Hash :
559aaca5
        
        Author :
  
        
        Date :
2019-02-14T18:24:07
        
      
Fix texture and buffer data bugs in tests found by ASAN. Bug: angleproject:3153 Change-Id: Iacb7b2b97b9fc5c68fbee03c66d71eb72a53b4d6 Reviewed-on: https://chromium-review.googlesource.com/c/1474342 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
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//
// 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 SetUp() override
    {
        ANGLETest::SetUp();
        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 TearDown() override
    {
        glDeleteProgram(m2DProgram);
        glDeleteProgram(mCubeProgram);
        glDeleteFramebuffers(1, &mOffscreenFramebuffer);
        glDeleteTextures(1, &mTexture2D);
        glDeleteTextures(1, &mTextureCube);
        ANGLETest::TearDown();
    }
    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 SetUp() override
    {
        ANGLETest::SetUp();
        glGenTextures(1, &mTexture);
        ASSERT_GL_NO_ERROR();
        setUpArrayProgram();
        setUp3DProgram();
        setUp2DProgram();
        setUpCubeProgram();
    }
    void TearDown() override
    {
        glDeleteTextures(1, &mTexture);
        glDeleteProgram(mArrayProgram);
        glDeleteProgram(m3DProgram);
        glDeleteProgram(m2DProgram);
        glDeleteProgram(mCubeProgram);
        ANGLETest::TearDown();
    }
    GLuint mTexture;
    GLuint mArrayProgram;
    GLint mTextureArraySliceUniformLocation;
    GLuint m3DProgram;
    GLint mTexture3DSliceUniformLocation;
    GLint mTexture3DLODUniformLocation;
    GLuint m2DProgram;
    GLuint mCubeProgram;
};
// 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(!extensionEnabled("GL_EXT_texture_storage") ||
                       !extensionEnabled("GL_OES_rgb8_rgba8") ||
                       !extensionEnabled("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)
{
    // This test seems to fail only on Android Vulkan.
    // TODO(jmadill): Diagnose and fix. http://anglebug.com/2817
    ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
    // http://anglebug.com/3145
    ANGLE_SKIP_TEST_IF(IsFuchsia() && 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());
    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)
{
    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.
    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)
{
    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()));
    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);
}
// 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(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
                       ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE),
                       ES2_D3D11_FL9_3_WARP(),
                       ES2_OPENGL(),
                       ES3_OPENGL(),
                       ES2_OPENGLES(),
                       ES3_OPENGLES(),
                       ES2_VULKAN());
ANGLE_INSTANTIATE_TEST(MipmapTestES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());