureCHROMIUM"));
                glCopySubTextureCHROMIUM = reinterpret_cast<PFNGLCOPYSUBTEXTURECHROMIUMPROC>(
                    eglGetProcAddress("glCopySubTextureCHROMIUM"));
            }
        }
    
        void TearDown() override
        {
            glDeleteTextures(2, mTextures);
            glDeleteFramebuffers(1, &mFramebuffer);
    
            ANGLETest::TearDown();
        }
    
        bool checkExtensions() const
        {
            if (!extensionEnabled("GL_CHROMIUM_copy_texture"))
            {
                std::cout << "Test skipped because GL_CHROMIUM_copy_texture is not available."
                          << std::endl;
                return false;
            }
    
            EXPECT_NE(nullptr, glCopyTextureCHROMIUM);
            EXPECT_NE(nullptr, glCopySubTextureCHROMIUM);
            return true;
        }
    
        void testGradientDownsampleUniqueValues(GLenum destFormat,
                                                GLenum destType,
                                                const std::array<size_t, 4> &expectedUniqueValues)
        {
            std::array<GLColor, 256> sourceGradient;
            for (size_t i = 0; i < sourceGradient.size(); i++)
            {
                GLubyte value     = static_cast<GLubyte>(i);
                sourceGradient[i] = GLColor(value, value, value, value);
            }
            GLTexture sourceTexture;
            glBindTexture(GL_TEXTURE_2D, sourceTexture);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         sourceGradient.data());
    
            GLTexture destTexture;
            glBindTexture(GL_TEXTURE_2D, destTexture);
            glCopyTextureCHROMIUM(sourceTexture, 0, GL_TEXTURE_2D, destTexture, 0, destFormat, destType,
                                  GL_FALSE, GL_FALSE, GL_FALSE);
            EXPECT_GL_NO_ERROR();
    
            GLFramebuffer fbo;
            glBindFramebuffer(GL_FRAMEBUFFER, fbo);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destTexture, 0);
    
            std::array<GLColor, 256> destData;
            glReadPixels(0, 0, 256, 1, GL_RGBA, GL_UNSIGNED_BYTE, destData.data());
            EXPECT_GL_NO_ERROR();
    
            std::set<GLubyte> uniqueValues[4];
            for (size_t i = 0; i < destData.size(); i++)
            {
                GLColor color = destData[i];
                uniqueValues[0].insert(color.R);
                uniqueValues[1].insert(color.G);
                uniqueValues[2].insert(color.B);
                uniqueValues[3].insert(color.A);
            }
    
            EXPECT_EQ(expectedUniqueValues[0], uniqueValues[0].size());
            EXPECT_EQ(expectedUniqueValues[1], uniqueValues[1].size());
            EXPECT_EQ(expectedUniqueValues[2], uniqueValues[2].size());
            EXPECT_EQ(expectedUniqueValues[3], uniqueValues[3].size());
        }
    
        GLuint mTextures[2] = {
            0, 0,
        };
        GLuint mFramebuffer = 0;
    
        PFNGLCOPYTEXTURECHROMIUMPROC glCopyTextureCHROMIUM       = nullptr;
        PFNGLCOPYSUBTEXTURECHROMIUMPROC glCopySubTextureCHROMIUM = nullptr;
    };
    
    class CopyTextureTestDest : public CopyTextureTest
    {
    };
    
    class CopyTextureTestWebGL : public CopyTextureTest
    {
      protected:
        CopyTextureTestWebGL() : CopyTextureTest() { setWebGLCompatibilityEnabled(true); }
    };
    
    class CopyTextureTestES3 : public CopyTextureTest
    {
    };
    
    // Test to ensure that the basic functionality of the extension works.
    TEST_P(CopyTextureTest, BasicCopyTexture)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor pixels = GLColor::red;
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixels);
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, pixels);
    }
    
    // Test to ensure that the basic functionality of the extension works.
    TEST_P(CopyTextureTest, BasicCopySubTexture)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor pixels = GLColor::red;
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixels);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, 0, 0, 0, 0, 1, 1,
                                 false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        // Check that FB is complete.
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, pixels);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that CopyTexture cannot redefine an immutable texture and CopySubTexture can copy data to
    // immutable textures
    TEST_P(CopyTextureTest, ImmutableTexture)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        ANGLE_SKIP_TEST_IF(
            getClientMajorVersion() < 3 &&
            (!extensionEnabled("GL_EXT_texture_storage") || !extensionEnabled("GL_OES_rgb8_rgba8")));
    
        GLColor pixels = GLColor::red;
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8_OES, 1, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8_OES, 1, 1);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
        EXPECT_GL_NO_ERROR();
    
        // Should generate an error when the texture is redefined
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Should succeed when using CopySubTexture
        glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, 0, 0, 0, 0, 1, 1,
                                 false, false, false);
        EXPECT_GL_NO_ERROR();
    
        // Check that FB is complete.
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, pixels);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test validation of internal formats in CopyTexture and CopySubTexture
    TEST_P(CopyTextureTest, InternalFormat)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        std::vector<GLint> sourceFormats;
        sourceFormats.push_back(GL_ALPHA);
        sourceFormats.push_back(GL_RGB);
        sourceFormats.push_back(GL_RGBA);
        sourceFormats.push_back(GL_LUMINANCE);
        sourceFormats.push_back(GL_LUMINANCE_ALPHA);
    
        std::vector<GLint> destFormats;
        destFormats.push_back(GL_RGB);
        destFormats.push_back(GL_RGBA);
    
        if (extensionEnabled("GL_EXT_texture_format_BGRA8888"))
        {
            sourceFormats.push_back(GL_BGRA_EXT);
            destFormats.push_back(GL_BGRA_EXT);
        }
    
        // Test with glCopyTexture
        for (GLint sourceFormat : sourceFormats)
        {
            for (GLint destFormat : destFormats)
            {
                glBindTexture(GL_TEXTURE_2D, mTextures[0]);
                glTexImage2D(GL_TEXTURE_2D, 0, sourceFormat, 1, 1, 0, sourceFormat, GL_UNSIGNED_BYTE,
                             nullptr);
                EXPECT_GL_NO_ERROR();
    
                glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, destFormat,
                                      GL_UNSIGNED_BYTE, false, false, false);
    
                EXPECT_GL_NO_ERROR();
            }
        }
    
        // Test with glCopySubTexture
        for (GLint sourceFormat : sourceFormats)
        {
            for (GLint destFormat : destFormats)
            {
                glBindTexture(GL_TEXTURE_2D, mTextures[0]);
                glTexImage2D(GL_TEXTURE_2D, 0, sourceFormat, 1, 1, 0, sourceFormat, GL_UNSIGNED_BYTE,
                             nullptr);
                EXPECT_GL_NO_ERROR();
    
                glBindTexture(GL_TEXTURE_2D, mTextures[1]);
                glTexImage2D(GL_TEXTURE_2D, 0, destFormat, 1, 1, 0, destFormat, GL_UNSIGNED_BYTE,
                             nullptr);
                EXPECT_GL_NO_ERROR();
    
                glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, 0, 0, 0, 0, 1,
                                         1, false, false, false);
    
                EXPECT_GL_NO_ERROR();
            }
        }
    }
    
    // Test to ensure that the destination texture is redefined if the properties are different.
    TEST_P(CopyTextureTest, RedefineDestinationTexture)
    {
        ANGLE_SKIP_TEST_IF(!checkExtensions());
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_format_BGRA8888"));
    
        GLColor pixels[4] = {GLColor::red, GLColor::red, GLColor::red, GLColor::red};
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, 1, 1, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, pixels);
        EXPECT_GL_NO_ERROR();
    
        // GL_INVALID_OPERATION due to "intrinsic format" != "internal format".
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
        // GL_INVALID_VALUE due to bad dimensions.
        glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_BGRA_EXT, GL_UNSIGNED_BYTE, pixels);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        // If the dest texture has different properties, glCopyTextureCHROMIUM()
        // redefines them.
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
        EXPECT_GL_NO_ERROR();
    
        // glTexSubImage2D() succeeds because mTextures[1] is redefined into 2x2
        // dimension and GL_RGBA format.
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 1, 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
        EXPECT_GL_NO_ERROR();
    
        // Check that FB is complete.
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        EXPECT_PIXEL_COLOR_EQ(1, 1, pixels[3]);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that invalid dimensions in CopySubTexture are validated
    TEST_P(CopyTextureTest, CopySubTextureDimension)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, 1, 1, 0, 0, 1, 1,
                                 false, false, false);
        EXPECT_GL_NO_ERROR();
    
        // xoffset < 0
        glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, -1, 1, 0, 0, 1, 1,
                                 false, false, false);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        // x < 0
        glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, 1, 1, -1, 0, 1, 1,
                                 false, false, false);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        // xoffset + width > dest_width
        glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, 2, 2, 0, 0, 2, 2,
                                 false, false, false);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        // x + width > source_width
        glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, 0, 0, 1, 1, 2, 2,
                                 false, false, false);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    }
    
    // Test that invalid IDs in CopyTexture are validated
    TEST_P(CopyTextureTest, CopyTextureInvalidTextureIds)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, 99993, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                              false, false, false);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glCopyTextureCHROMIUM(99994, 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA, GL_UNSIGNED_BYTE,
                              false, false, false);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glCopyTextureCHROMIUM(99995, 0, GL_TEXTURE_2D, 99996, 0, GL_RGBA, GL_UNSIGNED_BYTE, false,
                              false, false);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that invalid IDs in CopySubTexture are validated
    TEST_P(CopyTextureTest, CopySubTextureInvalidTextureIds)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, 99993, 0, 1, 1, 0, 0, 1, 1, false,
                                 false, false);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glCopySubTextureCHROMIUM(99994, 0, GL_TEXTURE_2D, mTextures[1], 0, 1, 1, 0, 0, 1, 1, false,
                                 false, false);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glCopySubTextureCHROMIUM(99995, 0, GL_TEXTURE_2D, 99996, 0, 1, 1, 0, 0, 1, 1, false, false,
                                 false);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    
        glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, 1, 1, 0, 0, 1, 1,
                                 false, false, false);
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(CopyTextureTest, InvalidTarget)
    {
        ANGLE_SKIP_TEST_IF(!checkExtensions());
    
        GLTexture textures[2];
    
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glBindTexture(GL_TEXTURE_2D, textures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        // Invalid enum for a completely invalid target
        glCopySubTextureCHROMIUM(textures[0], 0, GL_INVALID_VALUE, textures[1], 0, 1, 1, 0, 0, 1, 1,
                                 false, false, false);
        EXPECT_GL_ERROR(GL_INVALID_ENUM);
    
        // Invalid value for a valid target enum but is not valid for the destination texture
        glCopySubTextureCHROMIUM(textures[0], 0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textures[1], 0, 1, 1,
                                 0, 0, 1, 1, false, false, false);
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    }
    
    // Test that using an offset in CopySubTexture works correctly
    TEST_P(CopyTextureTest, CopySubTextureOffset)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor rgbaPixels[4 * 4] = {GLColor::red, GLColor::green, GLColor::blue, GLColor::black};
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgbaPixels);
    
        GLColor transparentPixels[4 * 4] = {GLColor::transparentBlack, GLColor::transparentBlack,
                                            GLColor::transparentBlack, GLColor::transparentBlack};
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, transparentPixels);
    
        glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, 1, 1, 0, 0, 1, 1,
                                 false, false, false);
        EXPECT_GL_NO_ERROR();
        glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, 1, 0, 1, 0, 1, 1,
                                 false, false, false);
        EXPECT_GL_NO_ERROR();
        glCopySubTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, 0, 1, 0, 1, 1, 1,
                                 false, false, false);
        EXPECT_GL_NO_ERROR();
    
        // Check that FB is complete.
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
        EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(1, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, 1, GLColor::blue);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that flipping the Y component works correctly
    TEST_P(CopyTextureTest, FlipY)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor rgbaPixels[4] = {GLColor(255u, 255u, 255u, 255u), GLColor(127u, 127u, 127u, 127u),
                                 GLColor(63u, 63u, 63u, 127u), GLColor(255u, 255u, 255u, 0u)};
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgbaPixels);
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, GL_TRUE, GL_FALSE, GL_FALSE);
        EXPECT_GL_NO_ERROR();
    
        // Check that FB is complete.
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, rgbaPixels[2]);
        EXPECT_PIXEL_COLOR_EQ(1, 0, rgbaPixels[3]);
        EXPECT_PIXEL_COLOR_EQ(0, 1, rgbaPixels[0]);
        EXPECT_PIXEL_COLOR_EQ(1, 1, rgbaPixels[1]);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that premultipying the alpha on copy works correctly
    TEST_P(CopyTextureTest, PremultiplyAlpha)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor rgbaPixels[4] = {GLColor(255u, 255u, 255u, 255u), GLColor(255u, 255u, 255u, 127u),
                                 GLColor(127u, 127u, 127u, 127u), GLColor(255u, 255u, 255u, 0u)};
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgbaPixels);
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, GL_FALSE, GL_TRUE, GL_FALSE);
        EXPECT_GL_NO_ERROR();
    
        // Check that FB is complete.
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 255, 255, 255), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(1, 0, GLColor(127, 127, 127, 127), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(0, 1, GLColor(63, 63, 63, 127), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(1, 1, GLColor(0, 0, 0, 0), 1.0);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that unmultipying the alpha on copy works correctly
    TEST_P(CopyTextureTest, UnmultiplyAlpha)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor rgbaPixels[4] = {GLColor(255u, 255u, 255u, 255u), GLColor(127u, 127u, 127u, 127u),
                                 GLColor(63u, 63u, 63u, 127u), GLColor(255u, 255u, 255u, 0u)};
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgbaPixels);
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, GL_FALSE, GL_FALSE, GL_TRUE);
        EXPECT_GL_NO_ERROR();
    
        // Check that FB is complete.
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 255, 255, 255), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(1, 0, GLColor(255, 255, 255, 127), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(0, 1, GLColor(127, 127, 127, 127), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(1, 1, GLColor(255, 255, 255, 0), 1.0);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that unmultipying and premultiplying the alpha is the same as doing neither
    TEST_P(CopyTextureTest, UnmultiplyAndPremultiplyAlpha)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor rgbaPixels[4] = {GLColor(255u, 255u, 255u, 255u), GLColor(127u, 127u, 127u, 127u),
                                 GLColor(63u, 63u, 63u, 127u), GLColor(255u, 255u, 255u, 0u)};
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgbaPixels);
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, GL_FALSE, GL_TRUE, GL_TRUE);
        EXPECT_GL_NO_ERROR();
    
        // Check that FB is complete.
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(255, 255, 255, 255), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(1, 0, GLColor(127, 127, 127, 127), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(0, 1, GLColor(63, 63, 63, 127), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(1, 1, GLColor(255, 255, 255, 0), 1.0);
        EXPECT_GL_NO_ERROR();
    }
    
    // Test to ensure that CopyTexture works with LUMINANCE_ALPHA texture
    TEST_P(CopyTextureTest, LuminanceAlpha)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        uint8_t originalPixels[] = {163u, 67u};
        GLColor expectedPixels(163u, 163u, 163u, 67u);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
                     GL_UNSIGNED_BYTE, &originalPixels);
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test to ensure that CopyTexture works with LUMINANCE texture
    TEST_P(CopyTextureTest, Luminance)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        uint8_t originalPixels[] = {57u};
        GLColor expectedPixels(57u, 57u, 57u, 255u);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
                     &originalPixels);
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test to ensure that CopyTexture works with ALPHA texture
    TEST_P(CopyTextureTest, Alpha)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        uint8_t originalPixels[] = {77u};
        GLColor expectedPixels(0u, 0u, 0u, 77u);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 1, 1, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &originalPixels);
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test that copying to cube maps works
    TEST_P(CopyTextureTest, CubeMapTarget)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor pixels = GLColor::red;
    
        GLTexture textures[2];
    
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixels);
    
        glBindTexture(GL_TEXTURE_CUBE_MAP, textures[1]);
        for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z;
             face++)
        {
            glTexImage2D(face, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        }
    
        glCopySubTextureCHROMIUM(textures[0], 0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textures[1], 0, 0, 0,
                                 0, 0, 1, 1, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
                               textures[1], 0);
    
        // Check that FB is complete.
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, pixels);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that copying to non-zero mipmaps works
    TEST_P(CopyTextureTest, CopyToMipmap)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !extensionEnabled("GL_OES_fbo_render_mipmap"));
    
        ANGLE_SKIP_TEST_IF(IsOSX() && IsIntel());
    
        GLColor pixels[] = {GLColor::red, GLColor::red, GLColor::red, GLColor::red};
    
        GLTexture textures[2];
    
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
    
        glBindTexture(GL_TEXTURE_2D, textures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        std::vector<std::pair<GLint, GLint>> soureDestPairs;
        soureDestPairs.push_back(std::make_pair(0, 1));
    
        // ES3 allows copying from non-zero mips
        if (getClientMajorVersion() >= 3)
        {
            soureDestPairs.push_back(std::make_pair(1, 2));
        }
    
        for (const auto &sourceDestPair : soureDestPairs)
        {
            const GLint sourceLevel = sourceDestPair.first;
            const GLint destLevel   = sourceDestPair.second;
    
            glCopyTextureCHROMIUM(textures[0], sourceLevel, GL_TEXTURE_2D, textures[1], destLevel,
                                  GL_RGBA, GL_UNSIGNED_BYTE, false, false, false);
    
            EXPECT_GL_NO_ERROR();
    
            GLFramebuffer fbo;
            glBindFramebuffer(GL_FRAMEBUFFER, fbo);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1],
                                   destLevel);
    
            // Check that FB is complete.
            EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
            EXPECT_PIXEL_COLOR_EQ(0, 0, pixels[0]);
    
            EXPECT_GL_NO_ERROR();
        }
    }
    
    // Test that copying from an RGBA8 texture to RGBA4 results in exactly 4-bit precision in the result
    TEST_P(CopyTextureTest, DownsampleRGBA4444)
    {
        // Downsampling on copy is only guarenteed on D3D11
        ANGLE_SKIP_TEST_IF(!IsD3D11());
    
        GLTexture textures[2];
    
        GLColor pixels[] = {GLColor(0, 5, 6, 7), GLColor(17, 22, 25, 24), GLColor(34, 35, 36, 36),
                            GLColor(51, 53, 55, 55)};
    
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
    
        glBindTexture(GL_TEXTURE_2D, textures[1]);
        glCopyTextureCHROMIUM(textures[0], 0, GL_TEXTURE_2D, textures[1], 0, GL_RGBA,
                              GL_UNSIGNED_SHORT_4_4_4_4, GL_FALSE, GL_FALSE, GL_FALSE);
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
    
        EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0, 0, 0, 0), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(1, 0, GLColor(17, 17, 17, 17), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(0, 1, GLColor(34, 34, 34, 34), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(1, 1, GLColor(51, 51, 51, 51), 1.0);
    
        testGradientDownsampleUniqueValues(GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, {16, 16, 16, 16});
    }
    
    // Test that copying from an RGBA8 texture to RGB565 results in exactly 4-bit precision in the
    // result
    TEST_P(CopyTextureTest, DownsampleRGB565)
    {
        // Downsampling on copy is only guarenteed on D3D11
        ANGLE_SKIP_TEST_IF(!IsD3D11());
    
        GLTexture textures[2];
    
        GLColor pixels[] = {GLColor(0, 5, 2, 14), GLColor(17, 22, 25, 30), GLColor(34, 33, 36, 46),
                            GLColor(50, 54, 49, 60)};
    
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
    
        glBindTexture(GL_TEXTURE_2D, textures[1]);
        glCopyTextureCHROMIUM(textures[0], 0, GL_TEXTURE_2D, textures[1], 0, GL_RGB,
                              GL_UNSIGNED_SHORT_5_6_5, GL_FALSE, GL_FALSE, GL_FALSE);
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
    
        EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0, 4, 0, 255), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(1, 0, GLColor(16, 20, 25, 255), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(0, 1, GLColor(33, 32, 33, 255), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(1, 1, GLColor(49, 53, 49, 255), 1.0);
    
        testGradientDownsampleUniqueValues(GL_RGB, GL_UNSIGNED_SHORT_5_6_5, {32, 64, 32, 1});
    }
    
    // Test that copying from an RGBA8 texture to RGBA5551 results in exactly 4-bit precision in the
    // result
    TEST_P(CopyTextureTest, DownsampleRGBA5551)
    {
        // Downsampling on copy is only guarenteed on D3D11
        ANGLE_SKIP_TEST_IF(!IsD3D11());
    
        GLTexture textures[2];
    
        GLColor pixels[] = {GLColor(0, 1, 2, 3), GLColor(14, 16, 17, 18), GLColor(33, 34, 36, 46),
                            GLColor(50, 51, 52, 255)};
    
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
    
        glBindTexture(GL_TEXTURE_2D, textures[1]);
        glCopyTextureCHROMIUM(textures[0], 0, GL_TEXTURE_2D, textures[1], 0, GL_RGBA,
                              GL_UNSIGNED_SHORT_5_5_5_1, GL_FALSE, GL_FALSE, GL_FALSE);
    
        GLFramebuffer fbo;
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[1], 0);
    
        EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor(0, 0, 0, 0), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(1, 0, GLColor(16, 16, 16, 0), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(0, 1, GLColor(33, 33, 33, 0), 1.0);
        EXPECT_PIXEL_COLOR_NEAR(1, 1, GLColor(49, 49, 49, 255), 1.0);
    
        testGradientDownsampleUniqueValues(GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, {32, 32, 32, 2});
    }
    
    // Test to ensure that CopyTexture works with LUMINANCE texture as a destination
    TEST_P(CopyTextureTestDest, Luminance)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor originalPixels(50u, 100u, 150u, 200u);
        GLColor expectedPixels(50u, 50u, 50u, 255u);
    
        // ReadPixels doesn't work with LUMINANCE (non-renderable), so we copy again back to an RGBA
        // texture to verify contents.
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &originalPixels);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr);
    
        glCopyTextureCHROMIUM(mTextures[1], 0, GL_TEXTURE_2D, mTextures[0], 0, GL_LUMINANCE,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test to ensure that CopyTexture works with LUMINANCE texture as a destination with
    // UnpackPremultiply parameter
    TEST_P(CopyTextureTestDest, LuminanceMultiply)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor originalPixels(50u, 100u, 150u, 200u);
        GLColor expectedPixels(39u, 39u, 39u, 255u);
    
        // ReadPixels doesn't work with LUMINANCE (non-renderable), so we copy again back to an RGBA
        // texture to verify contents.
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &originalPixels);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr);
    
        glCopyTextureCHROMIUM(mTextures[1], 0, GL_TEXTURE_2D, mTextures[0], 0, GL_LUMINANCE,
                              GL_UNSIGNED_BYTE, false, true, false);
    
        EXPECT_GL_NO_ERROR();
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test to ensure that CopyTexture works with LUMINANCE texture as a destination with
    // UnpackUnmultiply parameter
    TEST_P(CopyTextureTestDest, LuminanceUnmultiply)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor originalPixels(50u, 100u, 150u, 200u);
        GLColor expectedPixels(64u, 64u, 64u, 255u);
    
        // ReadPixels doesn't work with LUMINANCE (non-renderable), so we copy again back to an RGBA
        // texture to verify contents.
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &originalPixels);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, nullptr);
    
        glCopyTextureCHROMIUM(mTextures[1], 0, GL_TEXTURE_2D, mTextures[0], 0, GL_LUMINANCE,
                              GL_UNSIGNED_BYTE, false, false, true);
    
        EXPECT_GL_NO_ERROR();
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test to ensure that CopyTexture works with LUMINANCE_ALPHA texture as a destination
    TEST_P(CopyTextureTestDest, LuminanceAlpha)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor originalPixels(50u, 100u, 150u, 200u);
        GLColor expectedPixels(50u, 50u, 50u, 200u);
    
        // ReadPixels doesn't work with LUMINANCE_ALPHA (non-renderable), so we copy again back to an
        // RGBA texture to verify contents.
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &originalPixels);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
                     GL_UNSIGNED_BYTE, nullptr);
    
        glCopyTextureCHROMIUM(mTextures[1], 0, GL_TEXTURE_2D, mTextures[0], 0, GL_LUMINANCE_ALPHA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test to ensure that CopyTexture works with LUMINANCE_ALPHA texture as a destination with
    // UnpackPremultiply parameter
    TEST_P(CopyTextureTestDest, LuminanceAlphaMultiply)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor originalPixels(50u, 100u, 150u, 200u);
        GLColor expectedPixels(39u, 39u, 39u, 200u);
    
        // ReadPixels doesn't work with LUMINANCE_ALPHA (non-renderable), so we copy again back to an
        // RGBA texture to verify contents.
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &originalPixels);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
                     GL_UNSIGNED_BYTE, nullptr);
    
        glCopyTextureCHROMIUM(mTextures[1], 0, GL_TEXTURE_2D, mTextures[0], 0, GL_LUMINANCE_ALPHA,
                              GL_UNSIGNED_BYTE, false, true, false);
    
        EXPECT_GL_NO_ERROR();
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test to ensure that CopyTexture works with LUMINANCE_ALPHA texture as a destination with
    // UnpackUnmultiplyAlpha parameter
    TEST_P(CopyTextureTestDest, LuminanceAlphaUnmultiply)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor originalPixels(50u, 100u, 150u, 200u);
        GLColor expectedPixels(64u, 64u, 64u, 200u);
    
        // ReadPixels doesn't work with LUMINANCE_ALPHA (non-renderable), so we copy again back to an
        // RGBA texture to verify contents.
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &originalPixels);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 1, 1, 0, GL_LUMINANCE_ALPHA,
                     GL_UNSIGNED_BYTE, nullptr);
    
        glCopyTextureCHROMIUM(mTextures[1], 0, GL_TEXTURE_2D, mTextures[0], 0, GL_LUMINANCE_ALPHA,
                              GL_UNSIGNED_BYTE, false, false, true);
    
        EXPECT_GL_NO_ERROR();
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test to ensure that CopyTexture works with ALPHA texture as a destination
    TEST_P(CopyTextureTestDest, Alpha)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor originalPixels(50u, 100u, 150u, 155u);
        GLColor expectedPixels(0u, 0u, 0u, 155u);
    
        // ReadPixels doesn't work with ALPHA (non-renderable), so we copy again back to an RGBA
        // texture to verify contents.
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &originalPixels);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 1, 1, 0, GL_ALPHA, GL_UNSIGNED_BYTE, nullptr);
    
        glCopyTextureCHROMIUM(mTextures[1], 0, GL_TEXTURE_2D, mTextures[0], 0, GL_ALPHA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test to ensure that CopyTexture works with ALPHA texture as a destination with
    // UnpackPremultiplyAlpha parameter
    TEST_P(CopyTextureTestDest, AlphaMultiply)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor originalPixels(50u, 100u, 150u, 155u);
        GLColor expectedPixels(0u, 0u, 0u, 155u);
    
        // ReadPixels doesn't work with ALPHA (non-renderable), so we copy again back to an RGBA
        // texture to verify contents.
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &originalPixels);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 1, 1, 0, GL_ALPHA, GL_UNSIGNED_BYTE, nullptr);
    
        glCopyTextureCHROMIUM(mTextures[1], 0, GL_TEXTURE_2D, mTextures[0], 0, GL_ALPHA,
                              GL_UNSIGNED_BYTE, false, true, false);
    
        EXPECT_GL_NO_ERROR();
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test to ensure that CopyTexture works with ALPHA texture as a destination with
    // UnpackUnmultiplyAlpha parameter
    TEST_P(CopyTextureTestDest, AlphaUnmultiply)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        GLColor originalPixels(50u, 100u, 150u, 155u);
        GLColor expectedPixels(0u, 0u, 0u, 155u);
    
        // ReadPixels doesn't work with ALPHA (non-renderable), so we copy again back to an RGBA
        // texture to verify contents.
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &originalPixels);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 1, 1, 0, GL_ALPHA, GL_UNSIGNED_BYTE, nullptr);
    
        glCopyTextureCHROMIUM(mTextures[1], 0, GL_TEXTURE_2D, mTextures[0], 0, GL_ALPHA,
                              GL_UNSIGNED_BYTE, false, false, true);
    
        EXPECT_GL_NO_ERROR();
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test to ensure that CopyTexture uses the correct ALPHA passthrough shader to ensure RGB channels
    // are set to 0.
    TEST_P(CopyTextureTestDest, AlphaCopyWithRGB)
    {
        ANGLE_SKIP_TEST_IF(!checkExtensions());
    
        GLColor originalPixels(50u, 100u, 150u, 155u);
        GLColor expectedPixels(0u, 0u, 0u, 155u);
    
        // ReadPixels doesn't work with ALPHA (non-renderable), so we copy again back to an RGBA
        // texture to verify contents.
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &originalPixels);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 1, 1, 0, GL_ALPHA, GL_HALF_FLOAT_OES, nullptr);
    
        glCopyTextureCHROMIUM(mTextures[1], 0, GL_TEXTURE_2D, mTextures[0], 0, GL_ALPHA,
                              GL_HALF_FLOAT_OES, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, expectedPixels);
    }
    
    // Test to ensure that CopyTexture will fail with a non-zero level and NPOT texture in WebGL
    TEST_P(CopyTextureTestWebGL, NPOT)
    {
        if (extensionRequestable("GL_CHROMIUM_copy_texture"))
        {
            glRequestExtensionANGLE("GL_CHROMIUM_copy_texture");
        }
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_CHROMIUM_copy_texture"));
    
        std::vector<GLColor> pixelData(10 * 10, GLColor::red);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 10, 10, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelData.data());
    
        // Do a basic copy to make sure things work
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 0, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Do the same operation with destLevel 1, which should fail
        glCopyTextureCHROMIUM(mTextures[0], 0, GL_TEXTURE_2D, mTextures[1], 1, GL_RGBA,
                              GL_UNSIGNED_BYTE, false, false, false);
    
        EXPECT_GL_ERROR(GL_INVALID_VALUE);
    }
    
    // Test the newly added ES3 unorm formats
    TEST_P(CopyTextureTestES3, ES3UnormFormats)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        auto testOutput = [this](GLuint texture, const GLColor &expectedColor) {
            const std::string vs =
                "#version 300 es\n"
                "in vec4 position;\n"
                "out vec2 texcoord;\n"
                "void main()\n"
                "{\n"
                "    gl_Position = vec4(position.xy, 0.0, 1.0);\n"
                "    texcoord = (position.xy * 0.5) + 0.5;\n"
                "}\n";
    
            const std::string fs =
                "#version 300 es\n"
                "precision mediump float;\n"
                "uniform sampler2D tex;\n"
                "in vec2 texcoord;\n"
                "out vec4 color;\n"
                "void main()\n"
                "{\n"
                "    color = texture(tex, texcoord);\n"
                "}\n";
    
            ANGLE_GL_PROGRAM(program, vs, fs);
            glUseProgram(program);
    
            GLRenderbuffer rbo;
            glBindRenderbuffer(GL_RENDERBUFFER, rbo);
            glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
    
            GLFramebuffer fbo;
            glBindFramebuffer(GL_FRAMEBUFFER, fbo);
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
    
            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);
            glUniform1i(glGetUniformLocation(program.get(), "tex"), 0);
    
            drawQuad(program, "position", 0.5f, 1.0f, true);
    
            EXPECT_PIXEL_COLOR_NEAR(0, 0, expectedColor, 1.0);
        };
    
        auto testCopyCombination = [this, testOutput](GLenum sourceInternalFormat, GLenum sourceFormat,
                                                      GLenum sourceType, const GLColor &sourceColor,
                                                      GLenum destInternalFormat, GLenum destType,
                                                      bool flipY, bool premultiplyAlpha,
                                                      bool unmultiplyAlpha,
                                                      const GLColor &expectedColor) {
    
            GLTexture sourceTexture;
            glBindTexture(GL_TEXTURE_2D, sourceTexture);
            glTexImage2D(GL_TEXTURE_2D, 0, sourceInternalFormat, 1, 1, 0, sourceFormat, sourceType,
                         &sourceColor);
    
            GLTexture destTexture;
            glBindTexture(GL_TEXTURE_2D, destTexture);
    
            glCopyTextureCHROMIUM(sourceTexture, 0, GL_TEXTURE_2D, destTexture, 0, destInternalFormat,
                                  destType, flipY, premultiplyAlpha, unmultiplyAlpha);
            ASSERT_GL_NO_ERROR();
    
            testOutput(destTexture, expectedColor);
        };
    
        auto testSubCopyCombination = [this, testOutput](
                                          GLenum sourceInternalFormat, GLenum sourceFormat,
                                          GLenum sourceType, const GLColor &sourceColor,
                                          GLenum destInternalFormat, GLenum destFormat, GLenum destType,
                                          bool flipY, bool premultiplyAlpha, bool unmultiplyAlpha,
                                          const GLColor &expectedColor) {
    
            GLTexture sourceTexture;
            glBindTexture(GL_TEXTURE_2D, sourceTexture);
            glTexImage2D(GL_TEXTURE_2D, 0, sourceInternalFormat, 1, 1, 0, sourceFormat, sourceType,
                         &sourceColor);
    
            GLTexture destTexture;
            glBindTexture(GL_TEXTURE_2D, destTexture);
    
            glTexImage2D(GL_TEXTURE_2D, 0, destInternalFormat, 1, 1, 0, destFormat, destType, nullptr);
            glCopySubTextureCHROMIUM(sourceTexture, 0, GL_TEXTURE_2D, destTexture, 0, 0, 0, 0, 0, 1, 1,
                                     flipY, premultiplyAlpha, unmultiplyAlpha);
            ASSERT_GL_NO_ERROR();
    
            testOutput(destTexture, expectedColor);
        };
    
        // New LUMA source formats
        testCopyCombination(GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, GLColor(128, 0, 0, 0), GL_RGB,
                            GL_UNSIGNED_BYTE, false, false, false, GLColor(128, 128, 128, 255));
        testCopyCombination(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
                            GLColor(128, 64, 0, 0), GL_RGB, GL_UNSIGNED_BYTE, false, false, false,
                            GLColor(128, 128, 128, 255));
        testCopyCombination(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
                            GLColor(128, 64, 0, 0), GL_RGB, GL_UNSIGNED_BYTE, false, true, false,
                            GLColor(32, 32, 32, 255));
        testCopyCombination(GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
                            GLColor(128, 128, 0, 0), GL_RGB, GL_UNSIGNED_BYTE, false, false, true,
                            GLColor(255, 255, 255, 255));
        testCopyCombination(GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, GLColor(128, 0, 0, 0), GL_RGBA,
                            GL_UNSIGNED_BYTE, false, false, false, GLColor(0, 0, 0, 128));
        testCopyCombination(GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, GLColor(128, 0, 0, 0), GL_RGBA,
                            GL_UNSIGNED_BYTE, false, false, true, GLColor(0, 0, 0, 128));
        testCopyCombination(GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, GLColor(128, 0, 0, 0), GL_RGBA,
                            GL_UNSIGNED_BYTE, false, true, false, GLColor(0, 0, 0, 128));
    
        // New sRGB dest formats
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_SRGB,
                            GL_UNSIGNED_BYTE, false, false, false, GLColor(55, 13, 4, 255));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_SRGB,
                            GL_UNSIGNED_BYTE, false, true, false, GLColor(13, 4, 1, 255));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128),
                            GL_SRGB_ALPHA_EXT, GL_UNSIGNED_BYTE, false, false, false,
                            GLColor(55, 13, 4, 128));
    
        testSubCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_SRGB,
                               GL_SRGB, GL_UNSIGNED_BYTE, false, false, false, GLColor(55, 13, 4, 255));
        testSubCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_SRGB,
                               GL_SRGB, GL_UNSIGNED_BYTE, false, true, false, GLColor(13, 4, 1, 255));
        testSubCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128),
                               GL_SRGB_ALPHA_EXT, GL_SRGB_ALPHA_EXT, GL_UNSIGNED_BYTE, false, false,
                               false, GLColor(55, 13, 4, 128));
    }
    
    // Test the newly added ES3 float formats
    TEST_P(CopyTextureTestES3, ES3FloatFormats)
    {
        if (!checkExtensions())
        {
            return;
        }
    
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_color_buffer_float"));
    
        auto testOutput = [this](GLuint texture, const GLColor32F &expectedColor) {
            const std::string vs =
                "#version 300 es\n"
                "in vec4 position;\n"
                "out vec2 texcoord;\n"
                "void main()\n"
                "{\n"
                "    gl_Position = vec4(position.xy, 0.0, 1.0);\n"
                "    texcoord = (position.xy * 0.5) + 0.5;\n"
                "}\n";
    
            const std::string fs =
                "#version 300 es\n"
                "precision mediump float;\n"
                "uniform sampler2D tex;\n"
                "in vec2 texcoord;\n"
                "out vec4 color;\n"
                "void main()\n"
                "{\n"
                "    color = texture(tex, texcoord);\n"
                "}\n";
    
            ANGLE_GL_PROGRAM(program, vs, fs);
            glUseProgram(program);
    
            GLRenderbuffer rbo;
            glBindRenderbuffer(GL_RENDERBUFFER, rbo);
            glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA32F, 1, 1);
    
            GLFramebuffer fbo;
            glBindFramebuffer(GL_FRAMEBUFFER, fbo);
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
    
            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);
            glUniform1i(glGetUniformLocation(program.get(), "tex"), 0);
    
            drawQuad(program, "position", 0.5f, 1.0f, true);
    
            EXPECT_PIXEL_COLOR32F_NEAR(0, 0, expectedColor, 0.05);
        };
    
        auto testCopyCombination = [this, testOutput](GLenum sourceInternalFormat, GLenum sourceFormat,
                                                      GLenum sourceType, const GLColor &sourceColor,
                                                      GLenum destInternalFormat, GLenum destType,
                                                      bool flipY, bool premultiplyAlpha,
                                                      bool unmultiplyAlpha,
                                                      const GLColor32F &expectedColor) {
    
            GLTexture sourceTexture;
            glBindTexture(GL_TEXTURE_2D, sourceTexture);
            glTexImage2D(GL_TEXTURE_2D, 0, sourceInternalFormat, 1, 1, 0, sourceFormat, sourceType,
                         &sourceColor);
    
            GLTexture destTexture;
            glBindTexture(GL_TEXTURE_2D, destTexture);
    
            glCopyTextureCHROMIUM(sourceTexture, 0, GL_TEXTURE_2D, destTexture, 0, destInternalFormat,
                                  destType, flipY, premultiplyAlpha, unmultiplyAlpha);
            ASSERT_GL_NO_ERROR();
    
            testOutput(destTexture, expectedColor);
        };
    
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGBA32F,
                            GL_FLOAT, false, false, false, GLColor32F(0.5f, 0.25f, 0.125f, 0.5f));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGBA32F,
                            GL_FLOAT, false, true, false, GLColor32F(0.25f, 0.125f, 0.0625f, 0.5f));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGBA32F,
                            GL_FLOAT, false, false, true, GLColor32F(1.0f, 0.5f, 0.25f, 0.5f));
    
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_R16F,
                            GL_FLOAT, false, false, false, GLColor32F(0.5f, 0.0f, 0.0f, 1.0f));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_R16F,
                            GL_FLOAT, false, true, false, GLColor32F(0.25f, 0.0f, 0.0f, 1.0f));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_R16F,
                            GL_FLOAT, false, false, true, GLColor32F(1.0f, 0.0f, 0.0f, 1.0f));
    
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RG16F,
                            GL_FLOAT, false, false, false, GLColor32F(0.5f, 0.25f, 0.0f, 1.0f));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RG16F,
                            GL_FLOAT, false, true, false, GLColor32F(0.25f, 0.125f, 0.0f, 1.0f));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RG16F,
                            GL_FLOAT, false, false, true, GLColor32F(1.0f, 0.5f, 0.0f, 1.0f));
    
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGB16F,
                            GL_FLOAT, false, false, false, GLColor32F(0.5f, 0.25f, 0.125f, 1.0f));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGB16F,
                            GL_FLOAT, false, true, false, GLColor32F(0.25f, 0.125f, 0.0625f, 1.0f));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGB16F,
                            GL_FLOAT, false, false, true, GLColor32F(1.0f, 0.5f, 0.25f, 1.0f));
    
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128),
                            GL_R11F_G11F_B10F, GL_FLOAT, false, false, false,
                            GLColor32F(0.5f, 0.25f, 0.125f, 1.0f));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128),
                            GL_R11F_G11F_B10F, GL_FLOAT, false, true, false,
                            GLColor32F(0.25f, 0.125f, 0.0625f, 1.0f));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128),
                            GL_R11F_G11F_B10F, GL_FLOAT, false, false, true,
                            GLColor32F(1.0f, 0.5f, 0.25f, 1.0f));
    
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGB9_E5,
                            GL_FLOAT, false, false, false, GLColor32F(0.5f, 0.25f, 0.125f, 1.0f));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGB9_E5,
                            GL_FLOAT, false, true, false, GLColor32F(0.25f, 0.125f, 0.0625f, 1.0f));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGB9_E5,
                            GL_FLOAT, false, false, true, GLColor32F(1.0f, 0.5f, 0.25f, 1.0f));
    }
    
    // Test the newly added ES3 unsigned integer formats
    TEST_P(CopyTextureTestES3, ES3UintFormats)
    {
        ANGLE_SKIP_TEST_IF(IsLinux() && IsOpenGL() && IsIntel());
    
        if (!checkExtensions())
        {
            return;
        }
    
        using GLColor32U = std::tuple<GLuint, GLuint, GLuint, GLuint>;
    
        auto testOutput = [this](GLuint texture, const GLColor32U &expectedColor) {
            const std::string vs =
                "#version 300 es\n"
                "in vec4 position;\n"
                "out vec2 texcoord;\n"
                "void main()\n"
                "{\n"
                "    gl_Position = vec4(position.xy, 0.0, 1.0);\n"
                "    texcoord = (position.xy * 0.5) + 0.5;\n"
                "}\n";
    
            std::string fs =
                "#version 300 es\n"
                "precision mediump float;\n"
                "precision mediump usampler2D;\n"
                "in vec2 texcoord;\n"
                "uniform usampler2D tex;\n"
                "out uvec4 color;\n"
                "void main()\n"
                "{\n"
                "    color = texture(tex, texcoord);\n"
                "}\n";
    
            ANGLE_GL_PROGRAM(program, vs, fs);
            glUseProgram(program);
    
            GLRenderbuffer rbo;
            glBindRenderbuffer(GL_RENDERBUFFER, rbo);
            glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8UI, 1, 1);
    
            GLFramebuffer fbo;
            glBindFramebuffer(GL_FRAMEBUFFER, fbo);
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbo);
    
            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);
            glUniform1i(glGetUniformLocation(program.get(), "tex"), 0);
    
            drawQuad(program, "position", 0.5f, 1.0f, true);
            ASSERT_GL_NO_ERROR();
    
            GLuint pixel[4] = {0};
            glReadPixels(0, 0, 1, 1, GL_RGBA_INTEGER, GL_UNSIGNED_INT, pixel);
            ASSERT_GL_NO_ERROR();
            EXPECT_NEAR(std::get<0>(expectedColor), pixel[0], 1);
            EXPECT_NEAR(std::get<1>(expectedColor), pixel[1], 1);
            EXPECT_NEAR(std::get<2>(expectedColor), pixel[2], 1);
            EXPECT_NEAR(std::get<3>(expectedColor), pixel[3], 1);
        };
    
        auto testCopyCombination = [this, testOutput](GLenum sourceInternalFormat, GLenum sourceFormat,
                                                      GLenum sourceType, const GLColor &sourceColor,
                                                      GLenum destInternalFormat, GLenum destType,
                                                      bool flipY, bool premultiplyAlpha,
                                                      bool unmultiplyAlpha,
                                                      const GLColor32U &expectedColor) {
    
            GLTexture sourceTexture;
            glBindTexture(GL_TEXTURE_2D, sourceTexture);
            glTexImage2D(GL_TEXTURE_2D, 0, sourceInternalFormat, 1, 1, 0, sourceFormat, sourceType,
                         &sourceColor);
    
            GLTexture destTexture;
            glBindTexture(GL_TEXTURE_2D, destTexture);
    
            glCopyTextureCHROMIUM(sourceTexture, 0, GL_TEXTURE_2D, destTexture, 0, destInternalFormat,
                                  destType, flipY, premultiplyAlpha, unmultiplyAlpha);
            ASSERT_GL_NO_ERROR();
    
            testOutput(destTexture, expectedColor);
        };
    
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGBA8UI,
                            GL_UNSIGNED_BYTE, false, false, false, GLColor32U(128, 64, 32, 128));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGBA8UI,
                            GL_UNSIGNED_BYTE, false, true, false, GLColor32U(64, 32, 16, 128));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGBA8UI,
                            GL_UNSIGNED_BYTE, false, false, true, GLColor32U(255, 128, 64, 128));
    
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGB8UI,
                            GL_UNSIGNED_BYTE, false, false, false, GLColor32U(128, 64, 32, 1));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGB8UI,
                            GL_UNSIGNED_BYTE, false, true, false, GLColor32U(64, 32, 16, 1));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RGB8UI,
                            GL_UNSIGNED_BYTE, false, false, true, GLColor32U(255, 128, 64, 1));
    
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RG8UI,
                            GL_UNSIGNED_BYTE, false, false, false, GLColor32U(128, 64, 0, 1));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RG8UI,
                            GL_UNSIGNED_BYTE, false, true, false, GLColor32U(64, 32, 0, 1));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_RG8UI,
                            GL_UNSIGNED_BYTE, false, false, true, GLColor32U(255, 128, 0, 1));
    
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_R8UI,
                            GL_UNSIGNED_BYTE, false, false, false, GLColor32U(128, 0, 0, 1));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(128, 64, 32, 128), GL_R8UI,
                            GL_UNSIGNED_BYTE, false, true, false, GLColor32U(64, 0, 0, 1));
        testCopyCombination(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GLColor(120, 64, 32, 128), GL_R8UI,
                            GL_UNSIGNED_BYTE, false, false, true, GLColor32U(240, 0, 0, 1));
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST(CopyTextureTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_OPENGL(),
                           ES2_OPENGLES(),
                           ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(CopyTextureTestWebGL,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_OPENGL(),
                           ES2_OPENGLES(),
                           ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(CopyTextureTestDest, ES2_D3D11());
    ANGLE_INSTANTIATE_TEST(CopyTextureTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    
    }  // namespace angle