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kc3-lang/angle/src/tests/gl_tests/DXT1CompressedTextureTest.cpp

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  • Author : Geoff Lang
    Date : 2017-10-27 17:29:54
    Hash : 5ca5c65c
    Message : Pass offsets to base validation for CompressedSubTexImage3D. BUG=angleproject:2216 Change-Id: I54716fe7ba08a19d5f4c3287701cffc650adb2d8 Reviewed-on: https://chromium-review.googlesource.com/742504 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/gl_tests/DXT1CompressedTextureTest.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"
    
    #include "media/pixel.inl"
    
    using namespace angle;
    
    class DXT1CompressedTextureTest : public ANGLETest
    {
      protected:
        DXT1CompressedTextureTest()
        {
            setWindowWidth(512);
            setWindowHeight(512);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            const std::string vsSource =
                R"(precision highp float;
                attribute vec4 position;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_Position = position;
                    texcoord = (position.xy * 0.5) + 0.5;
                    texcoord.y = 1.0 - texcoord.y;
                })";
    
            const std::string textureFSSource =
                R"(precision highp float;
                uniform sampler2D tex;
                varying vec2 texcoord;
    
                void main()
                {
                    gl_FragColor = texture2D(tex, texcoord);
                })";
    
            mTextureProgram = CompileProgram(vsSource, textureFSSource);
            if (mTextureProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteProgram(mTextureProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mTextureProgram;
        GLint mTextureUniformLocation;
    };
    
    TEST_P(DXT1CompressedTextureTest, CompressedTexImage)
    {
        if (!extensionEnabled("GL_EXT_texture_compression_dxt1"))
        {
            std::cout << "Test skipped because GL_EXT_texture_compression_dxt1 is not available." << std::endl;
            return;
        }
    
        GLuint texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
        glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height, 0, pixel_0_size, pixel_0_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_width, pixel_1_height, 0, pixel_1_size, pixel_1_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_width, pixel_2_height, 0, pixel_2_size, pixel_2_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 3, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_width, pixel_3_height, 0, pixel_3_size, pixel_3_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_width, pixel_4_height, 0, pixel_4_size, pixel_4_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 5, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_width, pixel_5_height, 0, pixel_5_size, pixel_5_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 6, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_width, pixel_6_height, 0, pixel_6_size, pixel_6_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 7, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_width, pixel_7_height, 0, pixel_7_size, pixel_7_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_width, pixel_8_height, 0, pixel_8_size, pixel_8_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 9, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_width, pixel_9_height, 0, pixel_9_size, pixel_9_data);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteTextures(1, &texture);
    
        EXPECT_GL_NO_ERROR();
    }
    
    TEST_P(DXT1CompressedTextureTest, CompressedTexStorage)
    {
        if (!extensionEnabled("GL_EXT_texture_compression_dxt1"))
        {
            std::cout << "Test skipped due to missing GL_EXT_texture_compression_dxt1" << std::endl;
            return;
        }
    
        if (getClientMajorVersion() < 3 &&
            (!extensionEnabled("GL_EXT_texture_storage") || !extensionEnabled("GL_OES_rgb8_rgba8")))
        {
            std::cout << "Test skipped due to missing ES3 or GL_EXT_texture_storage or GL_OES_rgb8_rgba8" << std::endl;
            return;
        }
    
        GLuint texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
        if (getClientMajorVersion() < 3)
        {
            glTexStorage2DEXT(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height);
        }
        else
        {
            glTexStorage2D(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height);
        }
        EXPECT_GL_NO_ERROR();
    
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pixel_0_width, pixel_0_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_size, pixel_0_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, pixel_1_width, pixel_1_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, pixel_1_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, pixel_2_width, pixel_2_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_size, pixel_2_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 3, 0, 0, pixel_3_width, pixel_3_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_size, pixel_3_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 4, 0, 0, pixel_4_width, pixel_4_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_size, pixel_4_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 5, 0, 0, pixel_5_width, pixel_5_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_size, pixel_5_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 6, 0, 0, pixel_6_width, pixel_6_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_size, pixel_6_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 7, 0, 0, pixel_7_width, pixel_7_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_size, pixel_7_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 8, 0, 0, pixel_8_width, pixel_8_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_size, pixel_8_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 9, 0, 0, pixel_9_width, pixel_9_height, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_size, pixel_9_data);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteTextures(1, &texture);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test validation of glCompressedTexSubImage2D with DXT formats
    TEST_P(DXT1CompressedTextureTest, CompressedTexSubImageValidation)
    {
        if (!extensionEnabled("GL_EXT_texture_compression_dxt1"))
        {
            std::cout << "Test skipped due to missing GL_EXT_texture_compression_dxt1" << std::endl;
            return;
        }
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture.get());
    
        // Size mip 0 to a large size
        glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width,
                               pixel_0_height, 0, pixel_0_size, nullptr);
        ASSERT_GL_NO_ERROR();
    
        // Set a sub image with an offset that isn't a multiple of the block size
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 1, 3, pixel_1_width, pixel_1_height,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, pixel_1_data);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Set a sub image with a negative offset
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, -1, 0, 4, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8,
                                  pixel_1_data);
        ASSERT_GL_ERROR(GL_INVALID_VALUE);
    
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, -1, 4, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8,
                                  pixel_1_data);
        ASSERT_GL_ERROR(GL_INVALID_VALUE);
    }
    
    // Test that it's not possible to call CopyTexSubImage2D on a compressed texture
    TEST_P(DXT1CompressedTextureTest, CopyTexSubImage2DDisallowed)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_compression_dxt1"));
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture.get());
    
        glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width,
                               pixel_0_height, 0, pixel_0_size, nullptr);
        ASSERT_GL_NO_ERROR();
    
        glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 4, 4);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    class DXT1CompressedTextureTestES3 : public DXT1CompressedTextureTest { };
    
    class DXT1CompressedTextureTestD3D11 : public DXT1CompressedTextureTest { };
    
    TEST_P(DXT1CompressedTextureTestES3, PBOCompressedTexImage)
    {
        if (!extensionEnabled("GL_EXT_texture_compression_dxt1"))
        {
            std::cout << "Test skipped because GL_EXT_texture_compression_dxt1 is not available."
                      << std::endl;
            return;
        }
    
        GLuint texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
        GLuint buffer;
        glGenBuffers(1, &buffer);
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer);
        glBufferData(GL_PIXEL_UNPACK_BUFFER, pixel_0_size, nullptr, GL_STREAM_DRAW);
        EXPECT_GL_NO_ERROR();
    
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_0_size, pixel_0_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width,
                               pixel_0_height, 0, pixel_0_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_1_size, pixel_1_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_width,
                               pixel_1_height, 0, pixel_1_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_2_size, pixel_2_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 2, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_width,
                               pixel_2_height, 0, pixel_2_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_3_size, pixel_3_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 3, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_width,
                               pixel_3_height, 0, pixel_3_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_4_size, pixel_4_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 4, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_width,
                               pixel_4_height, 0, pixel_4_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_5_size, pixel_5_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 5, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_width,
                               pixel_5_height, 0, pixel_5_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_6_size, pixel_6_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 6, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_width,
                               pixel_6_height, 0, pixel_6_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_7_size, pixel_7_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 7, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_width,
                               pixel_7_height, 0, pixel_7_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_8_size, pixel_8_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_width,
                               pixel_8_height, 0, pixel_8_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_9_size, pixel_9_data);
        glCompressedTexImage2D(GL_TEXTURE_2D, 9, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_width,
                               pixel_9_height, 0, pixel_9_size, nullptr);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteTextures(1, &buffer);
        glDeleteTextures(1, &texture);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test validation of glCompressedTexSubImage3D with DXT formats
    TEST_P(DXT1CompressedTextureTestES3, CompressedTexSubImageValidation)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_compression_dxt1"));
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get());
    
        // Size mip 0 to a large size
        glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width,
                               pixel_0_height, 1, 0, pixel_0_size, nullptr);
        ASSERT_GL_NO_ERROR();
    
        // Set a sub image with a negative offset
        glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, -1, 0, 0, 4, 4, 1,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, pixel_1_data);
        ASSERT_GL_ERROR(GL_INVALID_VALUE);
    
        glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, -1, 0, 4, 4, 1,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, pixel_1_data);
        ASSERT_GL_ERROR(GL_INVALID_VALUE);
    
        glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, -1, 4, 4, 1,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 8, pixel_1_data);
        ASSERT_GL_ERROR(GL_INVALID_VALUE);
    }
    
    TEST_P(DXT1CompressedTextureTestD3D11, PBOCompressedTexStorage)
    {
        if (getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_texture_compression_dxt1"))
        {
            return;
        }
    
        if (getClientMajorVersion() < 3 &&
            (!extensionEnabled("GL_EXT_texture_storage") || !extensionEnabled("GL_OES_rgb8_rgba8")))
        {
            return;
        }
    
        GLuint texture;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
        if (getClientMajorVersion() < 3)
        {
            glTexStorage2DEXT(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height);
        }
        else
        {
            glTexStorage2D(GL_TEXTURE_2D, pixel_levels, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width, pixel_0_height);
        }
        EXPECT_GL_NO_ERROR();
    
        GLuint buffer;
        glGenBuffers(1, &buffer);
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer);
        glBufferData(GL_PIXEL_UNPACK_BUFFER, pixel_0_size, nullptr, GL_STREAM_DRAW);
        EXPECT_GL_NO_ERROR();
    
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_0_size, pixel_0_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pixel_0_width, pixel_0_height,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_1_size, pixel_1_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, pixel_1_width, pixel_1_height,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_1_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_2_size, pixel_2_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 2, 0, 0, pixel_2_width, pixel_2_height,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_2_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_3_size, pixel_3_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 3, 0, 0, pixel_3_width, pixel_3_height,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_3_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_4_size, pixel_4_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 4, 0, 0, pixel_4_width, pixel_4_height,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_4_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_5_size, pixel_5_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 5, 0, 0, pixel_5_width, pixel_5_height,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_5_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_6_size, pixel_6_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 6, 0, 0, pixel_6_width, pixel_6_height,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_6_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_7_size, pixel_7_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 7, 0, 0, pixel_7_width, pixel_7_height,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_7_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_8_size, pixel_8_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 8, 0, 0, pixel_8_width, pixel_8_height,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_8_size, nullptr);
        glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, pixel_9_size, pixel_9_data);
        glCompressedTexSubImage2D(GL_TEXTURE_2D, 9, 0, 0, pixel_9_width, pixel_9_height,
                                  GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_9_size, nullptr);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mTextureProgram);
        glUniform1i(mTextureUniformLocation, 0);
    
        drawQuad(mTextureProgram, "position", 0.5f);
    
        EXPECT_GL_NO_ERROR();
    
        glDeleteTextures(1, &texture);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test validation of glCompressedTexSubImage3D with DXT formats
    TEST_P(DXT1CompressedTextureTestES3, CopyTexSubImage3DDisallowed)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_compression_dxt1"));
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D_ARRAY, texture.get());
    
        GLsizei depth = 4;
        glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, pixel_0_width,
                               pixel_0_height, depth, 0, pixel_0_size * depth, nullptr);
        ASSERT_GL_NO_ERROR();
    
        glCopyTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 0, 0, 4, 4);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(DXT1CompressedTextureTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_D3D11_FL9_3(),
                           ES2_OPENGL(),
                           ES3_OPENGL(),
                           ES2_OPENGLES(),
                           ES3_OPENGLES());
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    ANGLE_INSTANTIATE_TEST(DXT1CompressedTextureTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
    
    ANGLE_INSTANTIATE_TEST(DXT1CompressedTextureTestD3D11, ES2_D3D11(), ES3_D3D11(), ES2_D3D11_FL9_3());