Edit

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

Branch :

  • Show log

    Commit

  • Author : Corentin Wallez
    Date : 2015-06-17 18:33:56
    Hash : 322653bf
    Message : Fix Chromium build of angle_end2end_tests BUG=angleproject:892 Change-Id: I9922046fc9e4d82d7034405f5952263f982c6529 Reviewed-on: https://chromium-review.googlesource.com/278159 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>

  • src/tests/gl_tests/MipmapTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "test_utils/ANGLETest.h"
    
    using namespace angle;
    
    class MipmapTest : public ANGLETest
    {
      protected:
        MipmapTest()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            // Vertex Shader source
            const std::string vs = SHADER_SOURCE
            (
                attribute vec4 aPosition;
                attribute vec2 aTexCoord;
                varying vec2 vTexCoord;
    
                void main()
                {
                    gl_Position = aPosition;
                    vTexCoord = aTexCoord;
                }
            );
    
            // Fragment Shader source
            const std::string fs = SHADER_SOURCE
            (
                precision mediump float;
    
                uniform sampler2D uTexture;
                varying vec2 vTexCoord;
    
                void main()
                {
                    gl_FragColor = texture2D(uTexture, vTexCoord);
                }
            );
    
            m2DProgram = CompileProgram(vs, fs);
            if (m2DProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            // A simple vertex shader for the texture cube
            const std::string cubeVS = SHADER_SOURCE
            (
                attribute vec4 aPosition;
                varying vec4 vPosition;
                void main()
                {
                    gl_Position = aPosition;
                    vPosition = aPosition;
                }
            );
    
            // A very simple fragment shader to sample from the negative-Y face of a texture cube.
            const std::string cubeFS = SHADER_SOURCE
            (
                precision mediump float;
                uniform samplerCube uTexture;
                varying vec4 vPosition;
    
                void main()
                {
                    gl_FragColor = textureCube(uTexture, vec3(vPosition.x, -1, vPosition.y));
                }
            );
    
            mCubeProgram = CompileProgram(cubeVS, cubeFS);
            if (mCubeProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            m2DTextureUniformPosition = glGetUniformLocation(m2DProgram, "uTexture");
            m2DPositionAttributePosition = glGetAttribLocation(m2DProgram, "aPosition");
            m2DTexCoordAttributePosition = glGetAttribLocation(m2DProgram, "aTexCoord");
    
            mCubeTextureUniformPosition = glGetUniformLocation(mCubeProgram, "uTexture");
            mCubePositionAttributePosition = glGetAttribLocation(mCubeProgram, "aPosition");
    
            mLevelZeroBlueInitData = createRGBInitData(getWindowWidth(), getWindowHeight(), 0, 0, 255); // Blue
            mLevelZeroWhiteInitData = createRGBInitData(getWindowWidth(), getWindowHeight(), 255, 255, 255); // White
            mLevelOneInitData = createRGBInitData((getWindowWidth() / 2), (getWindowHeight() / 2), 0, 255, 0);   // Green
            mLevelTwoInitData = createRGBInitData((getWindowWidth() / 4), (getWindowHeight() / 4), 255, 0, 0);   // Red
    
            glGenFramebuffers(1, &mOffscreenFramebuffer);
            glGenTextures(1, &mOffscreenTexture2D);
    
            // Initialize the texture2D to be empty, and don't use mips.
            glBindTexture(GL_TEXTURE_2D, mOffscreenTexture2D);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    
            // Bind the texture2D to the offscreen framebuffer's color buffer.
            glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mOffscreenTexture2D, 0);
            ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
    
            // Create a non-mipped texture cube. Set the negative-Y face to be blue.
            glGenTextures(1, &mOffscreenTextureCube);
            glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
            glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
            glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData);
            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
            glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    
            // Complete the texture cube without mipmaps to start with.
            glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteProgram(m2DProgram);
            glDeleteProgram(mCubeProgram);
            glDeleteFramebuffers(1, &mOffscreenFramebuffer);
            glDeleteTextures(1, &mOffscreenTexture2D);
            glDeleteTextures(1, &mOffscreenTextureCube);
    
            delete mLevelZeroBlueInitData;
            delete mLevelZeroWhiteInitData;
            delete mLevelOneInitData;
            delete mLevelTwoInitData;
    
            ANGLETest::TearDown();
        }
    
        GLubyte *createRGBInitData(GLint width, GLint height, GLint r, GLint g, GLint b)
        {
            GLubyte *data = new GLubyte[3 * width * height];
    
            for (int i = 0; i < width * height; i+=1)
            {
                data[3 * i + 0] = static_cast<GLubyte>(r);
                data[3 * i + 1] = static_cast<GLubyte>(g);
                data[3 * i + 2] = static_cast<GLubyte>(b);
            }
    
            return data;
        }
    
        void ClearAndDrawTexturedQuad(GLuint texture, GLsizei viewportWidth, GLsizei viewportHeight)
        {
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
            glClear(GL_COLOR_BUFFER_BIT);
    
            glViewport(0, 0, viewportWidth, viewportHeight);
    
            ASSERT_GL_NO_ERROR();
    
            GLfloat vertexLocations[] =
            {
                -1.0f,  1.0f, 0.0f,
                -1.0f, -1.0f, 0.0f,
                 1.0f,  1.0f, 0.0f,
                 1.0f, -1.0f, 0.0f,
            };
    
            GLfloat vertexTexCoords[] =
            {
                0.0f, 1.0f,
                0.0f, 0.0f,
                1.0f, 1.0f,
                1.0f, 0.0f,
            };
    
            glUseProgram(m2DProgram);
    
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, texture);
            glUniform1i(m2DTextureUniformPosition, 0);
    
            glVertexAttribPointer(m2DPositionAttributePosition, 3, GL_FLOAT, GL_FALSE, 0, vertexLocations);
            glEnableVertexAttribArray(m2DPositionAttributePosition);
    
            glVertexAttribPointer(m2DTexCoordAttributePosition, 2, GL_FLOAT, GL_FALSE, 0, vertexTexCoords);
            glEnableVertexAttribArray(m2DTexCoordAttributePosition);
    
            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        }
    
        GLuint m2DProgram;
        GLuint mCubeProgram;
        GLuint mOffscreenFramebuffer;
        GLuint mOffscreenTexture2D;
        GLuint mOffscreenTextureCube;
    
        GLint m2DTextureUniformPosition;
        GLint m2DPositionAttributePosition;
        GLint m2DTexCoordAttributePosition;
    
        GLint mCubeTextureUniformPosition;
        GLint mCubePositionAttributePosition;
    
        GLubyte* mLevelZeroBlueInitData;
        GLubyte* mLevelZeroWhiteInitData;
        GLubyte* mLevelOneInitData;
        GLubyte* mLevelTwoInitData;
    };
    
    class MipmapTestES3 : public ANGLETest
    {
      protected:
        MipmapTestES3()
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        virtual void SetUp()
        {
            ANGLETest::SetUp();
    
            glGenTextures(1, &mTextureArray);
            EXPECT_GL_NO_ERROR();
    
            ASSERT_GL_NO_ERROR();
    
            // Don't put "#version ..." on its own line. See [cpp]p1:
            // "If there are sequences of preprocessing tokens within the list of arguments that
            //  would otherwise act as preprocessing directives, the behavior is undefined"
            const std::string vertexShaderSource = SHADER_SOURCE
            (   #version 300 es\n
                precision highp float;
                in vec4 position;
                out vec2 texcoord;
    
                uniform vec2 textureScale;
    
                void main()
                {
                    gl_Position = vec4(position.xy * textureScale, 0.0, 1.0);
                    texcoord = (position.xy * 0.5) + 0.5;
                }
            );
    
            const std::string fragmentShaderSourceArray = SHADER_SOURCE
            (   #version 300 es\n
                precision highp float;
                uniform sampler2DArray tex;
                uniform int slice;
                in vec2 texcoord;
                out vec4 out_FragColor;
    
                void main()
                {
                    out_FragColor = texture(tex, vec3(texcoord, float(slice)));
                }
            );
    
            mArrayProgram = CompileProgram(vertexShaderSource, fragmentShaderSourceArray);
            if (mArrayProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureArrayUniformLocation = glGetUniformLocation(mArrayProgram, "tex");
            ASSERT_NE(-1, mTextureArrayUniformLocation);
    
            mTextureArrayScaleUniformLocation = glGetUniformLocation(mArrayProgram, "textureScale");
            ASSERT_NE(-1, mTextureArrayScaleUniformLocation);
    
            mTextureArraySliceUniformLocation = glGetUniformLocation(mArrayProgram, "slice");
            ASSERT_NE(-1, mTextureArraySliceUniformLocation);
    
            glUseProgram(mArrayProgram);
            glUniform2f(mTextureArrayScaleUniformLocation, 1.0f, 1.0f);
            glUseProgram(0);
            ASSERT_GL_NO_ERROR();
    
            glGenTextures(1, &mTexture3D);
    
            ASSERT_GL_NO_ERROR();
    
            const std::string fragmentShaderSource3D = SHADER_SOURCE
            (   #version 300 es\n
                precision highp float;
                uniform sampler3D tex;
                uniform float slice;
                uniform float lod;
                in vec2 texcoord;
                out vec4 out_FragColor;
    
                void main()
                {
                    out_FragColor = textureLod(tex, vec3(texcoord, slice), lod);
                }
            );
    
            m3DProgram = CompileProgram(vertexShaderSource, fragmentShaderSource3D);
            if (m3DProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTexture3DUniformLocation = glGetUniformLocation(m3DProgram, "tex");
            ASSERT_NE(-1, mTexture3DUniformLocation);
    
            mTexture3DScaleUniformLocation = glGetUniformLocation(m3DProgram, "textureScale");
            ASSERT_NE(-1, mTexture3DScaleUniformLocation);
    
            mTexture3DSliceUniformLocation = glGetUniformLocation(m3DProgram, "slice");
            ASSERT_NE(-1, mTexture3DSliceUniformLocation);
    
            mTexture3DLODUniformLocation = glGetUniformLocation(m3DProgram, "lod");
            ASSERT_NE(-1, mTexture3DLODUniformLocation);
    
            glUseProgram(m3DProgram);
            glUniform2f(mTexture3DScaleUniformLocation, 1.0f, 1.0f);
            glUniform1f(mTexture3DLODUniformLocation, 0);
            glUseProgram(0);
            ASSERT_GL_NO_ERROR();
        }
    
        virtual void TearDown()
        {
            glDeleteTextures(1, &mTextureArray);
            glDeleteProgram(mArrayProgram);
    
            glDeleteTextures(1, &mTexture3D);
            glDeleteProgram(m3DProgram);
    
            ANGLETest::TearDown();
        }
    
        GLuint mTextureArray;
        GLuint mTexture3D;
    
        GLuint mArrayProgram;
        GLint mTextureArrayUniformLocation;
        GLint mTextureArrayScaleUniformLocation;
        GLint mTextureArraySliceUniformLocation;
    
        GLuint m3DProgram;
        GLint mTexture3DUniformLocation;
        GLint mTexture3DScaleUniformLocation;
        GLint mTexture3DSliceUniformLocation;
        GLint mTexture3DLODUniformLocation;
    };
    
    // This test uses init data for the first three levels of the texture. It passes the level 0 data in, then renders, then level 1, then renders, etc.
    // This ensures that renderers using the zero LOD workaround (e.g. D3D11 FL9_3) correctly pass init data to the mipmapped texture,
    // even if the the zero-LOD texture is currently in use.
    TEST_P(MipmapTest, DISABLED_ThreeLevelsInitData)
    {
        // Pass in level zero init data.
        glBindTexture(GL_TEXTURE_2D, mOffscreenTexture2D);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData);
        ASSERT_GL_NO_ERROR();
    
        // Disable mips.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
        // Draw a full-sized quad, and check it's blue.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    
        // Draw a half-sized quad, and check it's blue.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
    
        // Draw a quarter-sized quad, and check it's blue.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
    
        // Complete the texture by initializing the remaining levels.
        int n = 1;
        while (getWindowWidth() / (1U << n) >= 1)
        {
            glTexImage2D(GL_TEXTURE_2D, n, GL_RGB, getWindowWidth() / (1U << n), getWindowWidth() / (1U << n), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
            ASSERT_GL_NO_ERROR();
            n+=1;
        }
    
        // Pass in level one init data.
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelOneInitData);
        ASSERT_GL_NO_ERROR();
    
        // Draw a full-sized quad, and check it's blue.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    
        // Draw a half-sized quad, and check it's blue. We've not enabled mipmaps yet, so our init data for level one shouldn't be used.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
    
        // Enable mipmaps.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Draw a half-sized quad, and check it's green.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
    
        // Draw a quarter-sized quad, and check it's black, since we've not passed any init data for level two.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 0, 255);
    
        // Pass in level two init data.
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGB, getWindowWidth() / 4, getWindowHeight() / 4, 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelTwoInitData);
        ASSERT_GL_NO_ERROR();
    
        // Draw a full-sized quad, and check it's blue.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    
        // Draw a half-sized quad, and check it's green.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
    
        // Draw a quarter-sized quad, and check it's red.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 0, 0, 255);
    
        // Now disable mipmaps again, and render multiple sized quads. They should all be blue, since level 0 is blue.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
    
        // Now reset level 0 to white, keeping mipmaps disabled. Then, render various sized quads. They should be white.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroWhiteInitData);
        ASSERT_GL_NO_ERROR();
    
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255);
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 255, 255, 255);
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 255, 255, 255);
    
        // Then enable mipmaps again. The quads should be white, green, red respectively.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255);
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 0, 0, 255);
    }
    
    // This test generates (and uses) mipmaps on a texture using init data. D3D11 will use a non-renderable TextureStorage for this.
    // The test then disables mips, renders to level zero of the texture, and reenables mips before using the texture again.
    // To do this, D3D11 has to convert the TextureStorage into a renderable one.
    // This test ensures that the conversion works correctly.
    // In particular, on D3D11 Feature Level 9_3 it ensures that both the zero LOD workaround texture AND the 'normal' texture are copied during conversion.
    TEST_P(MipmapTest, GenerateMipmapFromInitDataThenRender)
    {
        // Pass in initial data so the texture is blue.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData);
    
        // Then generate the mips.
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Enable mipmaps.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Now draw the texture to various different sized areas.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    
        // Use mip level 1
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
    
        // Use mip level 2
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
    
        ASSERT_GL_NO_ERROR();
    
        // Disable mips. Render a quad using the texture and ensure it's blue.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    
        // Clear level 0 of the texture.
        glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Reenable mips, and try rendering different-sized quads.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Level 0 is now red, so this should render red.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255);
    
        // Use mip level 1, blue.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
    
        // Use mip level 2, blue.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
    }
    
    // This test ensures that mips are correctly generated from a rendered image.
    // In particular, on D3D11 Feature Level 9_3, the clear call will be performed on the zero-level texture, rather than the mipped one.
    // The test ensures that the zero-level texture is correctly copied into the mipped texture before the mipmaps are generated.
    TEST_P(MipmapTest, GenerateMipmapFromRenderedImage)
    {
        // Bind the offscreen framebuffer/texture.
        glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
    
        // Clear the texture to blue.
        glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Then generate the mips
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Enable mips.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Now draw the texture to various different sized areas.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    
        // Use mip level 1
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
    
        // Use mip level 2
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
    }
    
    // Test to ensure that rendering to a mipmapped texture works, regardless of whether mipmaps are enabled or not.
    // TODO: This test hits a texture rebind bug in the D3D11 renderer. Fix this.
    TEST_P(MipmapTest, RenderOntoLevelZeroAfterGenerateMipmap)
    {
        // TODO(geofflang): Figure out why this is broken on AMD OpenGL
        if ((isAMD() || isIntel()) && getPlatformRenderer() == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
        {
            std::cout << "Test skipped on Intel/AMD OpenGL." << std::endl;
            return;
        }
    
        // Bind the offscreen texture/framebuffer.
        glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
    
        // Clear the texture to blue.
        glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // From now on, default clear color is black.
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    
        // Now, draw the texture to a quad that's the same size as the texture. This draws to the default framebuffer.
        // The quad should be blue.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    
        // Now go back to the texture, and generate mips on it.
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Now try rendering the textured quad again. Note: we've not told GL to use the generated mips.
        // The quad should be blue.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    
        // Now tell GL to use the generated mips.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        EXPECT_GL_NO_ERROR();
    
        // Now render the textured quad again. It should be still be blue.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
    
        // Now render the textured quad to an area smaller than the texture (i.e. to force minification). This should be blue.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
    
        // Now clear the texture to green. This just clears the top level. The lower mips should remain blue.
        glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // From now on, default clear color is black.
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    
        // Render a textured quad equal in size to the texture. This should be green, since we just cleared level 0.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 255, 0, 255);
    
        // Render a small textured quad. This forces minification, so should render blue (the color of levels 1+).
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
    
        // Disable mipmaps again
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        ASSERT_GL_NO_ERROR();
    
        // Render a textured quad equal in size to the texture. This should be green, the color of level 0 in the texture.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 255, 0, 255);
    
        // Render a small textured quad. This would force minification if mips were enabled, but they're not. Therefore, this should be green.
        ClearAndDrawTexturedQuad(mOffscreenTexture2D, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 255, 0, 255);
    }
    
    // This test ensures that the level-zero workaround for TextureCubes (on D3D11 Feature Level 9_3)
    // works as expected. It tests enabling/disabling mipmaps, generating mipmaps, and rendering to level zero.
    TEST_P(MipmapTest, TextureCubeGeneralLevelZero)
    {
        GLfloat vertexLocations[] =
        {
            -1.0f, 1.0f, 0.0f,
            -1.0f, -1.0f, 0.0f,
            1.0f, 1.0f, 0.0f,
            1.0f, -1.0f, 0.0f,
        };
    
        // Set up the viewport, program, attributes, sampler and texture for the cube
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        glUseProgram(mCubeProgram);
        glVertexAttribPointer(mCubePositionAttributePosition, 3, GL_FLOAT, GL_FALSE, 0, vertexLocations);
        glEnableVertexAttribArray(mCubePositionAttributePosition);
        glUniform1i(mCubeTextureUniformPosition, 0);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
    
        // Draw. Since the negative-Y face's is blue, this should be blue.
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
    
        // Generate mipmaps, and render. This should be blue.
        glClear(GL_COLOR_BUFFER_BIT);
        glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
    
        // Draw using a smaller viewport (to force a lower LOD of the texture). This should still be blue.
        glClear(GL_COLOR_BUFFER_BIT);
        glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
    
        // Now clear the negative-Y face of the cube to red.
        glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mOffscreenTextureCube, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Switch back to the default framebuffer
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
    
        // Draw using a full-size viewport. This should be red.
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        // Draw using a quarter-size viewport, to force a lower LOD. This should be *BLUE*, since we only cleared level zero
        // of the negative-Y face to red, and left its mipmaps blue.
        glClear(GL_COLOR_BUFFER_BIT);
        glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
    
        // Disable mipmaps again, and draw a to a quarter-size viewport.
        // Since this should use level zero of the texture, this should be *RED*.
        glClear(GL_COLOR_BUFFER_BIT);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    }
    
    // This test ensures that rendering to level-zero of a TextureCube works as expected.
    TEST_P(MipmapTest, TextureCubeRenderToLevelZero)
    {
        GLfloat vertexLocations[] =
        {
            -1.0f,  1.0f, 0.0f,
            -1.0f, -1.0f, 0.0f,
             1.0f,  1.0f, 0.0f,
             1.0f, -1.0f, 0.0f,
        };
    
        // Set up the viewport, program, attributes, sampler and texture for the cube
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        glUseProgram(mCubeProgram);
        glVertexAttribPointer(mCubePositionAttributePosition, 3, GL_FLOAT, GL_FALSE, 0, vertexLocations);
        glEnableVertexAttribArray(mCubePositionAttributePosition);
        glUniform1i(mCubeTextureUniformPosition, 0);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
    
        // Draw. Since the negative-Y face's is blue, this should be blue.
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
    
        // Now clear the negative-Y face of the cube to red.
        glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mOffscreenTextureCube, 0);
        ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Switch back to the default framebuffer
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glBindTexture(GL_TEXTURE_CUBE_MAP, mOffscreenTextureCube);
    
        // Draw using a full-size viewport. This should be red.
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glViewport(0, 0, getWindowWidth(), getWindowHeight());
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    
        // Draw a to a quarter-size viewport. This should also be red.
        glClear(GL_COLOR_BUFFER_BIT);
        glViewport(0, 0, getWindowWidth() / 4, getWindowHeight() / 4);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
    }
    
    // Creates a mipmapped 2D array texture with three layers, and calls ANGLE's GenerateMipmap.
    // Then tests if the mipmaps are rendered correctly for all three layers.
    TEST_P(MipmapTestES3, MipmapsForTextureArray)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
    
        glTexStorage3D(GL_TEXTURE_2D_ARRAY, 5, GL_RGBA8, 16, 16, 3);
    
        // Fill the first layer with red
        std::vector<GLubyte> pixels(4 * 16 * 16);
        for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
        {
            pixels[pixelId * 4 + 0] = 255;
            pixels[pixelId * 4 + 1] = 0;
            pixels[pixelId * 4 + 2] = 0;
            pixels[pixelId * 4 + 3] = 255;
        }
    
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
    
        // Fill the second layer with green
        for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
        {
            pixels[pixelId * 4 + 0] = 0;
            pixels[pixelId * 4 + 1] = 255;
            pixels[pixelId * 4 + 2] = 0;
            pixels[pixelId * 4 + 3] = 255;
        }
    
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
    
        // Fill the third layer with blue
        for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
        {
            pixels[pixelId * 4 + 0] = 0;
            pixels[pixelId * 4 + 1] = 0;
            pixels[pixelId * 4 + 2] = 255;
            pixels[pixelId * 4 + 3] = 255;
        }
    
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 2, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
    
        glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        EXPECT_GL_NO_ERROR();
    
        glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mArrayProgram);
        glUniform1i(mTextureArrayUniformLocation, 0);
    
        EXPECT_GL_NO_ERROR();
    
        // Draw the first slice
        glUseProgram(mArrayProgram);
        glUniform1i(mTextureArraySliceUniformLocation, 0);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 255, 0, 0, 255);
    
        // Draw the second slice
        glUseProgram(mArrayProgram);
        glUniform1i(mTextureArraySliceUniformLocation, 1);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 0, 255, 0, 255);
    
        // Draw the third slice
        glUseProgram(mArrayProgram);
        glUniform1i(mTextureArraySliceUniformLocation, 2);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 0, 0, 255, 255);
    }
    
    // Creates a mipmapped 3D texture with two layers, and calls ANGLE's GenerateMipmap.
    // Then tests if the mipmaps are rendered correctly for all two layers.
    TEST_P(MipmapTestES3, MipmapsForTexture3D)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_3D, mTexture3D);
    
        glTexStorage3D(GL_TEXTURE_3D, 5, GL_RGBA8, 16, 16, 2);
    
        // Fill the first layer with red
        std::vector<GLubyte> pixels(4 * 16 * 16);
        for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
        {
            pixels[pixelId * 4 + 0] = 255;
            pixels[pixelId * 4 + 1] = 0;
            pixels[pixelId * 4 + 2] = 0;
            pixels[pixelId * 4 + 3] = 255;
        }
    
        glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
    
        // Fill the second layer with green
        for (size_t pixelId = 0; pixelId < 16 * 16; ++pixelId)
        {
            pixels[pixelId * 4 + 0] = 0;
            pixels[pixelId * 4 + 1] = 255;
            pixels[pixelId * 4 + 2] = 0;
            pixels[pixelId * 4 + 3] = 255;
        }
    
        glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
    
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        EXPECT_GL_NO_ERROR();
    
        glGenerateMipmap(GL_TEXTURE_3D);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(m3DProgram);
        glUniform1i(mTexture3DUniformLocation, 0);
    
        EXPECT_GL_NO_ERROR();
    
        // Mipmap level 0
        // Draw the first slice
        glUseProgram(m3DProgram);
        glUniform1f(mTexture3DLODUniformLocation, 0.);
        glUniform1f(mTexture3DSliceUniformLocation, 0.25f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 255, 0, 0, 255);
    
        // Draw the second slice
        glUseProgram(m3DProgram);
        glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 0, 255, 0, 255);
    
        // Mipmap level 1
        // The second mipmap should only have one slice.
    
        glUseProgram(m3DProgram);
        glUniform1f(mTexture3DLODUniformLocation, 1.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 127, 127, 0, 255);
    
        glUseProgram(m3DProgram);
        glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_EQ(px, py, 127, 127, 0, 255);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
    // Note: we run these tests against 9_3 on WARP due to hardware driver issues on Win7
    ANGLE_INSTANTIATE_TEST(MipmapTest, ES2_D3D9(), ES2_D3D11(), ES2_D3D11_FL9_3_WARP(), ES2_OPENGL(), ES3_OPENGL());
    ANGLE_INSTANTIATE_TEST(MipmapTestES3, ES3_D3D11());