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

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  • Author : Xinyi He
    Date : 2019-11-29 10:30:25
    Hash : 19f9f414
    Message : Vulkan: Textures incorrect on Android maps with Vulkan Backend The issue was fixed, but adding a regression test to avoid it again. glMemoryBarrier inserts a memory barrier and breaks the submission order, which causes the copyBufferToImage happens before copyImageToBuffer and image corruption. This test fails on commit 052167b, and can pass on the latest build. Bug: angleproject:4074 Change-Id: Icc42dd7b2ba167815b223085ce933682654ce760 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1943848 Commit-Queue: Ian Elliott <ianelliott@google.com> Reviewed-by: Ian Elliott <ianelliott@google.com>

  • src/tests/gl_tests/MipmapTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "test_utils/ANGLETest.h"
    
    #include "test_utils/gl_raii.h"
    
    using namespace angle;
    
    namespace
    {
    
    void TexImageCubeMapFaces(GLint level,
                              GLenum internalformat,
                              GLsizei width,
                              GLenum format,
                              GLenum type,
                              void *pixels)
    {
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, level, internalformat, width, width, 0, format,
                     type, pixels);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, level, internalformat, width, width, 0, format,
                     type, pixels);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, level, internalformat, width, width, 0, format,
                     type, pixels);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, level, internalformat, width, width, 0, format,
                     type, pixels);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, level, internalformat, width, width, 0, format,
                     type, pixels);
        glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, level, internalformat, width, width, 0, format,
                     type, pixels);
    }
    
    class BaseMipmapTest : public ANGLETest
    {
      protected:
        void clearAndDrawQuad(GLuint program, GLsizei viewportWidth, GLsizei viewportHeight)
        {
            glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            glViewport(0, 0, viewportWidth, viewportHeight);
            ASSERT_GL_NO_ERROR();
    
            drawQuad(program, "position", 0.0f);
        }
    };
    
    }  // namespace
    
    class MipmapTest : public BaseMipmapTest
    {
      protected:
        MipmapTest()
            : m2DProgram(0),
              mCubeProgram(0),
              mTexture2D(0),
              mTextureCube(0),
              mLevelZeroBlueInitData(),
              mLevelZeroWhiteInitData(),
              mLevelOneGreenInitData(),
              mLevelTwoRedInitData(),
              mOffscreenFramebuffer(0)
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        void setUp2DProgram()
        {
            // Vertex Shader source
            constexpr char kVS[] = R"(attribute vec4 position;
    varying vec2 vTexCoord;
    
    void main()
    {
        gl_Position = position;
        vTexCoord   = (position.xy * 0.5) + 0.5;
    })";
    
            // Fragment Shader source
            constexpr char kFS[] = R"(precision mediump float;
    uniform sampler2D uTexture;
    varying vec2 vTexCoord;
    
    void main()
    {
        gl_FragColor = texture2D(uTexture, vTexCoord);
    })";
    
            m2DProgram = CompileProgram(kVS, kFS);
            ASSERT_NE(0u, m2DProgram);
        }
    
        void setUpCubeProgram()
        {
            // A simple vertex shader for the texture cube
            constexpr char kVS[] = R"(attribute vec4 position;
    varying vec4 vPosition;
    void main()
    {
        gl_Position = position;
        vPosition = position;
    })";
    
            // A very simple fragment shader to sample from the negative-Y face of a texture cube.
            constexpr char kFS[] = R"(precision mediump float;
    uniform samplerCube uTexture;
    varying vec4 vPosition;
    
    void main()
    {
        gl_FragColor = textureCube(uTexture, vec3(vPosition.x, -1, vPosition.y));
    })";
    
            mCubeProgram = CompileProgram(kVS, kFS);
            ASSERT_NE(0u, mCubeProgram);
        }
    
        void testSetUp() override
        {
            setUp2DProgram();
    
            setUpCubeProgram();
    
            mLevelZeroBlueInitData =
                createRGBInitData(getWindowWidth(), getWindowHeight(), 0, 0, 255);  // Blue
            mLevelZeroWhiteInitData =
                createRGBInitData(getWindowWidth(), getWindowHeight(), 255, 255, 255);  // White
            mLevelOneGreenInitData =
                createRGBInitData((getWindowWidth() / 2), (getWindowHeight() / 2), 0, 255, 0);  // Green
            mLevelTwoRedInitData =
                createRGBInitData((getWindowWidth() / 4), (getWindowHeight() / 4), 255, 0, 0);  // Red
    
            glGenFramebuffers(1, &mOffscreenFramebuffer);
            glGenTextures(1, &mTexture2D);
    
            // Initialize the texture2D to be empty, and don't use mips.
            glBindTexture(GL_TEXTURE_2D, mTexture2D);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
                         GL_UNSIGNED_BYTE, nullptr);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    
            ASSERT_EQ(getWindowWidth(), getWindowHeight());
    
            // Create a non-mipped texture cube. Set the negative-Y face to be blue.
            glGenTextures(1, &mTextureCube);
            glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
            TexImageCubeMapFaces(0, GL_RGB, getWindowWidth(), GL_RGB, GL_UNSIGNED_BYTE, nullptr);
            glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGB, getWindowWidth(), getWindowWidth(),
                         0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroBlueInitData.data());
    
            // Complete the texture cube without mipmaps to start with.
            glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void testTearDown() override
        {
            glDeleteProgram(m2DProgram);
            glDeleteProgram(mCubeProgram);
            glDeleteFramebuffers(1, &mOffscreenFramebuffer);
            glDeleteTextures(1, &mTexture2D);
            glDeleteTextures(1, &mTextureCube);
        }
    
        std::vector<GLubyte> createRGBInitData(GLint width, GLint height, GLint r, GLint g, GLint b)
        {
            std::vector<GLubyte> data(3 * width * height);
    
            for (int i = 0; i < width * height; i += 1)
            {
                data[3 * i + 0] = static_cast<GLubyte>(r);
                data[3 * i + 1] = static_cast<GLubyte>(g);
                data[3 * i + 2] = static_cast<GLubyte>(b);
            }
    
            return data;
        }
    
        void clearTextureLevel0(GLenum textarget,
                                GLuint texture,
                                GLfloat red,
                                GLfloat green,
                                GLfloat blue,
                                GLfloat alpha)
        {
            glBindFramebuffer(GL_FRAMEBUFFER, mOffscreenFramebuffer);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textarget, texture, 0);
            ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
            glClearColor(red, green, blue, alpha);
            glClear(GL_COLOR_BUFFER_BIT);
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
        }
    
        GLuint m2DProgram;
        GLuint mCubeProgram;
        GLuint mTexture2D;
        GLuint mTextureCube;
    
        std::vector<GLubyte> mLevelZeroBlueInitData;
        std::vector<GLubyte> mLevelZeroWhiteInitData;
        std::vector<GLubyte> mLevelOneGreenInitData;
        std::vector<GLubyte> mLevelTwoRedInitData;
    
      private:
        GLuint mOffscreenFramebuffer;
    };
    
    class MipmapTestES3 : public BaseMipmapTest
    {
      protected:
        MipmapTestES3()
            : mTexture(0),
              mArrayProgram(0),
              mTextureArraySliceUniformLocation(-1),
              m3DProgram(0),
              mTexture3DSliceUniformLocation(-1),
              mTexture3DLODUniformLocation(-1),
              m2DProgram(0)
    
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    
        const char *vertexShaderSource()
        {
            // Don't put "#version ..." on its own line. See [cpp]p1:
            // "If there are sequences of preprocessing tokens within the list of arguments that
            //  would otherwise act as preprocessing directives, the behavior is undefined"
            return
                R"(#version 300 es
    precision highp float;
    in vec4 position;
    out vec2 texcoord;
    
    void main()
    {
        gl_Position = vec4(position.xy, 0.0, 1.0);
        texcoord = (position.xy * 0.5) + 0.5;
    })";
        }
    
        void setUpArrayProgram()
        {
            constexpr char kFS[] = R"(#version 300 es
    precision highp float;
    uniform highp sampler2DArray tex;
    uniform int slice;
    in vec2 texcoord;
    out vec4 out_FragColor;
    
    void main()
    {
        out_FragColor = texture(tex, vec3(texcoord, float(slice)));
    })";
    
            mArrayProgram = CompileProgram(vertexShaderSource(), kFS);
            if (mArrayProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTextureArraySliceUniformLocation = glGetUniformLocation(mArrayProgram, "slice");
            ASSERT_NE(-1, mTextureArraySliceUniformLocation);
    
            glUseProgram(mArrayProgram);
            glUseProgram(0);
            ASSERT_GL_NO_ERROR();
        }
    
        void setUp3DProgram()
        {
            constexpr char kFS[] = R"(#version 300 es
    precision highp float;
    uniform highp sampler3D tex;
    uniform float slice;
    uniform float lod;
    in vec2 texcoord;
    out vec4 out_FragColor;
    
    void main()
    {
        out_FragColor = textureLod(tex, vec3(texcoord, slice), lod);
    })";
    
            m3DProgram = CompileProgram(vertexShaderSource(), kFS);
            if (m3DProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
    
            mTexture3DSliceUniformLocation = glGetUniformLocation(m3DProgram, "slice");
            ASSERT_NE(-1, mTexture3DSliceUniformLocation);
    
            mTexture3DLODUniformLocation = glGetUniformLocation(m3DProgram, "lod");
            ASSERT_NE(-1, mTexture3DLODUniformLocation);
    
            glUseProgram(m3DProgram);
            glUniform1f(mTexture3DLODUniformLocation, 0);
            glUseProgram(0);
            ASSERT_GL_NO_ERROR();
        }
    
        void setUp2DProgram()
        {
            constexpr char kFS[] = R"(#version 300 es
    precision highp float;
    uniform highp sampler2D tex;
    in vec2 texcoord;
    out vec4 out_FragColor;
    
    void main()
    {
        out_FragColor = texture(tex, texcoord);
    })";
    
            m2DProgram = CompileProgram(vertexShaderSource(), kFS);
            ASSERT_NE(0u, m2DProgram);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void setUpCubeProgram()
        {
            // A very simple fragment shader to sample from the negative-Y face of a texture cube.
            constexpr char kFS[] = R"(#version 300 es
    precision mediump float;
    uniform samplerCube uTexture;
    in vec2 texcoord;
    out vec4 out_FragColor;
    
    void main()
    {
        out_FragColor = texture(uTexture, vec3(texcoord.x, -1, texcoord.y));
    })";
    
            mCubeProgram = CompileProgram(vertexShaderSource(), kFS);
            ASSERT_NE(0u, mCubeProgram);
    
            ASSERT_GL_NO_ERROR();
        }
    
        void testSetUp() override
        {
            glGenTextures(1, &mTexture);
            ASSERT_GL_NO_ERROR();
    
            setUpArrayProgram();
            setUp3DProgram();
            setUp2DProgram();
            setUpCubeProgram();
        }
    
        void testTearDown() override
        {
            glDeleteTextures(1, &mTexture);
    
            glDeleteProgram(mArrayProgram);
            glDeleteProgram(m3DProgram);
            glDeleteProgram(m2DProgram);
            glDeleteProgram(mCubeProgram);
        }
    
        GLuint mTexture;
    
        GLuint mArrayProgram;
        GLint mTextureArraySliceUniformLocation;
    
        GLuint m3DProgram;
        GLint mTexture3DSliceUniformLocation;
        GLint mTexture3DLODUniformLocation;
    
        GLuint m2DProgram;
    
        GLuint mCubeProgram;
    };
    
    class MipmapTestES31 : public BaseMipmapTest
    {
      protected:
        MipmapTestES31()
    
        {
            setWindowWidth(128);
            setWindowHeight(128);
            setConfigRedBits(8);
            setConfigGreenBits(8);
            setConfigBlueBits(8);
            setConfigAlphaBits(8);
        }
    };
    // This test uses init data for the first three levels of the texture. It passes the level 0 data
    // in, then renders, then level 1, then renders, etc. This ensures that renderers using the zero LOD
    // workaround (e.g. D3D11 FL9_3) correctly pass init data to the mipmapped texture, even if the the
    // zero-LOD texture is currently in use.
    TEST_P(MipmapTest, DISABLED_ThreeLevelsInitData)
    {
        // Pass in level zero init data.
        glBindTexture(GL_TEXTURE_2D, mTexture2D);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
                     GL_UNSIGNED_BYTE, mLevelZeroBlueInitData.data());
        ASSERT_GL_NO_ERROR();
    
        // Disable mips.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
        // Draw a full-sized quad, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Draw a half-sized quad, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Draw a quarter-sized quad, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    
        // Complete the texture by initializing the remaining levels.
        int n = 1;
        while (getWindowWidth() / (1U << n) >= 1)
        {
            glTexImage2D(GL_TEXTURE_2D, n, GL_RGB, getWindowWidth() / (1U << n),
                         getWindowWidth() / (1U << n), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
            ASSERT_GL_NO_ERROR();
            n += 1;
        }
    
        // Pass in level one init data.
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, getWindowWidth() / 2, getWindowHeight() / 2, 0, GL_RGB,
                     GL_UNSIGNED_BYTE, mLevelOneGreenInitData.data());
        ASSERT_GL_NO_ERROR();
    
        // Draw a full-sized quad, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Draw a half-sized quad, and check it's blue. We've not enabled mipmaps yet, so our init data
        // for level one shouldn't be used.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Enable mipmaps.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Draw a half-sized quad, and check it's green.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
    
        // Draw a quarter-sized quad, and check it's black, since we've not passed any init data for
        // level two.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::black);
    
        // Pass in level two init data.
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGB, getWindowWidth() / 4, getWindowHeight() / 4, 0, GL_RGB,
                     GL_UNSIGNED_BYTE, mLevelTwoRedInitData.data());
        ASSERT_GL_NO_ERROR();
    
        // Draw a full-sized quad, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Draw a half-sized quad, and check it's green.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
    
        // Draw a quarter-sized quad, and check it's red.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
    
        // Now disable mipmaps again, and render multiple sized quads. They should all be blue, since
        // level 0 is blue.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    
        // Now reset level 0 to white, keeping mipmaps disabled. Then, render various sized quads. They
        // should be white.
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
                     GL_UNSIGNED_BYTE, mLevelZeroWhiteInitData.data());
        ASSERT_GL_NO_ERROR();
    
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::white);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::white);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::white);
    
        // Then enable mipmaps again. The quads should be white, green, red respectively.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::white);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
    }
    
    // This test generates (and uses) mipmaps on a texture using init data. D3D11 will use a
    // non-renderable TextureStorage for this. The test then disables mips, renders to level zero of the
    // texture, and reenables mips before using the texture again. To do this, D3D11 has to convert the
    // TextureStorage into a renderable one. This test ensures that the conversion works correctly. In
    // particular, on D3D11 Feature Level 9_3 it ensures that both the zero LOD workaround texture AND
    // the 'normal' texture are copied during conversion.
    TEST_P(MipmapTest, GenerateMipmapFromInitDataThenRender)
    {
        // Pass in initial data so the texture is blue.
        glBindTexture(GL_TEXTURE_2D, mTexture2D);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB,
                     GL_UNSIGNED_BYTE, mLevelZeroBlueInitData.data());
    
        // Then generate the mips.
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Enable mipmaps.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Now draw the texture to various different sized areas.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Use mip level 1
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Use mip level 2
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    
        ASSERT_GL_NO_ERROR();
    
        // Disable mips. Render a quad using the texture and ensure it's blue.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Clear level 0 of the texture to red.
        clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 1.0f, 0.0f, 0.0f, 1.0f);
    
        // Reenable mips, and try rendering different-sized quads.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Level 0 is now red, so this should render red.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
    
        // Use mip level 1, blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Use mip level 2, blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    }
    
    // This test ensures that mips are correctly generated from a rendered image.
    // In particular, on D3D11 Feature Level 9_3, the clear call will be performed on the zero-level
    // texture, rather than the mipped one. The test ensures that the zero-level texture is correctly
    // copied into the mipped texture before the mipmaps are generated.
    TEST_P(MipmapTest, GenerateMipmapFromRenderedImage)
    {
        glBindTexture(GL_TEXTURE_2D, mTexture2D);
        // Clear the texture to blue.
        clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 0.0f, 1.0f, 1.0f);
    
        // Then generate the mips
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Enable mips.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Now draw the texture to various different sized areas.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Use mip level 1
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Use mip level 2
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    }
    
    // Test to ensure that rendering to a mipmapped texture works, regardless of whether mipmaps are
    // enabled or not.
    // TODO: This test hits a texture rebind bug in the D3D11 renderer. Fix this.
    TEST_P(MipmapTest, RenderOntoLevelZeroAfterGenerateMipmap)
    {
        // TODO(geofflang): Figure out why this is broken on AMD OpenGL
        ANGLE_SKIP_TEST_IF(IsAMD() && IsOpenGL());
    
        glBindTexture(GL_TEXTURE_2D, mTexture2D);
    
        // Clear the texture to blue.
        clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 0.0f, 1.0f, 1.0f);
    
        // Now, draw the texture to a quad that's the same size as the texture. This draws to the
        // default framebuffer. The quad should be blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Now go back to the texture, and generate mips on it.
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Now try rendering the textured quad again. Note: we've not told GL to use the generated mips.
        // The quad should be blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Now tell GL to use the generated mips.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        EXPECT_GL_NO_ERROR();
    
        // Now render the textured quad again. It should be still be blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Now render the textured quad to an area smaller than the texture (i.e. to force
        // minification). This should be blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    
        // Now clear the texture to green. This just clears the top level. The lower mips should remain
        // blue.
        clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 1.0f, 0.0f, 1.0f);
    
        // Render a textured quad equal in size to the texture. This should be green, since we just
        // cleared level 0.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
    
        // Render a small textured quad. This forces minification, so should render blue (the color of
        // levels 1+).
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
    
        // Disable mipmaps again
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        ASSERT_GL_NO_ERROR();
    
        // Render a textured quad equal in size to the texture. This should be green, the color of level
        // 0 in the texture.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
    
        // Render a small textured quad. This would force minification if mips were enabled, but they're
        // not. Therefore, this should be green.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::green);
    }
    
    // This test defines a valid mipchain manually, with an extra level that's unused on the first few
    // draws. Later on, it redefines the whole mipchain but this time, uses the last mip that was
    // already uploaded before. The test expects that mip to be usable.
    TEST_P(MipmapTest, DefineValidExtraLevelAndUseItLater)
    {
        glBindTexture(GL_TEXTURE_2D, mTexture2D);
    
        GLubyte *levels[] = {mLevelZeroBlueInitData.data(), mLevelOneGreenInitData.data(),
                             mLevelTwoRedInitData.data()};
    
        int maxLevel = 1 + static_cast<int>(floor(log2(std::max(getWindowWidth(), getWindowHeight()))));
    
        for (int i = 0; i < maxLevel; i++)
        {
            glTexImage2D(GL_TEXTURE_2D, i, GL_RGB, getWindowWidth() >> i, getWindowHeight() >> i, 0,
                         GL_RGB, GL_UNSIGNED_BYTE, levels[i % 3]);
        }
    
        // Define an extra level that won't be used for now
        std::vector<GLubyte> magentaExtraLevelData =
            createRGBInitData(getWindowWidth() * 2, getWindowHeight() * 2, 255, 0, 255);
        glTexImage2D(GL_TEXTURE_2D, maxLevel, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE,
                     magentaExtraLevelData.data());
    
        ASSERT_GL_NO_ERROR();
    
        // Enable mipmaps.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
    
        // Draw a full-sized quad using mip 0, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    
        // Draw a full-sized quad using mip 1, and check it's green.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
    
        // Draw a full-sized quad using mip 2, and check it's red.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
    
        // Draw a full-sized quad using the last mip, and check it's green.
        clearAndDrawQuad(m2DProgram, 1, 1);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
    
        // Now redefine everything above level 8 to be a mipcomplete chain again.
        std::vector<GLubyte> levelDoubleSizeYellowInitData =
            createRGBInitData(getWindowWidth() * 2, getWindowHeight() * 2, 255, 255, 0);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth() * 2, getWindowHeight() * 2, 0, GL_RGB,
                     GL_UNSIGNED_BYTE, levelDoubleSizeYellowInitData.data());  // 256
    
        for (int i = 0; i < maxLevel - 1; i++)
        {
            glTexImage2D(GL_TEXTURE_2D, i + 1, GL_RGB, getWindowWidth() >> i, getWindowHeight() >> i, 0,
                         GL_RGB, GL_UNSIGNED_BYTE, levels[i % 3]);
        }
    
        // At this point we have a valid mip chain, the last level being magenta if we draw 1x1 pixel.
        clearAndDrawQuad(m2DProgram, 1, 1);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::magenta);
    
        // Draw a full-sized quad using mip 0, and check it's yellow.
        clearAndDrawQuad(m2DProgram, getWindowWidth() * 2, getWindowHeight() * 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::yellow);
    
        // Draw a full-sized quad using mip 1, and check it's blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Draw a full-sized quad using mip 2, and check it's green.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::green);
    }
    
    // Regression test for a bug that cause mipmaps to only generate using the top left corner as input.
    TEST_P(MipmapTest, MipMapGenerationD3D9Bug)
    {
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_EXT_texture_storage") ||
                           !IsGLExtensionEnabled("GL_OES_rgb8_rgba8") ||
                           !IsGLExtensionEnabled("GL_ANGLE_texture_usage"));
    
        const GLColor mip0Color[4] = {
            GLColor::red,
            GLColor::green,
            GLColor::red,
            GLColor::green,
        };
        const GLColor mip1Color = GLColor(127, 127, 0, 255);
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture.get());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_USAGE_ANGLE, GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        glTexStorage2DEXT(GL_TEXTURE_2D, 2, GL_RGBA8_OES, 2, 2);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA, GL_UNSIGNED_BYTE, mip0Color);
        glGenerateMipmap(GL_TEXTURE_2D);
    
        // Only draw to a 1 pixel viewport so the lower mip is used
        clearAndDrawQuad(m2DProgram, 1, 1);
        EXPECT_PIXEL_COLOR_NEAR(0, 0, mip1Color, 1.0);
    }
    
    // This test ensures that the level-zero workaround for TextureCubes (on D3D11 Feature Level 9_3)
    // works as expected. It tests enabling/disabling mipmaps, generating mipmaps, and rendering to
    // level zero.
    TEST_P(MipmapTest, TextureCubeGeneralLevelZero)
    {
        // http://anglebug.com/3145
        ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
    
        // http://anglebug.com/2822
        ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
    
        glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
    
        // Draw. Since the negative-Y face's is blue, this should be blue.
        clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Generate mipmaps, and render. This should be blue.
        glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Draw using a smaller viewport (to force a lower LOD of the texture). This should still be
        // blue.
        clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Now clear the negative-Y face of the cube to red.
        clearTextureLevel0(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mTextureCube, 1.0f, 0.0f, 0.0f, 1.0f);
    
        // Draw using a full-size viewport. This should be red.
        clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw using a quarter-size viewport, to force a lower LOD. This should be *BLUE*, since we
        // only cleared level zero of the negative-Y face to red, and left its mipmaps blue.
        clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Disable mipmaps again, and draw a to a quarter-size viewport.
        // Since this should use level zero of the texture, this should be *RED*.
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // This test ensures that rendering to level-zero of a TextureCube works as expected.
    TEST_P(MipmapTest, TextureCubeRenderToLevelZero)
    {
        // http://anglebug.com/3145
        ANGLE_SKIP_TEST_IF(IsFuchsia() && IsIntel() && IsVulkan());
    
        // http://anglebug.com/2822
        ANGLE_SKIP_TEST_IF(IsWindows() && IsIntel() && IsVulkan());
    
        glBindTexture(GL_TEXTURE_CUBE_MAP, mTextureCube);
    
        // Draw. Since the negative-Y face's is blue, this should be blue.
        clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Now clear the negative-Y face of the cube to red.
        clearTextureLevel0(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mTextureCube, 1.0f, 0.0f, 0.0f, 1.0f);
    
        // Draw using a full-size viewport. This should be red.
        clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        // Draw a to a quarter-size viewport. This should also be red.
        clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // Creates a mipmapped 2D array texture with three layers, and calls ANGLE's GenerateMipmap.
    // Then tests if the mipmaps are rendered correctly for all three layers.
    TEST_P(MipmapTestES3, MipmapsForTextureArray)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        glBindTexture(GL_TEXTURE_2D_ARRAY, mTexture);
    
        glTexStorage3D(GL_TEXTURE_2D_ARRAY, 5, GL_RGBA8, 16, 16, 3);
    
        // Fill the first layer with red
        std::vector<GLColor> pixelsRed(16 * 16, GLColor::red);
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                        pixelsRed.data());
    
        // Fill the second layer with green
        std::vector<GLColor> pixelsGreen(16 * 16, GLColor::green);
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                        pixelsGreen.data());
    
        // Fill the third layer with blue
        std::vector<GLColor> pixelsBlue(16 * 16, GLColor::blue);
        glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 2, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                        pixelsBlue.data());
    
        glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        EXPECT_GL_NO_ERROR();
    
        glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mArrayProgram);
    
        EXPECT_GL_NO_ERROR();
    
        // Draw the first slice
        glUniform1i(mTextureArraySliceUniformLocation, 0);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Draw the second slice
        glUniform1i(mTextureArraySliceUniformLocation, 1);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
    
        // Draw the third slice
        glUniform1i(mTextureArraySliceUniformLocation, 2);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::blue);
    }
    
    // Create a mipmapped 2D array texture with more layers than width / height, and call
    // GenerateMipmap.
    TEST_P(MipmapTestES3, MipmapForDeepTextureArray)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        glBindTexture(GL_TEXTURE_2D_ARRAY, mTexture);
    
        // Fill the whole texture with red.
        std::vector<GLColor> pixelsRed(2 * 2 * 4, GLColor::red);
        glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 2, 2, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     pixelsRed.data());
    
        glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        EXPECT_GL_NO_ERROR();
    
        glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(mArrayProgram);
    
        EXPECT_GL_NO_ERROR();
    
        // Draw the first slice
        glUniform1i(mTextureArraySliceUniformLocation, 0);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Draw the fourth slice
        glUniform1i(mTextureArraySliceUniformLocation, 3);
        drawQuad(mArrayProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    }
    
    // Creates a mipmapped 3D texture with two layers, and calls ANGLE's GenerateMipmap.
    // Then tests if the mipmaps are rendered correctly for all two layers.
    TEST_P(MipmapTestES3, MipmapsForTexture3D)
    {
        // TODO(cnorthrop): Enabled the group to cover texture base level, but this test
        // needs some triage: http://anglebug.com/3950
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        glBindTexture(GL_TEXTURE_3D, mTexture);
    
        glTexStorage3D(GL_TEXTURE_3D, 5, GL_RGBA8, 16, 16, 2);
    
        // Fill the first layer with red
        std::vector<GLColor> pixelsRed(16 * 16, GLColor::red);
        glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                        pixelsRed.data());
    
        // Fill the second layer with green
        std::vector<GLColor> pixelsGreen(16 * 16, GLColor::green);
        glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                        pixelsGreen.data());
    
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    
        EXPECT_GL_NO_ERROR();
    
        glGenerateMipmap(GL_TEXTURE_3D);
    
        EXPECT_GL_NO_ERROR();
    
        glUseProgram(m3DProgram);
    
        EXPECT_GL_NO_ERROR();
    
        // Mipmap level 0
        // Draw the first slice
        glUniform1f(mTexture3DLODUniformLocation, 0.);
        glUniform1f(mTexture3DSliceUniformLocation, 0.25f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Draw the second slice
        glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
    
        // Mipmap level 1
        // The second mipmap should only have one slice.
        glUniform1f(mTexture3DLODUniformLocation, 1.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 0, 255, 1.0);
    
        glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 0, 255, 1.0);
    }
    
    // Create a 2D texture with levels 0-2, call GenerateMipmap with base level 1 so that level 0 stays
    // the same, and then sample levels 0 and 2.
    // GLES 3.0.4 section 3.8.10:
    // "Mipmap generation replaces texel array levels levelbase + 1 through q with arrays derived from
    // the levelbase array, regardless of their previous contents. All other mipmap arrays, including
    // the levelbase array, are left unchanged by this computation."
    TEST_P(MipmapTestES3, GenerateMipmapBaseLevel)
    {
        // Observed incorrect rendering on AMD, sampling level 2 returns black.
        ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
    
        glBindTexture(GL_TEXTURE_2D, mTexture);
    
        ASSERT_EQ(getWindowWidth(), getWindowHeight());
    
        // Fill level 0 with blue
        std::vector<GLColor> pixelsBlue(getWindowWidth() * getWindowHeight(), GLColor::blue);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, pixelsBlue.data());
    
        // Fill level 1 with red
        std::vector<GLColor> pixelsRed(getWindowWidth() * getWindowHeight() / 4, GLColor::red);
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
                     GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data());
    
        // Fill level 2 with green
        std::vector<GLColor> pixelsGreen(getWindowWidth() * getWindowHeight() / 16, GLColor::green);
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, getWindowWidth() / 4, getWindowHeight() / 4, 0,
                     GL_RGBA, GL_UNSIGNED_BYTE, pixelsGreen.data());
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
    
        EXPECT_GL_NO_ERROR();
    
        // The blue level 0 should be untouched by this since base level is 1.
        glGenerateMipmap(GL_TEXTURE_2D);
    
        EXPECT_GL_NO_ERROR();
    
        // Draw using level 2. It should be set to red by GenerateMipmap.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
    
        // Draw using level 0. It should still be blue.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    }
    
    // Create a cube map with levels 0-2, call GenerateMipmap with base level 1 so that level 0 stays
    // the same, and then sample levels 0 and 2.
    // GLES 3.0.4 section 3.8.10:
    // "Mipmap generation replaces texel array levels levelbase + 1 through q with arrays derived from
    // the levelbase array, regardless of their previous contents. All other mipmap arrays, including
    // the levelbase array, are left unchanged by this computation."
    TEST_P(MipmapTestES3, GenerateMipmapCubeBaseLevel)
    {
        // Observed incorrect rendering on AMD, sampling level 2 returns black.
        ANGLE_SKIP_TEST_IF(IsAMD() && IsDesktopOpenGL());
    
        ASSERT_EQ(getWindowWidth(), getWindowHeight());
    
        glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
        std::vector<GLColor> pixelsBlue(getWindowWidth() * getWindowWidth(), GLColor::blue);
        TexImageCubeMapFaces(0, GL_RGBA8, getWindowWidth(), GL_RGBA, GL_UNSIGNED_BYTE,
                             pixelsBlue.data());
    
        // Fill level 1 with red
        std::vector<GLColor> pixelsRed(getWindowWidth() * getWindowWidth() / 4, GLColor::red);
        TexImageCubeMapFaces(1, GL_RGBA8, getWindowWidth() / 2, GL_RGBA, GL_UNSIGNED_BYTE,
                             pixelsRed.data());
    
        // Fill level 2 with green
        std::vector<GLColor> pixelsGreen(getWindowWidth() * getWindowWidth() / 16, GLColor::green);
        TexImageCubeMapFaces(2, GL_RGBA8, getWindowWidth() / 4, GL_RGBA, GL_UNSIGNED_BYTE,
                             pixelsGreen.data());
    
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 1);
    
        EXPECT_GL_NO_ERROR();
    
        // The blue level 0 should be untouched by this since base level is 1.
        glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
    
        EXPECT_GL_NO_ERROR();
    
        // Draw using level 2. It should be set to red by GenerateMipmap.
        clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
    
        // Observed incorrect rendering on NVIDIA, level zero seems to be incorrectly affected by
        // GenerateMipmap.
        // http://anglebug.com/3851
        ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL());
    
        // Draw using level 0. It should still be blue.
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
        clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    }
    
    // Create a texture with levels 0-2, call GenerateMipmap with max level 1 so that level 2 stays the
    // same, and then sample levels 1 and 2.
    // GLES 3.0.4 section 3.8.10:
    // "Mipmap generation replaces texel array levels levelbase + 1 through q with arrays derived from
    // the levelbase array, regardless of their previous contents. All other mipmap arrays, including
    // the levelbase array, are left unchanged by this computation."
    TEST_P(MipmapTestES3, GenerateMipmapMaxLevel)
    {
        glBindTexture(GL_TEXTURE_2D, mTexture);
    
        // Fill level 0 with blue
        std::vector<GLColor> pixelsBlue(getWindowWidth() * getWindowHeight(), GLColor::blue);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, pixelsBlue.data());
    
        // Fill level 1 with red
        std::vector<GLColor> pixelsRed(getWindowWidth() * getWindowHeight() / 4, GLColor::red);
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth() / 2, getWindowHeight() / 2, 0,
                     GL_RGBA, GL_UNSIGNED_BYTE, pixelsRed.data());
    
        // Fill level 2 with green
        std::vector<GLColor> pixelsGreen(getWindowWidth() * getWindowHeight() / 16, GLColor::green);
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, getWindowWidth() / 4, getWindowHeight() / 4, 0,
                     GL_RGBA, GL_UNSIGNED_BYTE, pixelsGreen.data());
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
    
        EXPECT_GL_NO_ERROR();
    
        // The green level 2 should be untouched by this since max level is 1.
        glGenerateMipmap(GL_TEXTURE_2D);
    
        EXPECT_GL_NO_ERROR();
    
        // Draw using level 1. It should be set to blue by GenerateMipmap.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
    
        // Draw using level 2. It should still be green.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 2);
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::green);
    }
    
    // Call GenerateMipmap with out-of-range base level. The spec is interpreted so that an out-of-range
    // base level does not have a color-renderable/texture-filterable internal format, so the
    // GenerateMipmap call generates INVALID_OPERATION. GLES 3.0.4 section 3.8.10:
    // "If the levelbase array was not specified with an unsized internal format from table 3.3 or a
    // sized internal format that is both color-renderable and texture-filterable according to table
    // 3.13, an INVALID_OPERATION error is generated."
    TEST_P(MipmapTestES3, GenerateMipmapBaseLevelOutOfRange)
    {
        glBindTexture(GL_TEXTURE_2D, mTexture);
    
        // Fill level 0 with blue
        std::vector<GLColor> pixelsBlue(getWindowWidth() * getWindowHeight(), GLColor::blue);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, pixelsBlue.data());
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1000);
    
        EXPECT_GL_NO_ERROR();
    
        // Expecting the out-of-range base level to be treated as not color-renderable and
        // texture-filterable.
        glGenerateMipmap(GL_TEXTURE_2D);
        EXPECT_GL_ERROR(GL_INVALID_OPERATION);
    
        // Draw using level 0. It should still be blue.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
    }
    
    // Call GenerateMipmap with out-of-range base level on an immutable texture. The base level should
    // be clamped, so the call doesn't generate an error.
    TEST_P(MipmapTestES3, GenerateMipmapBaseLevelOutOfRangeImmutableTexture)
    {
        // TODO(cnorthrop): Interacts with immutable texture supprt: http://anglebug.com/3950
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        glBindTexture(GL_TEXTURE_2D, mTexture);
    
        glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &GLColor::green);
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1000);
    
        EXPECT_GL_NO_ERROR();
    
        // This is essentially a no-op, since the texture only has one level.
        glGenerateMipmap(GL_TEXTURE_2D);
    
        EXPECT_GL_NO_ERROR();
    
        // The only level of the texture should still be green.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
    }
    
    // A native version of the WebGL2 test tex-base-level-bug.html
    TEST_P(MipmapTestES3, BaseLevelTextureBug)
    {
        ANGLE_SKIP_TEST_IF(IsOpenGL() && IsAMD());
    
        // Regression in 10.12.4 needing workaround -- crbug.com/705865.
        // Seems to be passing on AMD GPUs. Definitely not NVIDIA.
        // Probably not Intel.
        ANGLE_SKIP_TEST_IF(IsOSX() && (IsNVIDIA() || IsIntel()));
    
        // TODO(cnorthrop): Figure out what's going on here: http://anglebug.com/3950
        ANGLE_SKIP_TEST_IF(IsVulkan());
    
        std::vector<GLColor> texDataRed(2u * 2u, GLColor::red);
    
        glBindTexture(GL_TEXTURE_2D, mTexture);
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, texDataRed.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        ASSERT_GL_NO_ERROR();
    
        drawQuad(m2DProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        ASSERT_GL_NO_ERROR();
    
        drawQuad(m2DProgram, "position", 0.5f);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    TEST_P(MipmapTestES31, MipmapWithMemoryBarrier)
    {
        std::vector<GLColor> pixelsRed(getWindowWidth() * getWindowHeight(), GLColor::red);
        std::vector<GLColor> pixelsGreen(getWindowWidth() * getWindowHeight() / 4, GLColor::green);
    
        constexpr char kVS[] = R"(#version 300 es
    precision highp float;
    in vec4 position;
    out vec2 texcoord;
    
    void main()
    {
        gl_Position = vec4(position.xy, 0.0, 1.0);
        texcoord = (position.xy * 0.5) + 0.5;
    })";
    
        constexpr char kFS[] = R"(#version 300 es
    precision highp float;
    uniform highp sampler2D tex;
    in vec2 texcoord;
    out vec4 out_FragColor;
    
    void main()
    {
        out_FragColor = texture(tex, texcoord);
    })";
    
        ANGLE_GL_PROGRAM(m2DProgram, kVS, kFS);
        glUseProgram(m2DProgram);
    
        // Create a texture with red and enable the mipmap
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        // Fill level 0 with red
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, pixelsRed.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        EXPECT_GL_NO_ERROR();
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
        // level 2 is red
        clearAndDrawQuad(m2DProgram.get(), getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
    
        // Clear the level 1 to green
        glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, getWindowWidth() / 2, getWindowHeight() / 2, GL_RGBA,
                        GL_UNSIGNED_BYTE, pixelsGreen.data());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
        EXPECT_GL_NO_ERROR();
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
        // Insert a memory barrier, then it will break the graph node submission order.
        glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
        // level 0 is red
        clearAndDrawQuad(m2DProgram.get(), getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
        // Draw using level 2. It should be set to green by GenerateMipmap.
        clearAndDrawQuad(m2DProgram.get(), getWindowWidth() / 4, getWindowHeight() / 4);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::green);
    }
    
    // Use this to select which configurations (e.g. which renderer, which GLES major version) these
    // tests should be run against.
    ANGLE_INSTANTIATE_TEST_ES2_AND_ES3(MipmapTest);
    ANGLE_INSTANTIATE_TEST_ES3(MipmapTestES3);
    ANGLE_INSTANTIATE_TEST_ES31(MipmapTestES31);