Hash :
f455f756
Author :
Date :
2019-03-20T20:49:44
Reuse angle_end2end_test windows and displays. This both speeds up test execution and cuts down on the number of new windows and displays created for a test config. This feature is only currently enabled for Windows NVIDIA and Intel. On every other config there were blocking issues that would need investigation. Several tests were manually flagged as needed new displays on each iteration to prevent test flakiness. This feature might fix the issues with Intel test flakiness that have been prominent on the ANGLE CQ. WGL configurations have also been removed from ANGLE tests. So this removes more of the code from ANGLETest.cpp. Bug: angleproject:3261 Change-Id: Ic2864d4806ad38e0eeaa3c0afcd54ae1c548090f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1520995 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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//
// Copyright 2017 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.
//
// TextureRectangleTest: Tests of GL_ANGLE_texture_rectangle
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
using namespace angle;
namespace
{
class TextureRectangleTest : public ANGLETest
{
protected:
TextureRectangleTest()
{
setWindowWidth(64);
setWindowHeight(64);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
bool checkExtensionSupported() const
{
if (!extensionEnabled("GL_ANGLE_texture_rectangle"))
{
std::cout << "Test skipped because GL_ANGLE_texture_rectangle is not available."
<< std::endl;
return false;
}
return true;
}
};
class TextureRectangleTestES3 : public TextureRectangleTest
{};
class TextureRectangleTestES31 : public TextureRectangleTest
{};
// Test using TexImage2D to define a rectangle texture
TEST_P(TextureRectangleTest, TexImage2D)
{
ANGLE_SKIP_TEST_IF(!checkExtensionSupported());
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
// Defining level 0 is allowed
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
ASSERT_GL_NO_ERROR();
// Defining level other than 0 is not allowed
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 1, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
GLint maxSize = 0;
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ANGLE, &maxSize);
// Defining a texture of the max size is allowed
{
ScopedIgnorePlatformMessages ignore;
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, maxSize, maxSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
GLenum error = glGetError();
ASSERT_TRUE(error == GL_NO_ERROR || error == GL_OUT_OF_MEMORY);
}
// Defining a texture of the max size is allowed
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, maxSize + 1, maxSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, maxSize, maxSize + 1, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
}
// Test using CompressedTexImage2D cannot be used on a retangle texture
TEST_P(TextureRectangleTest, CompressedTexImage2DDisallowed)
{
ANGLE_SKIP_TEST_IF(!checkExtensionSupported());
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_texture_compression_dxt1"));
const char data[128] = {0};
// Control case: 2D texture
{
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 16, 16, 0, 128,
data);
ASSERT_GL_NO_ERROR();
}
// Rectangle textures cannot be compressed
{
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
glCompressedTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 16,
16, 0, 128, data);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
}
}
// Test using TexStorage2D to define a rectangle texture
TEST_P(TextureRectangleTest, TexStorage2D)
{
ANGLE_SKIP_TEST_IF(!checkExtensionSupported());
ANGLE_SKIP_TEST_IF(getClientMajorVersion() < 3 && !extensionEnabled("GL_EXT_texture_storage"));
bool useES3 = getClientMajorVersion() >= 3;
auto TexStorage2D = [useES3](GLenum target, GLint levels, GLenum format, GLint width,
GLint height) {
if (useES3)
{
glTexStorage2D(target, levels, format, width, height);
}
else
{
glTexStorage2DEXT(target, levels, format, width, height);
}
};
// Defining one level is allowed
{
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
TexStorage2D(GL_TEXTURE_RECTANGLE_ANGLE, 1, GL_RGBA8UI, 16, 16);
ASSERT_GL_NO_ERROR();
}
// Having more than one level is not allowed
{
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
// Use 5 levels because the EXT_texture_storage extension requires a mip chain all the way
// to a 1x1 mip.
TexStorage2D(GL_TEXTURE_RECTANGLE_ANGLE, 5, GL_RGBA8UI, 16, 16);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
}
GLint maxSize = 0;
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ANGLE, &maxSize);
// Defining a texture of the max size is allowed but still allow for OOM
{
ScopedIgnorePlatformMessages ignore;
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
TexStorage2D(GL_TEXTURE_RECTANGLE_ANGLE, 1, GL_RGBA8UI, maxSize, maxSize);
GLenum error = glGetError();
ASSERT_TRUE(error == GL_NO_ERROR || error == GL_OUT_OF_MEMORY);
}
// Defining a texture of the max size is disallowed
{
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
TexStorage2D(GL_TEXTURE_RECTANGLE_ANGLE, 1, GL_RGBA8UI, maxSize + 1, maxSize);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
TexStorage2D(GL_TEXTURE_RECTANGLE_ANGLE, 1, GL_RGBA8UI, maxSize, maxSize + 1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
}
// Compressed formats are disallowed
if (extensionEnabled("GL_EXT_texture_compression_dxt1"))
{
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
TexStorage2D(GL_TEXTURE_RECTANGLE_ANGLE, 1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 16, 16);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
}
}
// Test validation of disallowed texture parameters
TEST_P(TextureRectangleTest, TexParameterRestriction)
{
ANGLE_SKIP_TEST_IF(!checkExtensionSupported());
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
// Only wrap mode CLAMP_TO_EDGE is supported
// Wrap S
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
ASSERT_GL_NO_ERROR();
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_S, GL_REPEAT);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
// Wrap T
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
ASSERT_GL_NO_ERROR();
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_T, GL_REPEAT);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
// Min filter has to be nearest or linear
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
ASSERT_GL_NO_ERROR();
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
ASSERT_GL_ERROR(GL_INVALID_ENUM);
// Base level has to be 0
if (getClientMajorVersion() >= 3)
{
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_BASE_LEVEL, 0);
ASSERT_GL_NO_ERROR();
glTexParameteri(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_BASE_LEVEL, 1);
ASSERT_GL_ERROR(GL_INVALID_OPERATION);
}
}
// Test validation of 'level' in GetTexParameter
TEST_P(TextureRectangleTestES31, GetTexLevelParameter)
{
ANGLE_SKIP_TEST_IF(!checkExtensionSupported());
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
ASSERT_GL_NO_ERROR();
GLint param;
// Control case: level 0 is ok.
glGetTexLevelParameteriv(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_TEXTURE_INTERNAL_FORMAT, ¶m);
ASSERT_GL_NO_ERROR();
// Level 1 is not ok.
glGetTexLevelParameteriv(GL_TEXTURE_RECTANGLE_ANGLE, 1, GL_TEXTURE_INTERNAL_FORMAT, ¶m);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
}
// Test validation of "level" in FramebufferTexture2D
TEST_P(TextureRectangleTest, FramebufferTexture2DLevel)
{
ANGLE_SKIP_TEST_IF(!checkExtensionSupported());
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Using level 0 of a rectangle texture is valid.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ANGLE, tex,
0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
// Setting level != 0 is invalid
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ANGLE, tex,
1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
}
// Test sampling from a rectangle texture using texture2DRect in ESSL1
TEST_P(TextureRectangleTest, SamplingFromRectangleESSL1)
{
ANGLE_SKIP_TEST_IF(!checkExtensionSupported());
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
&GLColor::green);
constexpr char kFS[] =
"#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
"uniform sampler2DRect tex;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2DRect(tex, vec2(0, 0));\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS);
glUseProgram(program);
GLint location = glGetUniformLocation(program, "tex");
ASSERT_NE(-1, location);
glUniform1i(location, 0);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, false);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test sampling from a rectangle texture using the texture overload in ESSL3
TEST_P(TextureRectangleTestES3, SamplingFromRectangleESSL3)
{
ANGLE_SKIP_TEST_IF(!checkExtensionSupported());
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
&GLColor::green);
constexpr char kFS[] =
"#version 300 es\n"
"#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
"uniform sampler2DRect tex;\n"
"out vec4 fragColor;\n"
"void main()\n"
"{\n"
" fragColor = texture(tex, vec2(0, 0));\n"
"}\n";
ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Simple(), kFS);
glUseProgram(program);
GLint location = glGetUniformLocation(program, "tex");
ASSERT_NE(-1, location);
glUniform1i(location, 0);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f, 1.0f, false);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test attaching a rectangle texture and rendering to it.
TEST_P(TextureRectangleTest, RenderToRectangle)
{
ANGLE_SKIP_TEST_IF(!checkExtensionSupported());
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
&GLColor::black);
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ANGLE, tex,
0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
// Clearing a texture is just as good as checking we can render to it, right?
glClearColor(0.0, 1.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
TEST_P(TextureRectangleTest, DefaultSamplerParameters)
{
ANGLE_SKIP_TEST_IF(!checkExtensionSupported());
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
GLint minFilter = 0;
glGetTexParameteriv(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_MIN_FILTER, &minFilter);
EXPECT_EQ(GL_LINEAR, minFilter);
GLint wrapS = 0;
glGetTexParameteriv(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_S, &wrapS);
EXPECT_EQ(GL_CLAMP_TO_EDGE, wrapS);
GLint wrapT = 0;
glGetTexParameteriv(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_WRAP_T, &wrapT);
EXPECT_EQ(GL_CLAMP_TO_EDGE, wrapT);
}
// Test glCopyTexImage with rectangle textures
TEST_P(TextureRectangleTestES3, CopyTexImage)
{
ANGLE_SKIP_TEST_IF(!checkExtensionSupported());
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Error case: level != 0
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 1, GL_RGBA8, 0, 0, 1, 1, 0);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
// level = 0 works and defines the texture.
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA8, 0, 0, 1, 1, 0);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ANGLE, tex,
0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
// Test glCopyTexSubImage with rectangle textures
TEST_P(TextureRectangleTestES3, CopyTexSubImage)
{
ANGLE_SKIP_TEST_IF(!checkExtensionSupported());
GLTexture tex;
glBindTexture(GL_TEXTURE_RECTANGLE_ANGLE, tex);
glTexImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
&GLColor::black);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
ASSERT_GL_NO_ERROR();
// Error case: level != 0
glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 1, 0, 0, 0, 0, 1, 1);
ASSERT_GL_ERROR(GL_INVALID_VALUE);
// level = 0 works and defines the texture.
glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ANGLE, 0, 0, 0, 0, 0, 1, 1);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ANGLE, tex,
0);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
ASSERT_GL_NO_ERROR();
}
ANGLE_INSTANTIATE_TEST(TextureRectangleTest, ES2_OPENGL(), ES3_OPENGL(), ES2_VULKAN());
ANGLE_INSTANTIATE_TEST(TextureRectangleTestES3, ES3_OPENGL());
ANGLE_INSTANTIATE_TEST(TextureRectangleTestES31, ES31_OPENGL());
} // anonymous namespace