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

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  • Author : Yuly Novikov
    Date : 2019-04-09 09:15:59
    Hash : 0086a8ac
    Message : Skip LineLoopStateChangeTest.DrawElementsThenDrawArrays on Win Vulkan AMD Bug: angleproject:3361 Change-Id: I39c595e1b8ab73520422e2dd3433cd007a1415a1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1559789 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/gl_tests/StateChangeTest.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.
    //
    // StateChangeTest:
    //   Specifically designed for an ANGLE implementation of GL, these tests validate that
    //   ANGLE's dirty bits systems don't get confused by certain sequences of state changes.
    //
    
    #include "test_utils/ANGLETest.h"
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    class StateChangeTest : public ANGLETest
    {
      protected:
        StateChangeTest()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
    
            // Enable the no error extension to avoid syncing the FBO state on validation.
            setNoErrorEnabled(true);
        }
    
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glGenFramebuffers(1, &mFramebuffer);
            glGenTextures(2, mTextures.data());
            glGenRenderbuffers(1, &mRenderbuffer);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            if (mFramebuffer != 0)
            {
                glDeleteFramebuffers(1, &mFramebuffer);
                mFramebuffer = 0;
            }
    
            if (!mTextures.empty())
            {
                glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data());
                mTextures.clear();
            }
    
            glDeleteRenderbuffers(1, &mRenderbuffer);
    
            ANGLETest::TearDown();
        }
    
        GLuint mFramebuffer           = 0;
        GLuint mRenderbuffer          = 0;
        std::vector<GLuint> mTextures = {0, 0};
    };
    
    class StateChangeTestES3 : public StateChangeTest
    {
      protected:
        StateChangeTestES3() {}
    };
    
    // Ensure that CopyTexImage2D syncs framebuffer changes.
    TEST_P(StateChangeTest, CopyTexImage2DSync)
    {
        // TODO(geofflang): Fix on Linux AMD drivers (http://anglebug.com/1291)
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        // Init first texture to red
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        // Init second texture to green
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        // Copy in the red texture to the green one.
        // CopyTexImage should sync the framebuffer attachment change.
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 16, 16, 0);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Ensure that CopyTexSubImage2D syncs framebuffer changes.
    TEST_P(StateChangeTest, CopyTexSubImage2DSync)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        // Init first texture to red
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        // Init second texture to green
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        // Copy in the red texture to the green one.
        // CopyTexImage should sync the framebuffer attachment change.
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 16, 16);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that Framebuffer completeness caching works when color attachments change.
    TEST_P(StateChangeTest, FramebufferIncompleteColorAttachment)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Change the texture at color attachment 0 to be non-color-renderable.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 16, 16, 0, GL_ALPHA, GL_UNSIGNED_BYTE, nullptr);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that caching works when color attachments change with TexStorage.
    TEST_P(StateChangeTest, FramebufferIncompleteWithTexStorage)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_storage"));
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Change the texture at color attachment 0 to be non-color-renderable.
        glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_ALPHA8_EXT, 16, 16);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that caching works when color attachments change with CompressedTexImage2D.
    TEST_P(StateChangeTestES3, FramebufferIncompleteWithCompressedTex)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Change the texture at color attachment 0 to be non-color-renderable.
        glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB8_ETC2, 16, 16, 0, 128, nullptr);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that caching works when color attachments are deleted.
    TEST_P(StateChangeTestES3, FramebufferIncompleteWhenAttachmentDeleted)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Delete the texture at color attachment 0.
        glDeleteTextures(1, &mTextures[0]);
        mTextures[0] = 0;
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that Framebuffer completeness caching works when depth attachments change.
    TEST_P(StateChangeTest, FramebufferIncompleteDepthAttachment)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 16, 16);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mRenderbuffer);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Change the texture at color attachment 0 to be non-depth-renderable.
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that Framebuffer completeness caching works when stencil attachments change.
    TEST_P(StateChangeTest, FramebufferIncompleteStencilAttachment)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, 16, 16);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                  mRenderbuffer);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Change the texture at the stencil attachment to be non-stencil-renderable.
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that Framebuffer completeness caching works when depth-stencil attachments change.
    TEST_P(StateChangeTest, FramebufferIncompleteDepthStencilAttachment)
    {
        ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 &&
                           !extensionEnabled("GL_OES_packed_depth_stencil"));
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
                                  mRenderbuffer);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Change the texture the depth-stencil attachment to be non-depth-stencil-renderable.
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    }
    
    const char kSimpleAttributeVS[] = R"(attribute vec2 position;
    attribute vec4 testAttrib;
    varying vec4 testVarying;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        testVarying = testAttrib;
    })";
    
    const char kSimpleAttributeFS[] = R"(precision mediump float;
    varying vec4 testVarying;
    void main()
    {
        gl_FragColor = testVarying;
    })";
    
    // Tests that using a buffered attribute, then disabling it and using current value, works.
    TEST_P(StateChangeTest, DisablingBufferedVertexAttribute)
    {
        ANGLE_GL_PROGRAM(program, kSimpleAttributeVS, kSimpleAttributeFS);
        glUseProgram(program);
        GLint attribLoc   = glGetAttribLocation(program, "testAttrib");
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, attribLoc);
        ASSERT_NE(-1, positionLoc);
    
        // Set up the buffered attribute.
        std::vector<GLColor> red(6, GLColor::red);
        GLBuffer attribBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, attribBuffer);
        glBufferData(GL_ARRAY_BUFFER, red.size() * sizeof(GLColor), red.data(), GL_STATIC_DRAW);
        glEnableVertexAttribArray(attribLoc);
        glVertexAttribPointer(attribLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
    
        // Also set the current value to green now.
        glVertexAttrib4f(attribLoc, 0.0f, 1.0f, 0.0f, 1.0f);
    
        // Set up the position attribute as well.
        setupQuadVertexBuffer(0.5f, 1.0f);
        glEnableVertexAttribArray(positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        // Draw with the buffered attribute. Verify red.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw with the disabled "current value attribute". Verify green.
        glDisableVertexAttribArray(attribLoc);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Verify setting buffer data on the disabled buffer doesn't change anything.
        std::vector<GLColor> blue(128, GLColor::blue);
        glBindBuffer(GL_ARRAY_BUFFER, attribBuffer);
        glBufferData(GL_ARRAY_BUFFER, blue.size() * sizeof(GLColor), blue.data(), GL_STATIC_DRAW);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests that setting value for a subset of default attributes doesn't affect others.
    TEST_P(StateChangeTest, SetCurrentAttribute)
    {
        constexpr char kVS[] = R"(attribute vec4 position;
    attribute mat4 testAttrib;  // Note that this generates 4 attributes
    varying vec4 testVarying;
    void main (void)
    {
        gl_Position = position;
    
        testVarying = position.y < 0.0 ?
                        position.x < 0.0 ? testAttrib[0] : testAttrib[1] :
                        position.x < 0.0 ? testAttrib[2] : testAttrib[3];
    })";
    
        ANGLE_GL_PROGRAM(program, kVS, kSimpleAttributeFS);
        glUseProgram(program);
        GLint attribLoc   = glGetAttribLocation(program, "testAttrib");
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, attribLoc);
        ASSERT_NE(-1, positionLoc);
    
        // Set the current value of two of the test attributes, while leaving the other two as default.
        glVertexAttrib4f(attribLoc + 1, 0.0f, 1.0f, 0.0f, 1.0f);
        glVertexAttrib4f(attribLoc + 2, 0.0f, 0.0f, 1.0f, 1.0f);
    
        // Set up the position attribute.
        setupQuadVertexBuffer(0.5f, 1.0f);
        glEnableVertexAttribArray(positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        // Draw and verify the four section in the output:
        //
        //  +---------------+
        //  | Black | Green |
        //  +-------+-------+
        //  | Blue  | Black |
        //  +---------------+
        //
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        const int w                            = getWindowWidth();
        const int h                            = getWindowHeight();
        constexpr unsigned int kPixelTolerance = 5u;
        EXPECT_PIXEL_COLOR_NEAR(0, 0, GLColor::black, kPixelTolerance);
        EXPECT_PIXEL_COLOR_NEAR(w - 1, 0, GLColor::green, kPixelTolerance);
        EXPECT_PIXEL_COLOR_NEAR(0, h - 1, GLColor::blue, kPixelTolerance);
        EXPECT_PIXEL_COLOR_NEAR(w - 1, h - 1, GLColor::black, kPixelTolerance);
    }
    
    // Tests that vertex attribute value is preserved across context switches.
    TEST_P(StateChangeTest, MultiContextVertexAttribute)
    {
        EGLWindow *window   = getEGLWindow();
        EGLDisplay display  = window->getDisplay();
        EGLConfig config    = window->getConfig();
        EGLSurface surface  = window->getSurface();
        EGLContext context1 = window->getContext();
    
        // Set up program in primary context
        ANGLE_GL_PROGRAM(program1, kSimpleAttributeVS, kSimpleAttributeFS);
        glUseProgram(program1);
        GLint attribLoc   = glGetAttribLocation(program1, "testAttrib");
        GLint positionLoc = glGetAttribLocation(program1, "position");
        ASSERT_NE(-1, attribLoc);
        ASSERT_NE(-1, positionLoc);
    
        // Set up the position attribute in primary context
        setupQuadVertexBuffer(0.5f, 1.0f);
        glEnableVertexAttribArray(positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        // Set primary context attribute to green and draw quad
        glVertexAttrib4f(attribLoc, 0.0f, 1.0f, 0.0f, 1.0f);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Set up and switch to secondary context
        EGLint contextAttributes[] = {
            EGL_CONTEXT_MAJOR_VERSION_KHR,
            GetParam().majorVersion,
            EGL_CONTEXT_MINOR_VERSION_KHR,
            GetParam().minorVersion,
            EGL_NONE,
        };
        EGLContext context2 = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
        ASSERT_NE(context2, EGL_NO_CONTEXT);
        eglMakeCurrent(display, surface, surface, context2);
    
        // Set up program in secondary context
        ANGLE_GL_PROGRAM(program2, kSimpleAttributeVS, kSimpleAttributeFS);
        glUseProgram(program2);
        ASSERT_EQ(attribLoc, glGetAttribLocation(program2, "testAttrib"));
        ASSERT_EQ(positionLoc, glGetAttribLocation(program2, "position"));
    
        // Set up the position attribute in secondary context
        setupQuadVertexBuffer(0.5f, 1.0f);
        glEnableVertexAttribArray(positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        // attribLoc current value should be default - (0,0,0,1)
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    
        // Restore primary context
        eglMakeCurrent(display, surface, surface, context1);
        // ReadPixels to ensure context is switched
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    
        // Switch to secondary context second time
        eglMakeCurrent(display, surface, surface, context2);
        // Check that it still draws black
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    
        // Restore primary context second time
        eglMakeCurrent(display, surface, surface, context1);
        // Check if it still draws green
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Clean up
        eglDestroyContext(display, context2);
    }
    
    // Ensure that CopyTexSubImage3D syncs framebuffer changes.
    TEST_P(StateChangeTestES3, CopyTexSubImage3DSync)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        // Init first texture to red
        glBindTexture(GL_TEXTURE_3D, mTextures[0]);
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[0], 0, 0);
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        // Init second texture to green
        glBindTexture(GL_TEXTURE_3D, mTextures[1]);
        glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[1], 0, 0);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        // Copy in the red texture to the green one.
        // CopyTexImage should sync the framebuffer attachment change.
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[0], 0, 0);
        glCopyTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 0, 0, 16, 16);
        glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTextures[1], 0, 0);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Ensure that BlitFramebuffer syncs framebuffer changes.
    TEST_P(StateChangeTestES3, BlitFramebufferSync)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        // Init first texture to red
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        // Init second texture to green
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[1], 0);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        // Change to the red textures and blit.
        // BlitFramebuffer should sync the framebuffer attachment change.
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
        glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0],
                               0);
        glBlitFramebuffer(0, 0, 16, 16, 0, 0, 16, 16, GL_COLOR_BUFFER_BIT, GL_NEAREST);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Ensure that ReadBuffer and DrawBuffers sync framebuffer changes.
    TEST_P(StateChangeTestES3, ReadBufferAndDrawBuffersSync)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        // Initialize two FBO attachments
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
        glBindTexture(GL_TEXTURE_2D, mTextures[1]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mTextures[1], 0);
    
        // Clear first attachment to red
        GLenum bufs1[] = {GL_COLOR_ATTACHMENT0, GL_NONE};
        glDrawBuffers(2, bufs1);
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Clear second texture to green
        GLenum bufs2[] = {GL_NONE, GL_COLOR_ATTACHMENT1};
        glDrawBuffers(2, bufs2);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Verify first attachment is red and second is green
        glReadBuffer(GL_COLOR_ATTACHMENT1);
        EXPECT_PIXEL_EQ(0, 0, 0, 255, 0, 255);
    
        glReadBuffer(GL_COLOR_ATTACHMENT0);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests calling invalidate on incomplete framebuffers after switching attachments.
    // Adapted partially from WebGL 2 test "renderbuffers/invalidate-framebuffer"
    TEST_P(StateChangeTestES3, IncompleteRenderbufferAttachmentInvalidateSync)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
        glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
        GLint samples = 0;
        glGetInternalformativ(GL_RENDERBUFFER, GL_RGBA8, GL_SAMPLES, 1, &samples);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRenderbuffer);
        ASSERT_GL_NO_ERROR();
    
        // invalidate the framebuffer when the attachment is incomplete: no storage allocated to the
        // attached renderbuffer
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
                         glCheckFramebufferStatus(GL_FRAMEBUFFER));
        GLenum attachments1[] = {GL_COLOR_ATTACHMENT0};
        glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments1);
        ASSERT_GL_NO_ERROR();
    
        glRenderbufferStorageMultisample(GL_RENDERBUFFER, static_cast<GLsizei>(samples), GL_RGBA8,
                                         getWindowWidth(), getWindowHeight());
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
        glClear(GL_COLOR_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    
        GLRenderbuffer renderbuf;
    
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuf.get());
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER,
                                  renderbuf.get());
        ASSERT_GL_NO_ERROR();
    
        // invalidate the framebuffer when the attachment is incomplete: no storage allocated to the
        // attached renderbuffer
        // Note: the bug will only repro *without* a call to checkStatus before the invalidate.
        GLenum attachments2[] = {GL_DEPTH_ATTACHMENT};
        glInvalidateFramebuffer(GL_FRAMEBUFFER, 1, attachments2);
    
        glRenderbufferStorageMultisample(GL_RENDERBUFFER, static_cast<GLsizei>(samples),
                                         GL_DEPTH_COMPONENT16, getWindowWidth(), getWindowHeight());
        EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
        glClear(GL_DEPTH_BUFFER_BIT);
        ASSERT_GL_NO_ERROR();
    }
    
    class StateChangeRenderTest : public StateChangeTest
    {
      protected:
        StateChangeRenderTest() : mProgram(0), mRenderbuffer(0) {}
    
        void SetUp() override
        {
            StateChangeTest::SetUp();
    
            constexpr char kVS[] =
                "attribute vec2 position;\n"
                "void main() {\n"
                "    gl_Position = vec4(position, 0, 1);\n"
                "}";
            constexpr char kFS[] =
                "uniform highp vec4 uniformColor;\n"
                "void main() {\n"
                "    gl_FragColor = uniformColor;\n"
                "}";
    
            mProgram = CompileProgram(kVS, kFS);
            ASSERT_NE(0u, mProgram);
    
            glGenRenderbuffers(1, &mRenderbuffer);
        }
    
        void TearDown() override
        {
            glDeleteProgram(mProgram);
            glDeleteRenderbuffers(1, &mRenderbuffer);
    
            StateChangeTest::TearDown();
        }
    
        void setUniformColor(const GLColor &color)
        {
            glUseProgram(mProgram);
            const Vector4 &normalizedColor = color.toNormalizedVector();
            GLint uniformLocation          = glGetUniformLocation(mProgram, "uniformColor");
            ASSERT_NE(-1, uniformLocation);
            glUniform4fv(uniformLocation, 1, normalizedColor.data());
        }
    
        GLuint mProgram;
        GLuint mRenderbuffer;
    };
    
    // Test that re-creating a currently attached texture works as expected.
    TEST_P(StateChangeRenderTest, RecreateTexture)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        // Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Draw with red to the FBO.
        GLColor red(255, 0, 0, 255);
        setUniformColor(red);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, red);
    
        // Recreate the texture with green.
        GLColor green(0, 255, 0, 255);
        std::vector<GLColor> greenPixels(32 * 32, green);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     greenPixels.data());
        EXPECT_PIXEL_COLOR_EQ(0, 0, green);
    
        // Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Verify drawing blue gives blue. This covers the FBO sync with D3D dirty bits.
        GLColor blue(0, 0, 255, 255);
        setUniformColor(blue);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, blue);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that re-creating a currently attached renderbuffer works as expected.
    TEST_P(StateChangeRenderTest, RecreateRenderbuffer)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        glBindRenderbuffer(GL_RENDERBUFFER, mRenderbuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mRenderbuffer);
    
        // Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Draw with red to the FBO.
        GLColor red(255, 0, 0, 255);
        setUniformColor(red);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, red);
    
        // Recreate the renderbuffer and clear to green.
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 32, 32);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        GLColor green(0, 255, 0, 255);
        EXPECT_PIXEL_COLOR_EQ(0, 0, green);
    
        // Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Verify drawing blue gives blue. This covers the FBO sync with D3D dirty bits.
        GLColor blue(0, 0, 255, 255);
        setUniformColor(blue);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, blue);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Test that recreating a texture with GenerateMipmaps signals the FBO is dirty.
    TEST_P(StateChangeRenderTest, GenerateMipmap)
    {
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        glBindTexture(GL_TEXTURE_2D, mTextures[0]);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTextures[0], 0);
    
        // Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Draw once to set the RenderTarget in D3D11
        GLColor red(255, 0, 0, 255);
        setUniformColor(red);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, red);
    
        // This will trigger the texture to be re-created on FL9_3.
        glGenerateMipmap(GL_TEXTURE_2D);
    
        // Explictly check FBO status sync in some versions of ANGLE no_error skips FBO checks.
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Now ensure we don't have a stale render target.
        GLColor blue(0, 0, 255, 255);
        setUniformColor(blue);
        drawQuad(mProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, blue);
    
        EXPECT_GL_NO_ERROR();
    }
    
    // Tests that gl_DepthRange syncs correctly after a change.
    TEST_P(StateChangeRenderTest, DepthRangeUpdates)
    {
        // http://anglebug.com/2598: Seems to be an Intel driver bug.
        ANGLE_SKIP_TEST_IF(IsIntel() && IsOpenGL() && IsWindows());
    
        constexpr char kFragCoordShader[] = R"(void main()
    {
        if (gl_DepthRange.near == 0.2)
        {
            gl_FragColor = vec4(1, 0, 0, 1);
        }
        else if (gl_DepthRange.near == 0.5)
        {
            gl_FragColor = vec4(0, 1, 0, 1);
        }
        else
        {
            gl_FragColor = vec4(0, 0, 1, 1);
        }
    })";
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFragCoordShader);
        glUseProgram(program);
    
        const auto &quadVertices = GetQuadVertices();
    
        ASSERT_EQ(0, glGetAttribLocation(program, essl1_shaders::PositionAttrib()));
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(quadVertices[0]),
                     quadVertices.data(), GL_STATIC_DRAW);
        glVertexAttribPointer(0u, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(0u);
    
        // First, clear.
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Draw to left half viewport with a first depth range.
        glDepthRangef(0.2f, 1.0f);
        glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Draw to right half viewport with a second depth range.
        glDepthRangef(0.5f, 1.0f);
        glViewport(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight());
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Verify left half of the framebuffer is red and right half is green.
        EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth() / 2, getWindowHeight(), GLColor::red);
        EXPECT_PIXEL_RECT_EQ(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight(),
                             GLColor::green);
    }
    
    // Tests that D3D11 dirty bit updates don't forget about BufferSubData attrib updates.
    TEST_P(StateChangeTest, VertexBufferUpdatedAfterDraw)
    {
        // TODO(jie.a.chen@intel.com): Re-enable the test once the driver fix is
        // available in public release.
        // http://anglebug.com/2664.
        ANGLE_SKIP_TEST_IF(IsVulkan() && IsIntel());
    
        constexpr char kVS[] =
            "attribute vec2 position;\n"
            "attribute vec4 color;\n"
            "varying vec4 outcolor;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(position, 0, 1);\n"
            "    outcolor = color;\n"
            "}";
        constexpr char kFS[] =
            "varying mediump vec4 outcolor;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = outcolor;\n"
            "}";
    
        ANGLE_GL_PROGRAM(program, kVS, kFS);
        glUseProgram(program);
    
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLoc);
    
        setupQuadVertexBuffer(0.5f, 1.0f);
        glEnableVertexAttribArray(positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
    
        GLBuffer colorBuf;
        glBindBuffer(GL_ARRAY_BUFFER, colorBuf);
        glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
        glEnableVertexAttribArray(colorLoc);
    
        // Fill with green.
        std::vector<GLColor> colorData(6, GLColor::green);
        glBufferData(GL_ARRAY_BUFFER, colorData.size() * sizeof(GLColor), colorData.data(),
                     GL_STATIC_DRAW);
    
        // Draw, expect green.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
        ASSERT_GL_NO_ERROR();
    
        // Update buffer with red.
        std::fill(colorData.begin(), colorData.end(), GLColor::red);
        glBufferSubData(GL_ARRAY_BUFFER, 0, colorData.size() * sizeof(GLColor), colorData.data());
    
        // Draw, expect red.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that switching VAOs keeps the disabled "current value" attributes up-to-date.
    TEST_P(StateChangeTestES3, VertexArrayObjectAndDisabledAttributes)
    {
        constexpr char kSingleVS[] = "attribute vec4 position; void main() { gl_Position = position; }";
        constexpr char kSingleFS[] = "void main() { gl_FragColor = vec4(1, 0, 0, 1); }";
        ANGLE_GL_PROGRAM(singleProgram, kSingleVS, kSingleFS);
    
        constexpr char kDualVS[] =
            "#version 300 es\n"
            "in vec4 position;\n"
            "in vec4 color;\n"
            "out vec4 varyColor;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = position;\n"
            "    varyColor = color;\n"
            "}";
        constexpr char kDualFS[] =
            "#version 300 es\n"
            "precision mediump float;\n"
            "in vec4 varyColor;\n"
            "out vec4 colorOut;\n"
            "void main()\n"
            "{\n"
            "    colorOut = varyColor;\n"
            "}";
        ANGLE_GL_PROGRAM(dualProgram, kDualVS, kDualFS);
        GLint positionLocation = glGetAttribLocation(dualProgram, "position");
        ASSERT_NE(-1, positionLocation);
        GLint colorLocation = glGetAttribLocation(dualProgram, "color");
        ASSERT_NE(-1, colorLocation);
    
        GLint singlePositionLocation = glGetAttribLocation(singleProgram, "position");
        ASSERT_NE(-1, singlePositionLocation);
    
        glUseProgram(singleProgram);
    
        // Initialize position vertex buffer.
        const auto &quadVertices = GetQuadVertices();
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 6, quadVertices.data(), GL_STATIC_DRAW);
    
        // Initialize a VAO. Draw with single program.
        GLVertexArray vertexArray;
        glBindVertexArray(vertexArray);
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glVertexAttribPointer(singlePositionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(singlePositionLocation);
    
        // Should draw red.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw with a green buffer attribute, without the VAO.
        glBindVertexArray(0);
        glUseProgram(dualProgram);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        std::vector<GLColor> greenColors(6, GLColor::green);
        GLBuffer greenBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, greenBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * 6, greenColors.data(), GL_STATIC_DRAW);
    
        glVertexAttribPointer(colorLocation, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, nullptr);
        glEnableVertexAttribArray(colorLocation);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Re-bind VAO and try to draw with different program, without changing state.
        // Should draw black since current value is not initialized.
        glBindVertexArray(vertexArray);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    }
    
    const char kSamplerMetadataVertexShader0[] = R"(#version 300 es
    precision mediump float;
    out vec4 color;
    uniform sampler2D texture;
    void main()
    {
        vec2 size = vec2(textureSize(texture, 0));
        color = size.x != 0.0 ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 0.0);
        vec2 pos = vec2(0.0);
        switch (gl_VertexID) {
            case 0: pos = vec2(-1.0, -1.0); break;
            case 1: pos = vec2(3.0, -1.0); break;
            case 2: pos = vec2(-1.0, 3.0); break;
        };
        gl_Position = vec4(pos, 0.0, 1.0);
    })";
    
    const char kSamplerMetadataVertexShader1[] = R"(#version 300 es
    precision mediump float;
    out vec4 color;
    uniform sampler2D texture1;
    uniform sampler2D texture2;
    void main()
    {
        vec2 size1 = vec2(textureSize(texture1, 0));
        vec2 size2 = vec2(textureSize(texture2, 0));
        color = size1.x * size2.x != 0.0 ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 0.0);
        vec2 pos = vec2(0.0);
        switch (gl_VertexID) {
            case 0: pos = vec2(-1.0, -1.0); break;
            case 1: pos = vec2(3.0, -1.0); break;
            case 2: pos = vec2(-1.0, 3.0); break;
        };
        gl_Position = vec4(pos, 0.0, 1.0);
    })";
    
    const char kSamplerMetadataFragmentShader[] = R"(#version 300 es
    precision mediump float;
    in vec4 color;
    out vec4 result;
    void main()
    {
        result = color;
    })";
    
    // Tests that changing an active program invalidates the sampler metadata properly.
    TEST_P(StateChangeTestES3, SamplerMetadataUpdateOnSetProgram)
    {
        GLVertexArray vertexArray;
        glBindVertexArray(vertexArray);
    
        // Create a simple framebuffer.
        GLTexture texture1, texture2;
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 3, 3, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        // Create 2 shader programs differing only in the number of active samplers.
        ANGLE_GL_PROGRAM(program1, kSamplerMetadataVertexShader0, kSamplerMetadataFragmentShader);
        glUseProgram(program1);
        glUniform1i(glGetUniformLocation(program1, "texture"), 0);
        ANGLE_GL_PROGRAM(program2, kSamplerMetadataVertexShader1, kSamplerMetadataFragmentShader);
        glUseProgram(program2);
        glUniform1i(glGetUniformLocation(program2, "texture1"), 0);
        glUniform1i(glGetUniformLocation(program2, "texture2"), 0);
    
        // Draw a solid green color to the framebuffer.
        glUseProgram(program1);
        glDrawArrays(GL_TRIANGLES, 0, 3);
        // Test that our first program is good.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Bind a different program that uses more samplers.
        // Draw another quad that depends on the sampler metadata.
        glUseProgram(program2);
        glDrawArrays(GL_TRIANGLES, 0, 3);
        // Flush via ReadPixels and check that it's still green.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests that redefining Buffer storage syncs with the Transform Feedback object.
    TEST_P(StateChangeTestES3, RedefineTransformFeedbackBuffer)
    {
        // Create the most simple program possible - simple a passthrough for a float attribute.
        constexpr char kVertexShader[] = R"(#version 300 es
    in float valueIn;
    out float valueOut;
    void main()
    {
        gl_Position = vec4(0, 0, 0, 0);
        valueOut = valueIn;
    })";
    
        constexpr char kFragmentShader[] = R"(#version 300 es
    out mediump float dummy;
    void main()
    {
        dummy = 1.0;
    })";
    
        std::vector<std::string> tfVaryings = {"valueOut"};
        ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, kVertexShader, kFragmentShader, tfVaryings,
                                            GL_SEPARATE_ATTRIBS);
        glUseProgram(program);
    
        GLint attribLoc = glGetAttribLocation(program, "valueIn");
        ASSERT_NE(-1, attribLoc);
    
        // Disable rasterization - we're not interested in the framebuffer.
        glEnable(GL_RASTERIZER_DISCARD);
    
        // Initialize a float vertex buffer with 1.0.
        std::vector<GLfloat> data1(16, 1.0);
        GLsizei size1 = static_cast<GLsizei>(sizeof(GLfloat) * data1.size());
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, size1, data1.data(), GL_STATIC_DRAW);
        glVertexAttribPointer(attribLoc, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(attribLoc);
    
        ASSERT_GL_NO_ERROR();
    
        // Initialize a same-sized XFB buffer.
        GLBuffer xfbBuffer;
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, xfbBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, size1, nullptr, GL_STATIC_DRAW);
    
        // Draw with XFB enabled.
        GLTransformFeedback xfb;
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, xfbBuffer);
    
        glBeginTransformFeedback(GL_POINTS);
        glDrawArrays(GL_POINTS, 0, 16);
        glEndTransformFeedback();
    
        ASSERT_GL_NO_ERROR();
    
        // Verify the XFB stage caught the 1.0 attribute values.
        void *mapped1     = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, size1, GL_MAP_READ_BIT);
        GLfloat *asFloat1 = reinterpret_cast<GLfloat *>(mapped1);
        std::vector<GLfloat> actualData1(asFloat1, asFloat1 + data1.size());
        EXPECT_EQ(data1, actualData1);
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        // Now, reinitialize the XFB buffer to a larger size, and draw with 2.0.
        std::vector<GLfloat> data2(128, 2.0);
        const GLsizei size2 = static_cast<GLsizei>(sizeof(GLfloat) * data2.size());
        glBufferData(GL_ARRAY_BUFFER, size2, data2.data(), GL_STATIC_DRAW);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, size2, nullptr, GL_STATIC_DRAW);
    
        glBeginTransformFeedback(GL_POINTS);
        glDrawArrays(GL_POINTS, 0, 128);
        glEndTransformFeedback();
    
        ASSERT_GL_NO_ERROR();
    
        // Verify the XFB stage caught the 2.0 attribute values.
        void *mapped2     = glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, size2, GL_MAP_READ_BIT);
        GLfloat *asFloat2 = reinterpret_cast<GLfloat *>(mapped2);
        std::vector<GLfloat> actualData2(asFloat2, asFloat2 + data2.size());
        EXPECT_EQ(data2, actualData2);
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    }
    
    // Simple state change tests for line loop drawing. There is some very specific handling of line
    // line loops in Vulkan and we need to test switching between drawElements and drawArrays calls to
    // validate every edge cases.
    class LineLoopStateChangeTest : public StateChangeTest
    {
      protected:
        LineLoopStateChangeTest()
        {
            setWindowWidth(32);
            setWindowHeight(32);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void validateSquareAndHourglass()
        {
            ASSERT_GL_NO_ERROR();
    
            int quarterWidth  = getWindowWidth() / 4;
            int quarterHeight = getWindowHeight() / 4;
    
            // Bottom left
            EXPECT_PIXEL_COLOR_EQ(quarterWidth, quarterHeight, GLColor::blue);
    
            // Top left
            EXPECT_PIXEL_COLOR_EQ(quarterWidth, (quarterHeight * 3), GLColor::blue);
    
            // Top right
            // The last pixel isn't filled on a line loop so we check the pixel right before.
            EXPECT_PIXEL_COLOR_EQ((quarterWidth * 3), (quarterHeight * 3) - 1, GLColor::blue);
    
            // dead center to validate the hourglass.
            EXPECT_PIXEL_COLOR_EQ((quarterWidth * 2), quarterHeight * 2, GLColor::blue);
    
            // Verify line is closed between the 2 last vertices
            EXPECT_PIXEL_COLOR_EQ((quarterWidth * 2), quarterHeight, GLColor::blue);
        }
    
        GLint mPositionLocation;
    };
    
    // Draw an hourglass with a drawElements call followed by a square with drawArrays.
    TEST_P(LineLoopStateChangeTest, DrawElementsThenDrawArrays)
    {
        // http://anglebug.com/3361
        ANGLE_SKIP_TEST_IF(IsAMD() && IsVulkan() && IsWindows());
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
        glUseProgram(program);
    
        // We expect to draw a square with these 4 vertices with a drawArray call.
        std::vector<Vector3> vertices;
        CreatePixelCenterWindowCoords({{8, 8}, {8, 24}, {24, 8}, {24, 24}}, getWindowWidth(),
                                      getWindowHeight(), &vertices);
    
        // If we use these indices to draw however, we should be drawing an hourglass.
        auto indices = std::vector<GLushort>{0, 2, 1, 3};
    
        mPositionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, mPositionLocation);
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
    
        GLBuffer indexBuffer;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort), &indices[0],
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(mPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(mPositionLocation);
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, nullptr);  // hourglass
        glDrawArrays(GL_LINE_LOOP, 0, 4);                             // square
        glDisableVertexAttribArray(mPositionLocation);
    
        validateSquareAndHourglass();
    }
    
    // Draw line loop using a drawArrays followed by an hourglass with drawElements.
    TEST_P(LineLoopStateChangeTest, DrawArraysThenDrawElements)
    {
        // http://anglebug.com/2856: Seems to fail on older drivers and pass on newer.
        // Tested failing on 18.3.3 and passing on 18.9.2.
        ANGLE_SKIP_TEST_IF(IsAMD() && IsVulkan() && IsWindows());
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
        glUseProgram(program);
    
        // We expect to draw a square with these 4 vertices with a drawArray call.
        std::vector<Vector3> vertices;
        CreatePixelCenterWindowCoords({{8, 8}, {8, 24}, {24, 8}, {24, 24}}, getWindowWidth(),
                                      getWindowHeight(), &vertices);
    
        // If we use these indices to draw however, we should be drawing an hourglass.
        auto indices = std::vector<GLushort>{0, 2, 1, 3};
    
        mPositionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, mPositionLocation);
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
    
        GLBuffer indexBuffer;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort), &indices[0],
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(mPositionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(mPositionLocation);
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_LINE_LOOP, 0, 4);                             // square
        glDrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, nullptr);  // hourglass
        glDisableVertexAttribArray(mPositionLocation);
    
        validateSquareAndHourglass();
    }
    
    // Simple state change tests, primarily focused on basic object lifetime and dependency management
    // with back-ends that don't support that automatically (i.e. Vulkan).
    class SimpleStateChangeTest : public ANGLETest
    {
      protected:
        static constexpr int kWindowSize = 64;
    
        SimpleStateChangeTest()
        {
            setWindowWidth(kWindowSize);
            setWindowHeight(kWindowSize);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void simpleDrawWithBuffer(GLBuffer *buffer);
        void simpleDrawWithColor(const GLColor &color);
    };
    
    class SimpleStateChangeTestES3 : public SimpleStateChangeTest
    {};
    
    class SimpleStateChangeTestES31 : public SimpleStateChangeTest
    {
      protected:
        void SetUp() override
        {
            ANGLETest::SetUp();
    
            glGenFramebuffers(1, &mFramebuffer);
            glGenTextures(1, &mTexture);
    
            glBindTexture(GL_TEXTURE_2D, mTexture);
            glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
            EXPECT_GL_NO_ERROR();
    
            constexpr char kCS[] = R"(#version 310 es
    layout(local_size_x=2, local_size_y=2) in;
    layout (rgba8, binding = 0) readonly uniform highp image2D srcImage;
    layout (rgba8, binding = 1) writeonly uniform highp image2D dstImage;
    void main()
    {
        imageStore(dstImage, ivec2(gl_LocalInvocationID.xy),
                   imageLoad(srcImage, ivec2(gl_LocalInvocationID.xy)));
    })";
    
            mProgram = CompileComputeProgram(kCS);
            ASSERT_NE(mProgram, 0u);
    
            glBindImageTexture(1, mTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
    
            glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer);
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mTexture,
                                   0);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void TearDown() override
        {
            if (mFramebuffer != 0)
            {
                glDeleteFramebuffers(1, &mFramebuffer);
                mFramebuffer = 0;
            }
    
            if (mTexture != 0)
            {
                glDeleteTextures(1, &mTexture);
                mTexture = 0;
            }
            glDeleteProgram(mProgram);
            ANGLETest::TearDown();
        }
    
        GLuint mProgram;
        GLuint mFramebuffer = 0;
        GLuint mTexture     = 0;
    };
    
    constexpr char kSimpleVertexShader[] = R"(attribute vec2 position;
    attribute vec4 color;
    varying vec4 vColor;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        vColor = color;
    }
    )";
    
    constexpr char kSimpleFragmentShader[] = R"(precision mediump float;
    varying vec4 vColor;
    void main()
    {
        gl_FragColor = vColor;
    }
    )";
    
    void SimpleStateChangeTest::simpleDrawWithBuffer(GLBuffer *buffer)
    {
        ANGLE_GL_PROGRAM(program, kSimpleVertexShader, kSimpleFragmentShader);
        glUseProgram(program);
    
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
    
        glBindBuffer(GL_ARRAY_BUFFER, *buffer);
        glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
        glEnableVertexAttribArray(colorLoc);
    
        drawQuad(program, "position", 0.5f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    }
    
    void SimpleStateChangeTest::simpleDrawWithColor(const GLColor &color)
    {
        std::vector<GLColor> colors(6, color);
        GLBuffer colorBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
        glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(GLColor), colors.data(), GL_STATIC_DRAW);
        simpleDrawWithBuffer(&colorBuffer);
    }
    
    // Test that we can do a drawElements call successfully after making a drawArrays call in the same
    // frame.
    TEST_P(SimpleStateChangeTest, DrawArraysThenDrawElements)
    {
        // http://anglebug.com/3124: Flaky on Nexus5X.
        ANGLE_SKIP_TEST_IF(IsAndroid() && IsVulkan());
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
        glUseProgram(program);
    
        // We expect to draw a triangle with the first 3 points to the left, then another triangle with
        // the last 3 vertices using a drawElements call.
        auto vertices = std::vector<Vector3>{{-1.0f, -1.0f, 0.0f},
                                             {-1.0f, 1.0f, 0.0f},
                                             {0.0f, 0.0f, 0.0f},
                                             {1.0f, 1.0f, 0.0f},
                                             {1.0f, -1.0f, 0.0f}};
    
        // If we use these indices to draw we'll be using the last 2 vertex only to draw.
        auto indices = std::vector<GLushort>{2, 3, 4};
    
        GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLocation);
    
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
    
        GLBuffer indexBuffer;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort), &indices[0],
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        for (int i = 0; i < 10; i++)
        {
            glClear(GL_COLOR_BUFFER_BIT);
            glDrawArrays(GL_TRIANGLES, 0, 3);                             // triangle to the left
            glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, nullptr);  // triangle to the right
            swapBuffers();
        }
        glDisableVertexAttribArray(positionLocation);
    
        ASSERT_GL_NO_ERROR();
    
        int quarterWidth = getWindowWidth() / 4;
        int halfHeight   = getWindowHeight() / 2;
    
        // Validate triangle to the left
        EXPECT_PIXEL_COLOR_EQ(quarterWidth, halfHeight, GLColor::blue);
    
        // Validate triangle to the right
        EXPECT_PIXEL_COLOR_EQ((quarterWidth * 3), halfHeight, GLColor::blue);
    }
    
    // Handles deleting a Buffer when it's being used.
    TEST_P(SimpleStateChangeTest, DeleteBufferInUse)
    {
        std::vector<GLColor> colorData(6, GLColor::red);
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * colorData.size(), colorData.data(),
                     GL_STATIC_DRAW);
    
        simpleDrawWithBuffer(&buffer);
    
        buffer.reset();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Tests that resizing a Buffer during a draw works as expected.
    TEST_P(SimpleStateChangeTest, RedefineBufferInUse)
    {
        std::vector<GLColor> redColorData(6, GLColor::red);
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * redColorData.size(), redColorData.data(),
                     GL_STATIC_DRAW);
    
        // Trigger a pull from the buffer.
        simpleDrawWithBuffer(&buffer);
    
        // Redefine the buffer that's in-flight.
        std::vector<GLColor> greenColorData(1024, GLColor::green);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * greenColorData.size(), greenColorData.data(),
                     GL_STATIC_DRAW);
    
        // Trigger the flush and verify the first draw worked.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw again and verify the new data is correct.
        simpleDrawWithBuffer(&buffer);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests updating a buffer's contents while in use, without redefining it.
    TEST_P(SimpleStateChangeTest, UpdateBufferInUse)
    {
        // tobine: Started failing w/ custom cmd buffers. http://anglebug.com/3255
        ANGLE_SKIP_TEST_IF(IsAMD() && IsWindows() && IsVulkan());
        std::vector<GLColor> redColorData(6, GLColor::red);
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLColor) * redColorData.size(), redColorData.data(),
                     GL_STATIC_DRAW);
    
        // Trigger a pull from the buffer.
        simpleDrawWithBuffer(&buffer);
    
        // Update the buffer that's in-flight.
        std::vector<GLColor> greenColorData(6, GLColor::green);
        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLColor) * greenColorData.size(),
                        greenColorData.data());
    
        // Trigger the flush and verify the first draw worked.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw again and verify the new data is correct.
        simpleDrawWithBuffer(&buffer);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests that deleting an in-flight Texture does not immediately delete the resource.
    TEST_P(SimpleStateChangeTest, DeleteTextureInUse)
    {
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        draw2DTexturedQuad(0.5f, 1.0f, true);
        tex.reset();
        EXPECT_GL_NO_ERROR();
    
        int w = getWindowWidth() - 2;
        int h = getWindowHeight() - 2;
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
    }
    
    // Tests that modifying a texture parameter in-flight does not cause problems.
    TEST_P(SimpleStateChangeTest, ChangeTextureFilterModeBetweenTwoDraws)
    {
        std::array<GLColor, 4> colors = {
            {GLColor::black, GLColor::white, GLColor::black, GLColor::white}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
    
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Draw to the left side of the window only with NEAREST.
        glViewport(0, 0, getWindowWidth() / 2, getWindowHeight());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        draw2DTexturedQuad(0.5f, 1.0f, true);
    
        // Draw to the right side of the window only with LINEAR.
        glViewport(getWindowWidth() / 2, 0, getWindowWidth() / 2, getWindowHeight());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        draw2DTexturedQuad(0.5f, 1.0f, true);
        EXPECT_GL_NO_ERROR();
    
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
    
        // The first half (left) should be only black followed by plain white.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
        EXPECT_PIXEL_COLOR_EQ(1, 0, GLColor::black);
        EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 3, 0, GLColor::white);
        EXPECT_PIXEL_COLOR_EQ((getWindowWidth() / 2) - 4, 0, GLColor::white);
    
        // The second half (right) should be a gradient so we shouldn't find plain black/white in the
        // middle.
        EXPECT_NE(angle::ReadColor((getWindowWidth() / 4) * 3, 0), GLColor::black);
        EXPECT_NE(angle::ReadColor((getWindowWidth() / 4) * 3, 0), GLColor::white);
    }
    
    // Tests that bind the same texture all the time between different draw calls.
    TEST_P(SimpleStateChangeTest, RebindTextureDrawAgain)
    {
        GLuint program = get2DTexturedQuadProgram();
        glUseProgram(program);
    
        std::array<GLColor, 4> colors = {{GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}};
    
        // Setup the texture
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        // Setup the vertex array to draw a quad.
        GLint positionLocation = glGetAttribLocation(program, "position");
        setupQuadVertexBuffer(1.0f, 1.0f);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(positionLocation);
    
        // Draw quad
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Bind again
        glBindTexture(GL_TEXTURE_2D, tex);
        ASSERT_GL_NO_ERROR();
    
        // Draw again, should still work.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Validate whole surface is filled with cyan.
        int h = getWindowHeight() - 1;
        int w = getWindowWidth() - 1;
    
        EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::cyan);
    }
    
    // Tests that we can draw with a texture, modify the texture with a texSubImage, and then draw again
    // correctly.
    TEST_P(SimpleStateChangeTest, DrawWithTextureTexSubImageThenDrawAgain)
    {
        GLuint program = get2DTexturedQuadProgram();
        ASSERT_NE(0u, program);
        glUseProgram(program);
    
        std::array<GLColor, 4> colors    = {{GLColor::red, GLColor::red, GLColor::red, GLColor::red}};
        std::array<GLColor, 4> subColors = {
            {GLColor::green, GLColor::green, GLColor::green, GLColor::green}};
    
        // Setup the texture
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        // Setup the vertex array to draw a quad.
        GLint positionLocation = glGetAttribLocation(program, "position");
        setupQuadVertexBuffer(1.0f, 1.0f);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(positionLocation);
    
        // Draw quad
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Update bottom-half of texture with green.
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 1, GL_RGBA, GL_UNSIGNED_BYTE, subColors.data());
        ASSERT_GL_NO_ERROR();
    
        // Draw again, should still work.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Validate first half of the screen is red and the bottom is green.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() / 4 * 3, GLColor::red);
    }
    
    // Test that we can alternate between textures between different draws.
    TEST_P(SimpleStateChangeTest, DrawTextureAThenTextureBThenTextureA)
    {
        GLuint program = get2DTexturedQuadProgram();
        glUseProgram(program);
    
        std::array<GLColor, 4> colorsTex1 = {
            {GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}};
    
        std::array<GLColor, 4> colorsTex2 = {
            {GLColor::magenta, GLColor::magenta, GLColor::magenta, GLColor::magenta}};
    
        // Setup the texture
        GLTexture tex1;
        glBindTexture(GL_TEXTURE_2D, tex1);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colorsTex1.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        GLTexture tex2;
        glBindTexture(GL_TEXTURE_2D, tex2);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colorsTex2.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        // Setup the vertex array to draw a quad.
        GLint positionLocation = glGetAttribLocation(program, "position");
        setupQuadVertexBuffer(1.0f, 1.0f);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(positionLocation);
    
        // Draw quad
        glBindTexture(GL_TEXTURE_2D, tex1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Bind again, draw again
        glBindTexture(GL_TEXTURE_2D, tex2);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Bind again, draw again
        glBindTexture(GL_TEXTURE_2D, tex1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        // Validate whole surface is filled with cyan.
        int h = getWindowHeight() - 1;
        int w = getWindowWidth() - 1;
    
        EXPECT_PIXEL_RECT_EQ(0, 0, w, h, GLColor::cyan);
    }
    
    // Tests that redefining an in-flight Texture does not affect the in-flight resource.
    TEST_P(SimpleStateChangeTest, RedefineTextureInUse)
    {
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        // Draw with the first texture.
        draw2DTexturedQuad(0.5f, 1.0f, true);
    
        // Redefine the in-flight texture.
        constexpr int kBigSize = 32;
        std::vector<GLColor> bigColors;
        for (int y = 0; y < kBigSize; ++y)
        {
            for (int x = 0; x < kBigSize; ++x)
            {
                bool xComp = x < kBigSize / 2;
                bool yComp = y < kBigSize / 2;
                if (yComp)
                {
                    bigColors.push_back(xComp ? GLColor::cyan : GLColor::magenta);
                }
                else
                {
                    bigColors.push_back(xComp ? GLColor::yellow : GLColor::white);
                }
            }
        }
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, bigColors.data());
        EXPECT_GL_NO_ERROR();
    
        // Verify the first draw had the correct data via ReadPixels.
        int w = getWindowWidth() - 2;
        int h = getWindowHeight() - 2;
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
    
        // Draw and verify with the redefined data.
        draw2DTexturedQuad(0.5f, 1.0f, true);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::cyan);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::magenta);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::yellow);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::white);
    }
    
    // Test updating a Texture's contents while in use by GL works as expected.
    TEST_P(SimpleStateChangeTest, UpdateTextureInUse)
    {
        std::array<GLColor, 4> rgby = {{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgby.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        // Draw RGBY to the Framebuffer. The texture is now in-use by GL.
        draw2DTexturedQuad(0.5f, 1.0f, true);
    
        // Update the texture to be YBGR, while the Texture is in-use. Should not affect the draw.
        std::array<GLColor, 4> ybgr = {{GLColor::yellow, GLColor::blue, GLColor::green, GLColor::red}};
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, ybgr.data());
        ASSERT_GL_NO_ERROR();
    
        // Check the Framebuffer. The draw call should have completed with the original RGBY data.
        int w = getWindowWidth() - 2;
        int h = getWindowHeight() - 2;
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::yellow);
    
        // Draw again to the Framebuffer. The second draw call should use the updated YBGR data.
        draw2DTexturedQuad(0.5f, 1.0f, true);
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
        EXPECT_PIXEL_COLOR_EQ(w, 0, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(0, h, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(w, h, GLColor::red);
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests deleting a Framebuffer that is in use.
    TEST_P(SimpleStateChangeTest, DeleteFramebufferInUse)
    {
        constexpr int kSize = 16;
    
        // Create a simple framebuffer.
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        glViewport(0, 0, kSize, kSize);
    
        // Draw a solid red color to the framebuffer.
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true);
    
        // Delete the framebuffer while the call is in flight.
        framebuffer.reset();
    
        // Make a new framebuffer so we can read back the texture.
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Flush via ReadPixels and check red was drawn.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        ASSERT_GL_NO_ERROR();
    }
    
    // This test was made to reproduce a specific issue with our Vulkan backend where were releasing
    // buffers too early. The test has 2 textures, we first create a texture and update it with
    // multiple updates, but we don't use it right away, we instead draw using another texture
    // then we bind the first texture and draw with it.
    TEST_P(SimpleStateChangeTest, DynamicAllocationOfMemoryForTextures)
    {
        constexpr int kSize = 64;
    
        GLuint program = get2DTexturedQuadProgram();
        glUseProgram(program);
    
        std::vector<GLColor> greenPixels(kSize * kSize, GLColor::green);
        std::vector<GLColor> redPixels(kSize * kSize, GLColor::red);
        GLTexture texture1;
        glBindTexture(GL_TEXTURE_2D, texture1);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        for (int i = 0; i < 100; i++)
        {
            // We do this a lot of time to make sure we use multiple buffers in the vulkan backend.
            glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kSize, kSize, GL_RGBA, GL_UNSIGNED_BYTE,
                            greenPixels.data());
        }
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        ASSERT_GL_NO_ERROR();
    
        GLTexture texture2;
        glBindTexture(GL_TEXTURE_2D, texture2);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, redPixels.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        // Setup the vertex array to draw a quad.
        GLint positionLocation = glGetAttribLocation(program, "position");
        setupQuadVertexBuffer(1.0f, 1.0f);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(positionLocation);
    
        // Draw quad with texture 2 while texture 1 has "staged" changes that have not been flushed yet.
        glBindTexture(GL_TEXTURE_2D, texture2);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // If we now try to draw with texture1, we should trigger the issue.
        glBindTexture(GL_TEXTURE_2D, texture1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests deleting a Framebuffer that is in use.
    TEST_P(SimpleStateChangeTest, RedefineFramebufferInUse)
    {
        constexpr int kSize = 16;
    
        // Create a simple framebuffer.
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        glViewport(0, 0, kSize, kSize);
    
        // Draw red to the framebuffer.
        simpleDrawWithColor(GLColor::red);
    
        // Change the framebuffer while the call is in flight to a new texture.
        GLTexture otherTexture;
        glBindTexture(GL_TEXTURE_2D, otherTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, otherTexture, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        // Draw green to the framebuffer. Verify the color.
        simpleDrawWithColor(GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Make a new framebuffer so we can read back the first texture and verify red.
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        ASSERT_GL_NO_ERROR();
    }
    
    // Tests that redefining a Framebuffer Texture Attachment works as expected.
    TEST_P(SimpleStateChangeTest, RedefineFramebufferTexture)
    {
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
    
        // Bind a simple 8x8 texture to the framebuffer, draw red.
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
    
        glViewport(0, 0, 8, 8);
        simpleDrawWithColor(GLColor::red);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red) << "first draw should be red";
    
        // Redefine the texture to 32x32, draw green. Verify we get what we expect.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glViewport(0, 0, 32, 32);
        simpleDrawWithColor(GLColor::green);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green) << "second draw should be green";
    }
    
    // Validates disabling cull face really disables it.
    TEST_P(SimpleStateChangeTest, EnableAndDisableCullFace)
    {
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
        glUseProgram(program);
    
        glClear(GL_COLOR_BUFFER_BIT);
        glEnable(GL_CULL_FACE);
    
        glCullFace(GL_FRONT);
    
        drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
    
        // Disable cull face and redraw, then make sure we have the quad drawn.
        glDisable(GL_CULL_FACE);
    
        drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    TEST_P(SimpleStateChangeTest, ScissorTest)
    {
        // This test validates this order of state changes:
        // 1- Set scissor but don't enable it, validate its not used.
        // 2- Enable it and validate its working.
        // 3- Disable the scissor validate its not used anymore.
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
    
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Set the scissor region, but don't enable it yet.
        glScissor(getWindowWidth() / 4, getWindowHeight() / 4, getWindowWidth() / 2,
                  getWindowHeight() / 2);
    
        // Fill the whole screen with a quad.
        drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
    
        // Test outside, scissor isnt enabled so its red.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Test inside, red of the fragment shader.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
    
        // Clear everything and start over with the test enabled.
        glClear(GL_COLOR_BUFFER_BIT);
        glEnable(GL_SCISSOR_TEST);
    
        drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
    
        // Test outside the scissor test, pitch black.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::transparentBlack);
    
        // Test inside, red of the fragment shader.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
    
        // Now disable the scissor test, do it again, and verify the region isn't used
        // for the scissor test.
        glDisable(GL_SCISSOR_TEST);
    
        // Clear everything and start over with the test enabled.
        glClear(GL_COLOR_BUFFER_BIT);
    
        drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
    
        // Test outside, scissor isnt enabled so its red.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Test inside, red of the fragment shader.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
    }
    
    // This test validates we are able to change the valid of a uniform dynamically.
    TEST_P(SimpleStateChangeTest, UniformUpdateTest)
    {
        constexpr char kPositionUniformVertexShader[] = R"(
    precision mediump float;
    attribute vec2 position;
    uniform vec2 uniPosModifier;
    void main()
    {
        gl_Position = vec4(position + uniPosModifier, 0, 1);
    })";
    
        ANGLE_GL_PROGRAM(program, kPositionUniformVertexShader, essl1_shaders::fs::UniformColor());
        glUseProgram(program);
    
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        GLint posUniformLocation = glGetUniformLocation(program, "uniPosModifier");
        ASSERT_NE(posUniformLocation, -1);
        GLint colorUniformLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
        ASSERT_NE(colorUniformLocation, -1);
    
        // draw a red quad to the left side.
        glUniform2f(posUniformLocation, -0.5, 0.0);
        glUniform4f(colorUniformLocation, 1.0, 0.0, 0.0, 1.0);
        drawQuad(program.get(), "position", 0.0f, 0.5f, true);
    
        // draw a green quad to the right side.
        glUniform2f(posUniformLocation, 0.5, 0.0);
        glUniform4f(colorUniformLocation, 0.0, 1.0, 0.0, 1.0);
        drawQuad(program.get(), "position", 0.0f, 0.5f, true);
    
        ASSERT_GL_NO_ERROR();
    
        // Test the center of the left quad. Should be red.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 2, GLColor::red);
    
        // Test the center of the right quad. Should be green.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4 * 3, getWindowHeight() / 2, GLColor::green);
    }
    
    // Tests that changing the storage of a Renderbuffer currently in use by GL works as expected.
    TEST_P(SimpleStateChangeTest, RedefineRenderbufferInUse)
    {
        GLRenderbuffer renderbuffer;
        glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
    
        ASSERT_GL_NO_ERROR();
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ANGLE_GL_PROGRAM(program, kSimpleVertexShader, kSimpleFragmentShader);
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
    
        // Set up and draw red to the left half the screen.
        std::vector<GLColor> redData(6, GLColor::red);
        GLBuffer vertexBufferRed;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferRed);
        glBufferData(GL_ARRAY_BUFFER, redData.size() * sizeof(GLColor), redData.data(), GL_STATIC_DRAW);
        glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
        glEnableVertexAttribArray(colorLoc);
    
        glViewport(0, 0, 16, 16);
        drawQuad(program, "position", 0.5f, 1.0f, true);
    
        // Immediately redefine the Renderbuffer.
        glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 64, 64);
    
        // Set up and draw green to the right half of the screen.
        std::vector<GLColor> greenData(6, GLColor::green);
        GLBuffer vertexBufferGreen;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBufferGreen);
        glBufferData(GL_ARRAY_BUFFER, greenData.size() * sizeof(GLColor), greenData.data(),
                     GL_STATIC_DRAW);
        glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
        glEnableVertexAttribArray(colorLoc);
    
        glViewport(0, 0, 64, 64);
        drawQuad(program, "position", 0.5f, 1.0f, true);
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Validate that we can draw -> change frame buffer size -> draw and we'll be rendering
    // at the full size of the new framebuffer.
    TEST_P(SimpleStateChangeTest, ChangeFramebufferSizeBetweenTwoDraws)
    {
        constexpr size_t kSmallTextureSize = 2;
        constexpr size_t kBigTextureSize   = 4;
    
        // Create 2 textures, one of 2x2 and the other 4x4
        GLTexture texture1;
        glBindTexture(GL_TEXTURE_2D, texture1);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSmallTextureSize, kSmallTextureSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, nullptr);
        ASSERT_GL_NO_ERROR();
    
        GLTexture texture2;
        glBindTexture(GL_TEXTURE_2D, texture2);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kBigTextureSize, kBigTextureSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, nullptr);
        ASSERT_GL_NO_ERROR();
    
        // A framebuffer for each texture to draw on.
        GLFramebuffer framebuffer1;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture1, 0);
        ASSERT_GL_NO_ERROR();
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        GLFramebuffer framebuffer2;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture2, 0);
        ASSERT_GL_NO_ERROR();
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
        glUseProgram(program);
        GLint uniformLocation = glGetUniformLocation(program, essl1_shaders::ColorUniform());
        ASSERT_NE(uniformLocation, -1);
    
        // Bind to the first framebuffer for drawing.
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer1);
    
        // Set a scissor, that will trigger setting the internal scissor state in Vulkan to
        // (0,0,framebuffer.width, framebuffer.height) size since the scissor isn't enabled.
        glScissor(0, 0, 16, 16);
        ASSERT_GL_NO_ERROR();
    
        // Set color to red.
        glUniform4f(uniformLocation, 1.0f, 0.0f, 0.0f, 1.0f);
        glViewport(0, 0, kSmallTextureSize, kSmallTextureSize);
    
        // Draw a full sized red quad
        drawQuad(program, essl1_shaders::PositionAttrib(), 1.0f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        // Bind to the second (bigger) framebuffer
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer2);
        glViewport(0, 0, kBigTextureSize, kBigTextureSize);
    
        ASSERT_GL_NO_ERROR();
    
        // Set color to green.
        glUniform4f(uniformLocation, 0.0f, 1.0f, 0.0f, 1.0f);
    
        // Draw again and we should fill everything with green and expect everything to be green.
        drawQuad(program, essl1_shaders::PositionAttrib(), 1.0f, 1.0f, true);
        ASSERT_GL_NO_ERROR();
    
        EXPECT_PIXEL_RECT_EQ(0, 0, kBigTextureSize, kBigTextureSize, GLColor::green);
    }
    
    // Tries to relink a program in use and use it again to draw something else.
    TEST_P(SimpleStateChangeTest, RelinkProgram)
    {
        const GLuint program = glCreateProgram();
    
        GLuint vs     = CompileShader(GL_VERTEX_SHADER, essl1_shaders::vs::Simple());
        GLuint blueFs = CompileShader(GL_FRAGMENT_SHADER, essl1_shaders::fs::Blue());
        GLuint redFs  = CompileShader(GL_FRAGMENT_SHADER, essl1_shaders::fs::Red());
    
        glAttachShader(program, vs);
        glAttachShader(program, blueFs);
    
        glLinkProgram(program);
        CheckLinkStatusAndReturnProgram(program, true);
    
        glClear(GL_COLOR_BUFFER_BIT);
        std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f},
                                         {-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {-1.0, 1.0f, 0.0f}};
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
        const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLocation);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        // Draw a blue triangle to the right
        glUseProgram(program);
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        // Relink to draw red to the left
        glDetachShader(program, blueFs);
        glAttachShader(program, redFs);
    
        glLinkProgram(program);
        CheckLinkStatusAndReturnProgram(program, true);
    
        glDrawArrays(GL_TRIANGLES, 3, 3);
    
        ASSERT_GL_NO_ERROR();
    
        glDisableVertexAttribArray(positionLocation);
    
        // Verify we drew red and green in the right places.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, 0, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(0, getWindowHeight() / 2, GLColor::red);
    
        glDeleteShader(vs);
        glDeleteShader(blueFs);
        glDeleteShader(redFs);
        glDeleteProgram(program);
    }
    
    // Creates a program that uses uniforms and then immediately release it and then use it. Should be
    // valid.
    TEST_P(SimpleStateChangeTest, ReleaseShaderInUseThatReadsFromUniforms)
    {
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::UniformColor());
        glUseProgram(program);
    
        const GLint uniformLoc = glGetUniformLocation(program, essl1_shaders::ColorUniform());
        EXPECT_NE(-1, uniformLoc);
    
        // Set color to red.
        glUniform4f(uniformLoc, 1.0f, 0.0f, 0.0f, 1.0f);
    
        glClear(GL_COLOR_BUFFER_BIT);
        std::vector<Vector3> vertices = {{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}, {1.0f, -1.0f, 0.0f}};
        GLBuffer vertexBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * vertices.size(), vertices.data(),
                     GL_STATIC_DRAW);
        const GLint positionLocation = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLocation);
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        // Release program while its in use.
        glDeleteProgram(program);
    
        // Draw a red triangle
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        // Set color to green
        glUniform4f(uniformLoc, 1.0f, 0.0f, 0.0f, 1.0f);
    
        // Draw a green triangle
        glDrawArrays(GL_TRIANGLES, 0, 3);
    
        ASSERT_GL_NO_ERROR();
    
        glDisableVertexAttribArray(positionLocation);
    
        glUseProgram(0);
    
        // Verify we drew red in the end since thats the last draw.
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, 0, GLColor::red);
    }
    
    // Tests that sampler sync isn't masked by program textures.
    TEST_P(SimpleStateChangeTestES3, SamplerSyncNotTiedToProgram)
    {
        // Create a sampler with NEAREST filtering.
        GLSampler sampler;
        glBindSampler(0, sampler);
        glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
        glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        ASSERT_GL_NO_ERROR();
    
        // Draw with a program that uses no textures.
        ANGLE_GL_PROGRAM(program1, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
        drawQuad(program1, essl1_shaders::PositionAttrib(), 0.5f);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Create a simple texture with four colors and linear filtering.
        constexpr GLsizei kSize       = 2;
        std::array<GLColor, 4> pixels = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
        GLTexture redTex;
        glBindTexture(GL_TEXTURE_2D, redTex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     pixels.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        // Create a program that uses the texture.
        constexpr char kVS[] = R"(attribute vec4 position;
    varying vec2 texCoord;
    void main()
    {
        gl_Position = position;
        texCoord = position.xy * 0.5 + vec2(0.5);
    })";
    
        constexpr char kFS[] = R"(precision mediump float;
    varying vec2 texCoord;
    uniform sampler2D tex;
    void main()
    {
        gl_FragColor = texture2D(tex, texCoord);
    })";
    
        // Draw. The sampler should override the clamp wrap mode with nearest.
        ANGLE_GL_PROGRAM(program2, kVS, kFS);
        ASSERT_EQ(0, glGetUniformLocation(program2, "tex"));
        drawQuad(program2, "position", 0.5f);
        ASSERT_GL_NO_ERROR();
    
        constexpr int kHalfSize = kWindowSize / 2;
    
        EXPECT_PIXEL_RECT_EQ(0, 0, kHalfSize, kHalfSize, GLColor::red);
        EXPECT_PIXEL_RECT_EQ(kHalfSize, 0, kHalfSize, kHalfSize, GLColor::green);
        EXPECT_PIXEL_RECT_EQ(0, kHalfSize, kHalfSize, kHalfSize, GLColor::blue);
        EXPECT_PIXEL_RECT_EQ(kHalfSize, kHalfSize, kHalfSize, kHalfSize, GLColor::yellow);
    }
    
    // Tests that deleting an in-flight image texture does not immediately delete the resource.
    TEST_P(SimpleStateChangeTestES31, DeleteImageTextureInUse)
    {
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
        GLTexture texRead;
        glBindTexture(GL_TEXTURE_2D, texRead);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mProgram);
    
        glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
        texRead.reset();
    
        std::array<GLColor, 4> results;
        glReadPixels(0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, results.data());
        EXPECT_GL_NO_ERROR();
    
        for (int i = 0; i < 4; i++)
        {
            EXPECT_EQ(colors[i], results[i]);
        }
    }
    
    // Tests that bind the same image texture all the time between different dispatch calls.
    TEST_P(SimpleStateChangeTestES31, RebindImageTextureDispatchAgain)
    {
        std::array<GLColor, 4> colors = {{GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}};
        GLTexture texRead;
        glBindTexture(GL_TEXTURE_2D, texRead);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
    
        glUseProgram(mProgram);
    
        glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
    
        // Bind again
        glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
        EXPECT_GL_NO_ERROR();
    
        EXPECT_PIXEL_RECT_EQ(0, 0, 2, 2, GLColor::cyan);
    }
    
    // Tests that we can dispatch with an image texture, modify the image texture with a texSubImage,
    // and then dispatch again correctly.
    TEST_P(SimpleStateChangeTestES31, DispatchWithImageTextureTexSubImageThenDispatchAgain)
    {
        std::array<GLColor, 4> colors    = {{GLColor::red, GLColor::red, GLColor::red, GLColor::red}};
        std::array<GLColor, 4> subColors = {
            {GLColor::green, GLColor::green, GLColor::green, GLColor::green}};
    
        GLTexture texRead;
        glBindTexture(GL_TEXTURE_2D, texRead);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
    
        glUseProgram(mProgram);
    
        glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
    
        // Update bottom-half of image texture with green.
        glBindTexture(GL_TEXTURE_2D, texRead);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 1, GL_RGBA, GL_UNSIGNED_BYTE, subColors.data());
        ASSERT_GL_NO_ERROR();
    
        // Dispatch again, should still work.
        glDispatchCompute(1, 1, 1);
        ASSERT_GL_NO_ERROR();
    
        // Validate first half of the image is red and the bottom is green.
        std::array<GLColor, 4> results;
        glReadPixels(0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, results.data());
        EXPECT_GL_NO_ERROR();
    
        EXPECT_EQ(GLColor::green, results[0]);
        EXPECT_EQ(GLColor::green, results[1]);
        EXPECT_EQ(GLColor::red, results[2]);
        EXPECT_EQ(GLColor::red, results[3]);
    }
    
    // Test updating an image texture's contents while in use by GL works as expected.
    TEST_P(SimpleStateChangeTestES31, UpdateImageTextureInUse)
    {
        std::array<GLColor, 4> rgby = {{GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture texRead;
        glBindTexture(GL_TEXTURE_2D, texRead);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, rgby.data());
    
        glUseProgram(mProgram);
    
        glBindImageTexture(0, texRead, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
    
        // Update the texture to be YBGR, while the Texture is in-use. Should not affect the dispatch.
        glBindTexture(GL_TEXTURE_2D, texRead);
        std::array<GLColor, 4> ybgr = {{GLColor::yellow, GLColor::blue, GLColor::green, GLColor::red}};
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, ybgr.data());
        ASSERT_GL_NO_ERROR();
    
        // Check the Framebuffer. The dispatch call should have completed with the original RGBY data.
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
        EXPECT_PIXEL_COLOR_EQ(1, 0, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(0, 1, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::yellow);
    
        // Dispatch again. The second dispatch call should use the updated YBGR data.
        glDispatchCompute(1, 1, 1);
    
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::yellow);
        EXPECT_PIXEL_COLOR_EQ(1, 0, GLColor::blue);
        EXPECT_PIXEL_COLOR_EQ(0, 1, GLColor::green);
        EXPECT_PIXEL_COLOR_EQ(1, 1, GLColor::red);
        ASSERT_GL_NO_ERROR();
    }
    
    // Test that we can alternate between image textures between different dispatchs.
    TEST_P(SimpleStateChangeTestES31, DispatchImageTextureAThenTextureBThenTextureA)
    {
        // TODO(syoussefi): Flaky, needs investigation. http://anglebug.com/3044
        ANGLE_SKIP_TEST_IF(IsLinux() && IsIntel() && IsDesktopOpenGL());
    
        std::array<GLColor, 4> colorsTexA = {
            {GLColor::cyan, GLColor::cyan, GLColor::cyan, GLColor::cyan}};
    
        std::array<GLColor, 4> colorsTexB = {
            {GLColor::magenta, GLColor::magenta, GLColor::magenta, GLColor::magenta}};
    
        GLTexture texA;
        glBindTexture(GL_TEXTURE_2D, texA);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colorsTexA.data());
        GLTexture texB;
        glBindTexture(GL_TEXTURE_2D, texB);
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, colorsTexB.data());
    
        glUseProgram(mProgram);
    
        glBindImageTexture(0, texA, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
    
        glBindImageTexture(0, texB, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
    
        glBindImageTexture(0, texA, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
        glDispatchCompute(1, 1, 1);
    
        EXPECT_PIXEL_RECT_EQ(0, 0, 2, 2, GLColor::cyan);
        ASSERT_GL_NO_ERROR();
    }
    
    static constexpr char kColorVS[] = R"(attribute vec2 position;
    attribute vec4 color;
    varying vec4 vColor;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        vColor = color;
    })";
    
    static constexpr char kColorFS[] = R"(precision mediump float;
    varying vec4 vColor;
    void main()
    {
        gl_FragColor = vColor;
    })";
    
    class ValidationStateChangeTest : public ANGLETest
    {
      protected:
        ValidationStateChangeTest()
        {
            setWindowWidth(64);
            setWindowHeight(64);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    
    class WebGL2ValidationStateChangeTest : public ValidationStateChangeTest
    {
      protected:
        WebGL2ValidationStateChangeTest() { setWebGLCompatibilityEnabled(true); }
    };
    
    class ValidationStateChangeTestES31 : public ANGLETest
    {};
    
    class WebGLComputeValidationStateChangeTest : public ANGLETest
    {
      public:
        WebGLComputeValidationStateChangeTest() { setWebGLCompatibilityEnabled(true); }
    };
    
    // Tests that mapping and unmapping an array buffer in various ways causes rendering to fail.
    // This isn't guaranteed to produce an error by GL. But we assume ANGLE always errors.
    TEST_P(ValidationStateChangeTest, MapBufferAndDraw)
    {
        // Initialize program and set up state.
        ANGLE_GL_PROGRAM(program, kColorVS, kColorFS);
    
        glUseProgram(program);
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLoc);
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
    
        const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
        const size_t posBufferSize                 = quadVertices.size() * sizeof(Vector3);
    
        GLBuffer posBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
        glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
    
        // Start with position enabled.
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        std::vector<GLColor> colorVertices(6, GLColor::blue);
        const size_t colorBufferSize = sizeof(GLColor) * 6;
    
        GLBuffer colorBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
        glBufferData(GL_ARRAY_BUFFER, colorBufferSize, colorVertices.data(), GL_STATIC_DRAW);
    
        // Start with color disabled.
        glVertexAttribPointer(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, nullptr);
        glDisableVertexAttribArray(colorLoc);
    
        ASSERT_GL_NO_ERROR();
    
        // Draw without a mapped buffer. Should succeed.
        glVertexAttrib4f(colorLoc, 0, 1, 0, 1);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Map position buffer and draw. Should fail.
        glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
        glMapBufferRange(GL_ARRAY_BUFFER, 0, posBufferSize, GL_MAP_READ_BIT);
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Map position buffer and draw should fail.";
        glUnmapBuffer(GL_ARRAY_BUFFER);
    
        // Map then enable color buffer. Should fail.
        glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
        glMapBufferRange(GL_ARRAY_BUFFER, 0, colorBufferSize, GL_MAP_READ_BIT);
        glEnableVertexAttribArray(colorLoc);
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Map then enable color buffer should fail.";
    
        // Unmap then draw. Should succeed.
        glUnmapBuffer(GL_ARRAY_BUFFER);
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    }
    
    // Tests that changing a vertex binding with glVertexAttribDivisor updates the mapped buffer check.
    TEST_P(ValidationStateChangeTestES31, MapBufferAndDrawWithDivisor)
    {
        // Seems to trigger a GL error in some edge cases. http://anglebug.com/2755
        ANGLE_SKIP_TEST_IF(IsOpenGL() && IsNVIDIA());
    
        // Initialize program and set up state.
        ANGLE_GL_PROGRAM(program, kColorVS, kColorFS);
    
        glUseProgram(program);
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLoc);
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
    
        // Create a user vertex array.
        GLVertexArray vao;
        glBindVertexArray(vao);
    
        const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
        const size_t posBufferSize                 = quadVertices.size() * sizeof(Vector3);
    
        GLBuffer posBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
        glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
    
        // Start with position enabled.
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        std::vector<GLColor> blueVertices(6, GLColor::blue);
        const size_t blueBufferSize = sizeof(GLColor) * 6;
    
        GLBuffer blueBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, blueBuffer);
        glBufferData(GL_ARRAY_BUFFER, blueBufferSize, blueVertices.data(), GL_STATIC_DRAW);
    
        // Start with color enabled at an unused binding.
        constexpr GLint kUnusedBinding = 3;
        ASSERT_NE(colorLoc, kUnusedBinding);
        ASSERT_NE(positionLoc, kUnusedBinding);
        glVertexAttribFormat(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0);
        glVertexAttribBinding(colorLoc, kUnusedBinding);
        glBindVertexBuffer(kUnusedBinding, blueBuffer, 0, sizeof(GLColor));
        glEnableVertexAttribArray(colorLoc);
    
        // Make binding 'colorLoc' use a mapped buffer.
        std::vector<GLColor> greenVertices(6, GLColor::green);
        const size_t greenBufferSize = sizeof(GLColor) * 6;
        GLBuffer greenBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, greenBuffer);
        glBufferData(GL_ARRAY_BUFFER, greenBufferSize, greenVertices.data(), GL_STATIC_DRAW);
        glMapBufferRange(GL_ARRAY_BUFFER, 0, greenBufferSize, GL_MAP_READ_BIT);
        glBindVertexBuffer(colorLoc, greenBuffer, 0, sizeof(GLColor));
    
        ASSERT_GL_NO_ERROR();
    
        // Draw without a mapped buffer. Should succeed.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Change divisor with VertexAttribDivisor. Should fail.
        glVertexAttribDivisor(colorLoc, 0);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "draw with mapped buffer should fail.";
    
        // Unmap the buffer. Should succeed.
        glUnmapBuffer(GL_ARRAY_BUFFER);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests that changing a vertex binding with glVertexAttribDivisor updates the buffer size check.
    TEST_P(WebGLComputeValidationStateChangeTest, DrawPastEndOfBufferWithDivisor)
    {
        // Initialize program and set up state.
        ANGLE_GL_PROGRAM(program, kColorVS, kColorFS);
    
        glUseProgram(program);
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLoc);
        GLint colorLoc = glGetAttribLocation(program, "color");
        ASSERT_NE(-1, colorLoc);
    
        // Create a user vertex array.
        GLVertexArray vao;
        glBindVertexArray(vao);
    
        const std::array<Vector3, 6> &quadVertices = GetQuadVertices();
        const size_t posBufferSize                 = quadVertices.size() * sizeof(Vector3);
    
        GLBuffer posBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
        glBufferData(GL_ARRAY_BUFFER, posBufferSize, quadVertices.data(), GL_STATIC_DRAW);
    
        // Start with position enabled.
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        std::vector<GLColor> blueVertices(6, GLColor::blue);
        const size_t blueBufferSize = sizeof(GLColor) * 6;
    
        GLBuffer blueBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, blueBuffer);
        glBufferData(GL_ARRAY_BUFFER, blueBufferSize, blueVertices.data(), GL_STATIC_DRAW);
    
        // Start with color enabled at an unused binding.
        constexpr GLint kUnusedBinding = 3;
        ASSERT_NE(colorLoc, kUnusedBinding);
        ASSERT_NE(positionLoc, kUnusedBinding);
        glVertexAttribFormat(colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0);
        glVertexAttribBinding(colorLoc, kUnusedBinding);
        glBindVertexBuffer(kUnusedBinding, blueBuffer, 0, sizeof(GLColor));
        glEnableVertexAttribArray(colorLoc);
    
        // Make binding 'colorLoc' use a small buffer.
        std::vector<GLColor> greenVertices(6, GLColor::green);
        const size_t greenBufferSize = sizeof(GLColor) * 3;
        GLBuffer greenBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, greenBuffer);
        glBufferData(GL_ARRAY_BUFFER, greenBufferSize, greenVertices.data(), GL_STATIC_DRAW);
        glBindVertexBuffer(colorLoc, greenBuffer, 0, sizeof(GLColor));
    
        ASSERT_GL_NO_ERROR();
    
        // Draw without a mapped buffer. Should succeed.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Change divisor with VertexAttribDivisor. Should fail.
        glVertexAttribDivisor(colorLoc, 0);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "draw with small buffer should fail.";
    
        // Do a small draw. Should succeed.
        glDrawArrays(GL_TRIANGLES, 0, 3);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests state changes with uniform block validation.
    TEST_P(ValidationStateChangeTest, UniformBlockNegativeAPI)
    {
        constexpr char kVS[] = R"(#version 300 es
    in vec2 position;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
    })";
    
        constexpr char kFS[] = R"(#version 300 es
    precision mediump float;
    uniform uni { vec4 vec; };
    out vec4 color;
    void main()
    {
        color = vec;
    })";
    
        ANGLE_GL_PROGRAM(program, kVS, kFS);
        glUseProgram(program);
    
        GLuint blockIndex = glGetUniformBlockIndex(program, "uni");
        ASSERT_NE(GL_INVALID_INDEX, blockIndex);
    
        glUniformBlockBinding(program, blockIndex, 0);
    
        GLBuffer uniformBuffer;
        glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatGreen.R, GL_STATIC_DRAW);
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniformBuffer);
    
        const auto &quadVertices = GetQuadVertices();
    
        GLBuffer positionBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
        glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
                     GL_STATIC_DRAW);
    
        GLint positionLocation = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLocation);
    
        glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
        ASSERT_GL_NO_ERROR();
    
        // First draw should succeed.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Change the uniform block binding. Should fail.
        glUniformBlockBinding(program, blockIndex, 1);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION) << "Invalid uniform block binding should fail";
    
        // Reset to a correct state.
        glUniformBlockBinding(program, blockIndex, 0);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Change the buffer binding. Should fail.
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_ERROR(GL_INVALID_OPERATION) << "Setting invalid uniform buffer should fail";
    
        // Reset to a correct state.
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniformBuffer);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Resize the buffer to be too small. Should fail.
        glBufferData(GL_UNIFORM_BUFFER, 1, nullptr, GL_STATIC_DRAW);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Invalid buffer size should fail";
    }
    
    // Tests various state change effects on draw framebuffer validation.
    TEST_P(WebGL2ValidationStateChangeTest, DrawFramebufferNegativeAPI)
    {
        // Set up a simple draw from a Texture to a user Framebuffer.
        GLuint program = get2DTexturedQuadProgram();
        ASSERT_NE(0u, program);
        glUseProgram(program);
    
        GLint posLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, posLoc);
    
        const auto &quadVertices = GetQuadVertices();
    
        GLBuffer positionBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * quadVertices.size(), quadVertices.data(),
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(posLoc);
    
        constexpr size_t kSize = 2;
    
        GLTexture colorBufferTexture;
        glBindTexture(GL_TEXTURE_2D, colorBufferTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        GLFramebuffer framebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorBufferTexture,
                               0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        std::vector<GLColor> greenColor(kSize * kSize, GLColor::green);
    
        GLTexture greenTexture;
        glBindTexture(GL_TEXTURE_2D, greenTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     greenColor.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        // Second framebuffer with a feedback loop. Initially unbound.
        GLFramebuffer loopedFramebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, loopedFramebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, greenTexture, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
    
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Create a rendering feedback loop. Should fail.
        glBindTexture(GL_TEXTURE_2D, colorBufferTexture);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Reset to a valid state.
        glBindTexture(GL_TEXTURE_2D, greenTexture);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Bind a second framebuffer with a feedback loop.
        glBindFramebuffer(GL_FRAMEBUFFER, loopedFramebuffer);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Update the framebuffer texture attachment. Should succeed.
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorBufferTexture,
                               0);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    }
    
    // Tests various state change effects on draw framebuffer validation with MRT.
    TEST_P(WebGL2ValidationStateChangeTest, MultiAttachmentDrawFramebufferNegativeAPI)
    {
        // Set up a program that writes to two outputs: one int and one float.
        constexpr char kVS[] = R"(#version 300 es
    layout(location = 0) in vec2 position;
    out vec2 texCoord;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        texCoord = position * 0.5 + vec2(0.5);
    })";
    
        constexpr char kFS[] = R"(#version 300 es
    precision mediump float;
    in vec2 texCoord;
    layout(location = 0) out vec4 outFloat;
    layout(location = 1) out uvec4 outInt;
    void main()
    {
        outFloat = vec4(0, 1, 0, 1);
        outInt = uvec4(0, 1, 0, 1);
    })";
    
        ANGLE_GL_PROGRAM(program, kVS, kFS);
        glUseProgram(program);
    
        constexpr GLint kPosLoc = 0;
    
        const auto &quadVertices = GetQuadVertices();
    
        GLBuffer positionBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, positionBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * quadVertices.size(), quadVertices.data(),
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(kPosLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(kPosLoc);
    
        constexpr size_t kSize = 2;
    
        GLFramebuffer floatFramebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, floatFramebuffer);
    
        GLTexture floatTextures[2];
        for (int i = 0; i < 2; ++i)
        {
            glBindTexture(GL_TEXTURE_2D, floatTextures[i]);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                         nullptr);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D,
                                   floatTextures[i], 0);
            ASSERT_GL_NO_ERROR();
        }
    
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        GLFramebuffer intFramebuffer;
        glBindFramebuffer(GL_FRAMEBUFFER, intFramebuffer);
    
        GLTexture intTextures[2];
        for (int i = 0; i < 2; ++i)
        {
            glBindTexture(GL_TEXTURE_2D, intTextures[i]);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, kSize, kSize, 0, GL_RGBA_INTEGER,
                         GL_UNSIGNED_BYTE, nullptr);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D,
                                   intTextures[i], 0);
            ASSERT_GL_NO_ERROR();
        }
    
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
        ASSERT_GL_NO_ERROR();
    
        constexpr GLenum kColor0Enabled[]     = {GL_COLOR_ATTACHMENT0, GL_NONE};
        constexpr GLenum kColor1Enabled[]     = {GL_NONE, GL_COLOR_ATTACHMENT1};
        constexpr GLenum kColor0And1Enabled[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
    
        // Draw float. Should work.
        glBindFramebuffer(GL_FRAMEBUFFER, floatFramebuffer);
        glDrawBuffers(2, kColor0Enabled);
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR() << "Draw to float texture with correct mask";
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Set an invalid component write.
        glDrawBuffers(2, kColor0And1Enabled);
        ASSERT_GL_NO_ERROR() << "Draw to float texture with invalid mask";
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Restore state.
        glDrawBuffers(2, kColor0Enabled);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR() << "Draw to float texture with correct mask";
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Bind an invalid framebuffer. Validate failure.
        glBindFramebuffer(GL_FRAMEBUFFER, intFramebuffer);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Draw to int texture with default mask";
    
        // Set draw mask to a valid mask. Validate success.
        glDrawBuffers(2, kColor1Enabled);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR() << "Draw to int texture with correct mask";
    }
    
    // Tests negative API state change cases with Transform Feedback bindings.
    TEST_P(WebGL2ValidationStateChangeTest, TransformFeedbackNegativeAPI)
    {
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOSX());
    
        constexpr char kFS[] = R"(#version 300 es
    precision mediump float;
    uniform block { vec4 color; };
    out vec4 colorOut;
    void main()
    {
        colorOut = color;
    })";
    
        std::vector<std::string> tfVaryings = {"gl_Position"};
        ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, essl3_shaders::vs::Simple(), kFS, tfVaryings,
                                            GL_INTERLEAVED_ATTRIBS);
        glUseProgram(program);
    
        std::vector<Vector4> positionData;
        for (const Vector3 &quadVertex : GetQuadVertices())
        {
            positionData.emplace_back(quadVertex.x(), quadVertex.y(), quadVertex.z(), 1.0f);
        }
    
        GLBuffer arrayBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
        glBufferData(GL_ARRAY_BUFFER, positionData.size() * sizeof(Vector4), positionData.data(),
                     GL_STATIC_DRAW);
    
        GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLoc);
    
        glVertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        EXPECT_GL_NO_ERROR();
    
        // Set up transform feedback.
        GLTransformFeedback transformFeedback;
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
    
        constexpr size_t kTransformFeedbackSize = 6 * sizeof(Vector4);
    
        GLBuffer transformFeedbackBuffer;
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, transformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kTransformFeedbackSize * 2, nullptr, GL_STATIC_DRAW);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, transformFeedbackBuffer);
    
        // Set up uniform buffer.
        GLBuffer uniformBuffer;
        glBindBuffer(GL_UNIFORM_BUFFER, uniformBuffer);
        glBufferData(GL_UNIFORM_BUFFER, sizeof(GLColor32F), &kFloatGreen.R, GL_STATIC_DRAW);
        glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniformBuffer);
    
        ASSERT_GL_NO_ERROR();
    
        // Do the draw operation. Should succeed.
        glBeginTransformFeedback(GL_TRIANGLES);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glEndTransformFeedback();
    
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        const GLvoid *mapPointer =
            glMapBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, kTransformFeedbackSize, GL_MAP_READ_BIT);
        ASSERT_GL_NO_ERROR();
        ASSERT_NE(nullptr, mapPointer);
        const Vector4 *typedMapPointer = reinterpret_cast<const Vector4 *>(mapPointer);
        std::vector<Vector4> actualData(typedMapPointer, typedMapPointer + 6);
        EXPECT_EQ(positionData, actualData);
        glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
    
        // Draw once to update validation cache.
        glBeginTransformFeedback(GL_TRIANGLES);
        glDrawArrays(GL_TRIANGLES, 0, 6);
    
        // Bind transform feedback buffer to another binding point. Should cause a conflict.
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, transformFeedbackBuffer);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glEndTransformFeedback();
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Simultaneous element buffer binding should fail";
    
        // Reset to valid state.
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
        glBeginTransformFeedback(GL_TRIANGLES);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glEndTransformFeedback();
        ASSERT_GL_NO_ERROR();
    
        // Simultaneous non-vertex-array binding. Should fail.
        glBeginTransformFeedback(GL_TRIANGLES);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        glBindBuffer(GL_PIXEL_PACK_BUFFER, transformFeedbackBuffer);
        ASSERT_GL_NO_ERROR();
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glEndTransformFeedback();
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Simultaneous pack buffer binding should fail";
    }
    
    // Test sampler format validation caching works.
    TEST_P(WebGL2ValidationStateChangeTest, SamplerFormatCache)
    {
        constexpr char kFS[] = R"(#version 300 es
    precision mediump float;
    uniform sampler2D sampler;
    out vec4 colorOut;
    void main()
    {
        colorOut = texture(sampler, vec2(0));
    })";
    
        std::vector<std::string> tfVaryings = {"gl_Position"};
        ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
        glUseProgram(program);
    
        std::array<GLColor, 4> colors = {
            {GLColor::red, GLColor::green, GLColor::blue, GLColor::yellow}};
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors.data());
    
        const auto &quadVertices = GetQuadVertices();
    
        GLBuffer arrayBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
        glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
                     GL_STATIC_DRAW);
    
        GLint samplerLoc = glGetUniformLocation(program, "sampler");
        ASSERT_NE(-1, samplerLoc);
        glUniform1i(samplerLoc, 0);
    
        GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        ASSERT_GL_NO_ERROR();
    
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // TexImage2D should update the sampler format cache.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 2, 2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE,
                     colors.data());
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Sampling integer texture with a float sampler.";
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 2, 2, 0, GL_DEPTH_COMPONENT,
                     GL_UNSIGNED_INT, colors.data());
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR() << "Depth texture with no compare mode.";
    
        // TexParameteri should update the sampler format cache.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Depth texture with compare mode set.";
    }
    
    // Tests that we retain the correct draw mode settings with transform feedback changes.
    TEST_P(ValidationStateChangeTest, TransformFeedbackDrawModes)
    {
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOSX());
    
        std::vector<std::string> tfVaryings = {"gl_Position"};
        ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(program, essl3_shaders::vs::Simple(),
                                            essl3_shaders::fs::Red(), tfVaryings,
                                            GL_INTERLEAVED_ATTRIBS);
        glUseProgram(program);
    
        std::vector<Vector4> positionData;
        for (const Vector3 &quadVertex : GetQuadVertices())
        {
            positionData.emplace_back(quadVertex.x(), quadVertex.y(), quadVertex.z(), 1.0f);
        }
    
        GLBuffer arrayBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
        glBufferData(GL_ARRAY_BUFFER, positionData.size() * sizeof(Vector4), positionData.data(),
                     GL_STATIC_DRAW);
    
        GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLoc);
    
        glVertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        // Set up transform feedback.
        GLTransformFeedback transformFeedback;
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
    
        constexpr size_t kTransformFeedbackSize = 6 * sizeof(Vector4);
    
        GLBuffer transformFeedbackBuffer;
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, transformFeedbackBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, kTransformFeedbackSize * 2, nullptr, GL_STATIC_DRAW);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, transformFeedbackBuffer);
    
        GLTransformFeedback pointsXFB;
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, pointsXFB);
        GLBuffer pointsXFBBuffer;
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, pointsXFBBuffer);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, 1024, nullptr, GL_STREAM_DRAW);
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, pointsXFBBuffer);
    
        // Begin TRIANGLES, switch to paused POINTS, should be valid.
        glBeginTransformFeedback(GL_POINTS);
        glPauseTransformFeedback();
        ASSERT_GL_NO_ERROR() << "Starting point transform feedback should succeed";
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
        glBeginTransformFeedback(GL_TRIANGLES);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_NO_ERROR() << "Triangle rendering should succeed";
        glDrawArrays(GL_POINTS, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Point rendering should fail";
        glDrawArrays(GL_LINES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Lines rendering should fail";
        glPauseTransformFeedback();
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, pointsXFB);
        glResumeTransformFeedback();
        glDrawArrays(GL_POINTS, 0, 6);
        EXPECT_GL_NO_ERROR() << "Point rendering should succeed";
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Triangle rendering should fail";
        glDrawArrays(GL_LINES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION) << "Lines rendering should fail";
    
        glEndTransformFeedback();
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedback);
        glEndTransformFeedback();
        ASSERT_GL_NO_ERROR() << "Ending transform feeback should pass";
    
        glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
    
        glDrawArrays(GL_POINTS, 0, 6);
        EXPECT_GL_NO_ERROR() << "Point rendering should succeed";
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_NO_ERROR() << "Triangle rendering should succeed";
        glDrawArrays(GL_LINES, 0, 6);
        EXPECT_GL_NO_ERROR() << "Line rendering should succeed";
    }
    
    // Tests a valid rendering setup with two textures. Followed by a draw with conflicting samplers.
    TEST_P(ValidationStateChangeTest, TextureConflict)
    {
        ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_storage"));
    
        GLint maxTextures = 0;
        glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextures);
        ANGLE_SKIP_TEST_IF(maxTextures < 2);
    
        // Set up state.
        constexpr GLint kSize = 2;
    
        std::vector<GLColor> greenData(4, GLColor::green);
    
        GLTexture textureA;
        glBindTexture(GL_TEXTURE_2D, textureA);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     greenData.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        glActiveTexture(GL_TEXTURE1);
    
        GLTexture textureB;
        glBindTexture(GL_TEXTURE_CUBE_MAP, textureB);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, greenData.data());
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, greenData.data());
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, greenData.data());
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, greenData.data());
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, greenData.data());
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA8, kSize, kSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, greenData.data());
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        constexpr char kVS[] = R"(attribute vec2 position;
    varying mediump vec2 texCoord;
    void main()
    {
        gl_Position = vec4(position, 0, 1);
        texCoord = position * 0.5 + vec2(0.5);
    })";
    
        constexpr char kFS[] = R"(varying mediump vec2 texCoord;
    uniform sampler2D texA;
    uniform samplerCube texB;
    void main()
    {
        gl_FragColor = texture2D(texA, texCoord) + textureCube(texB, vec3(1, 0, 0));
    })";
    
        ANGLE_GL_PROGRAM(program, kVS, kFS);
        glUseProgram(program);
    
        const auto &quadVertices = GetQuadVertices();
    
        GLBuffer arrayBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
        glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(Vector3), quadVertices.data(),
                     GL_STATIC_DRAW);
    
        GLint positionLoc = glGetAttribLocation(program, "position");
        ASSERT_NE(-1, positionLoc);
    
        GLint texALoc = glGetUniformLocation(program, "texA");
        ASSERT_NE(-1, texALoc);
    
        GLint texBLoc = glGetUniformLocation(program, "texB");
        ASSERT_NE(-1, texBLoc);
    
        glUniform1i(texALoc, 0);
        glUniform1i(texBLoc, 1);
    
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        ASSERT_GL_NO_ERROR();
    
        // First draw. Should succeed.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Second draw to ensure all state changes are flushed.
        glDrawArrays(GL_TRIANGLES, 0, 6);
        ASSERT_GL_NO_ERROR();
    
        // Make the uniform use an invalid texture binding.
        glUniform1i(texBLoc, 0);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    }
    
    // Tests that mapping the element array buffer triggers errors.
    TEST_P(ValidationStateChangeTest, MapElementArrayBuffer)
    {
        ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), essl3_shaders::fs::Red());
        glUseProgram(program);
    
        std::array<GLushort, 6> quadIndices = GetQuadIndices();
        std::array<Vector3, 4> quadVertices = GetIndexedQuadVertices();
    
        GLsizei elementBufferSize = sizeof(quadIndices[0]) * quadIndices.size();
    
        GLBuffer elementArrayBuffer;
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementBufferSize, quadIndices.data(), GL_STATIC_DRAW);
    
        GLBuffer arrayBuffer;
        glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices[0]) * quadVertices.size(),
                     quadVertices.data(), GL_STATIC_DRAW);
    
        GLint positionLoc = glGetAttribLocation(program, essl3_shaders::PositionAttrib());
        ASSERT_NE(-1, positionLoc);
        glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLoc);
    
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
        ASSERT_GL_NO_ERROR();
    
        void *ptr = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, elementBufferSize, GL_MAP_READ_BIT);
        ASSERT_NE(nullptr, ptr);
    
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
    
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, nullptr);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Tests that deleting a texture successfully binds the zero texture.
    TEST_P(SimpleStateChangeTest, DeleteTextureThenDraw)
    {
        constexpr char kFS[] =
            "uniform sampler2D us; void main() { gl_FragColor = texture2D(us, vec2(0)); }";
        ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
        glUseProgram(program);
        GLint loc = glGetUniformLocation(program, "us");
        ASSERT_EQ(0, loc);
    
        auto quadVertices = GetQuadVertices();
        GLint posLoc      = glGetAttribLocation(program, essl1_shaders::PositionAttrib());
        ASSERT_EQ(0, posLoc);
    
        GLBuffer buffer;
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        glBufferData(GL_ARRAY_BUFFER, quadVertices.size() * sizeof(quadVertices[0]),
                     quadVertices.data(), GL_STATIC_DRAW);
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(posLoc);
    
        constexpr size_t kSize = 2;
        std::vector<GLColor> red(kSize * kSize, GLColor::red);
    
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kSize, kSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, red.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glUniform1i(loc, 1);
        tex.reset();
    
        glDrawArrays(GL_TRIANGLES, 0, 3);
        ASSERT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
    }
    }  // anonymous namespace
    
    ANGLE_INSTANTIATE_TEST(StateChangeTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL(), ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(LineLoopStateChangeTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_OPENGL(),
                           ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(StateChangeRenderTest,
                           ES2_D3D9(),
                           ES2_D3D11(),
                           ES2_OPENGL(),
                           ES2_D3D11_FL9_3(),
                           ES2_VULKAN());
    ANGLE_INSTANTIATE_TEST(StateChangeTestES3, ES3_D3D11(), ES3_OPENGL());
    ANGLE_INSTANTIATE_TEST(SimpleStateChangeTest, ES2_VULKAN(), ES2_OPENGL());
    ANGLE_INSTANTIATE_TEST(SimpleStateChangeTestES3, ES3_OPENGL(), ES3_D3D11());
    ANGLE_INSTANTIATE_TEST(SimpleStateChangeTestES31, ES31_OPENGL(), ES31_D3D11());
    ANGLE_INSTANTIATE_TEST(ValidationStateChangeTest, ES3_D3D11(), ES3_OPENGL());
    ANGLE_INSTANTIATE_TEST(WebGL2ValidationStateChangeTest, ES3_D3D11(), ES3_OPENGL());
    ANGLE_INSTANTIATE_TEST(ValidationStateChangeTestES31, ES31_OPENGL(), ES31_D3D11());
    ANGLE_INSTANTIATE_TEST(WebGLComputeValidationStateChangeTest, ES31_D3D11(), ES31_OPENGL());