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

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  • Author : Yuly Novikov
    Date : 2021-03-08 17:32:25
    Hash : 57727c4e
    Message : Further suppress tests failing on Ozone. Since MipmapTest and Texture3DTestES2 fail in testSetUp(), it also needs to be skipped, in addition to the failing tests. Also suppress instantiation error for ES3-only QueryObjectTest Bug: angleproject:5725, angleproject:5728, angleproject:5704 Change-Id: Iac6549afd7609a2aee78bcfdb7c3de41886f3505 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2743920 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/gl_tests/MipmapTest.cpp
  • //
    // Copyright 2015 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "test_utils/ANGLETest.h"
    
    #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),
              m3DProgram(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 setUp3DProgram()
        {
            ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_3D"));
    
            // http://anglebug.com/4927
            ANGLE_SKIP_TEST_IF((IsPixel2() || IsNexus5X()) && IsOpenGLES());
    
            // 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;
    })";
    
            constexpr char kFS[] = R"(#version 100
    #extension GL_OES_texture_3D : enable
    precision highp float;
    uniform highp sampler3D tex;
    uniform float slice;
    uniform float lod;
    varying vec2 vTexCoord;
    
    void main()
    {
        gl_FragColor = texture3DLod(tex, vec3(vTexCoord, slice), lod);
    })";
    
            m3DProgram = CompileProgram(kVS, 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 testSetUp() override
        {
            // http://anglebug.com/5725
            ANGLE_SKIP_TEST_IF(IsOzone());
    
            setUp2DProgram();
    
            setUpCubeProgram();
    
            setUp3DProgram();
    
            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);
            glDeleteProgram(m3DProgram);
            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;
    
        GLuint m3DProgram = 0;
        GLint mTexture3DSliceUniformLocation;
        GLint mTexture3DLODUniformLocation;
    
        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);
        }
    
        void verifyAllMips(const uint32_t textureWidth,
                           const uint32_t textureHeight,
                           const GLColor &color)
        {
            ANGLE_GL_PROGRAM(program, essl3_shaders::vs::Texture2DLod(),
                             essl3_shaders::fs::Texture2DLod());
            glUseProgram(program);
            const GLint textureLoc = glGetUniformLocation(program, essl3_shaders::Texture2DUniform());
            const GLint lodLoc     = glGetUniformLocation(program, essl3_shaders::LodUniform());
            ASSERT_NE(-1, textureLoc);
            ASSERT_NE(-1, lodLoc);
            glUniform1i(textureLoc, 0);
    
            // Verify that every mip is correct.
            const int w = getWindowWidth() - 1;
            const int h = getWindowHeight() - 1;
            for (uint32_t mip = 0; textureWidth >> mip >= 1 || textureHeight >> mip >= 1; ++mip)
            {
                glUniform1f(lodLoc, mip);
                glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
                glClear(GL_COLOR_BUFFER_BIT);
                drawQuad(program, essl3_shaders::PositionAttrib(), 0.5f);
                EXPECT_GL_NO_ERROR();
                EXPECT_PIXEL_COLOR_EQ(0, 0, color) << "Failed on mip " << mip;
                EXPECT_PIXEL_COLOR_EQ(w, 0, color) << "Failed on mip " << mip;
                EXPECT_PIXEL_COLOR_EQ(0, h, color) << "Failed on mip " << mip;
                EXPECT_PIXEL_COLOR_EQ(w, h, color) << "Failed on mip " << mip;
            }
        }
    
        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);
    }
    
    // Test generating mipmaps with base level and max level set. Ported from part of the
    // conformance2/textures/misc/tex-mipmap-levels WebGL2 test.
    TEST_P(MipmapTestES3, GenerateMipmapPartialLevels)
    {
        // TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
        ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
    
        const std::vector<GLColor> kRedData(64, GLColor::red);
        const std::vector<GLColor> kGreenData(16, GLColor::green);
        const std::vector<GLColor> kBlueData(4, GLColor::blue);
    
        // Initialize mips 2 to 4
        GLTexture texture;
        glBindTexture(GL_TEXTURE_2D, texture);
        glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, kRedData.data());
        glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, kGreenData.data());
        glTexImage2D(GL_TEXTURE_2D, 4, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, kBlueData.data());
    
        // Set base and max levels
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 2);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 4);
    
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    
        // Verify the data
        clearAndDrawQuad(m2DProgram, 2, 2);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
    
        // Test that generateMipmap works with partial levels.
        glGenerateMipmap(GL_TEXTURE_2D);
        clearAndDrawQuad(m2DProgram, 2, 2);
        EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
    }
    
    // This test generates mipmaps for a 1x1 texture, which should be a no-op.
    TEST_P(MipmapTestES3, GenerateMipmap1x1Texture)
    {
        constexpr uint32_t kTextureSize = 1;
    
        const std::vector<GLColor> kInitialColor(kTextureSize * kTextureSize,
                                                 GLColor(35, 81, 184, 211));
    
        // Create the texture.
        glBindTexture(GL_TEXTURE_2D, mTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kTextureSize, kTextureSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, kInitialColor.data());
    
        // Then generate the mips.
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Verify that every mip is correct.
        verifyAllMips(kTextureSize, kTextureSize, kInitialColor[0]);
    }
    
    // This test generates mipmaps for a large texture and ensures all mips are generated.
    TEST_P(MipmapTestES3, GenerateMipmapLargeTexture)
    {
        constexpr uint32_t kTextureSize = 4096;
    
        const std::vector<GLColor> kInitialColor(kTextureSize * kTextureSize,
                                                 GLColor(35, 81, 184, 211));
    
        // Create the texture.
        glBindTexture(GL_TEXTURE_2D, mTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kTextureSize, kTextureSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, kInitialColor.data());
    
        // Then generate the mips.
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Enable mipmaps.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
    
        // Verify that every mip is correct.
        verifyAllMips(kTextureSize, kTextureSize, kInitialColor[0]);
    }
    
    // This test generates mipmaps for a large npot texture and ensures all mips are generated.
    TEST_P(MipmapTestES3, GenerateMipmapLargeNPOTTexture)
    {
        constexpr uint32_t kTextureWidth  = 3840;
        constexpr uint32_t kTextureHeight = 2160;
    
        const std::vector<GLColor> kInitialColor(kTextureWidth * kTextureHeight,
                                                 GLColor(35, 81, 184, 211));
    
        // Create the texture.
        glBindTexture(GL_TEXTURE_2D, mTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kTextureWidth, kTextureHeight, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, kInitialColor.data());
    
        // Then generate the mips.
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Enable mipmaps.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
    
        // Verify that every mip is correct.
        verifyAllMips(kTextureWidth, kTextureHeight, kInitialColor[0]);
    }
    
    // This test generates mipmaps for an elongated npot texture with the maximum number of mips and
    // ensures all mips are generated.
    TEST_P(MipmapTestES3, GenerateMipmapLongNPOTTexture)
    {
        // Imprecisions in the result.  http://anglebug.com/4821
        ANGLE_SKIP_TEST_IF(IsNVIDIA() && IsOpenGL());
    
        GLint maxTextureWidth = 32767;
        glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureWidth);
    
        constexpr uint32_t kTextureHeight = 43;
        const uint32_t kTextureWidth      = maxTextureWidth - 1;  // -1 to make the width NPOT
    
        const std::vector<GLColor> kInitialColor(kTextureWidth * kTextureHeight,
                                                 GLColor(35, 81, 184, 211));
    
        // Create the texture.
        glBindTexture(GL_TEXTURE_2D, mTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kTextureWidth, kTextureHeight, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, kInitialColor.data());
    
        // Then generate the mips.
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Enable mipmaps.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
    
        // Verify that every mip is correct.
        verifyAllMips(kTextureWidth, kTextureHeight, kInitialColor[0]);
    }
    
    // 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)
    {
        // http://anglebug.com/5725
        ANGLE_SKIP_TEST_IF(IsOzone());
    
        // 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);
    }
    
    // Test that generating mipmap after the image is already created for a single level works.
    TEST_P(MipmapTest, GenerateMipmapAfterSingleLevelDraw)
    {
        // http://anglebug.com/5725
        ANGLE_SKIP_TEST_IF(IsOzone());
    
        uint32_t width  = getWindowWidth();
        uint32_t height = getWindowHeight();
    
        const std::vector<GLColor> kInitData(width * height, GLColor::blue);
    
        // Pass in initial data so the texture is blue.
        glBindTexture(GL_TEXTURE_2D, mTexture2D);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     kInitData.data());
    
        // Make sure the texture image is created.
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, kInitData[0]);
    
        // 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);
    
        // Draw and make sure the second mip is blue.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, kInitData[0]);
    }
    
    // Test that generating mipmaps, then modifying the base level and generating mipmaps again works.
    TEST_P(MipmapTest, GenerateMipmapAfterModifyingBaseLevel)
    {
        // http://anglebug.com/5725
        ANGLE_SKIP_TEST_IF(IsOzone());
    
        uint32_t width  = getWindowWidth();
        uint32_t height = getWindowHeight();
    
        const std::vector<GLColor> kInitData(width * height, GLColor::blue);
    
        // Pass in initial data so the texture is blue.
        glBindTexture(GL_TEXTURE_2D, mTexture2D);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     kInitData.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);
    
        // Draw and make sure the second mip is blue.  This is to make sure the texture image is
        // allocated.
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, kInitData[0]);
    
        // Modify mip 0 without redefining it.
        const std::vector<GLColor> kModifyData(width * height, GLColor::green);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
                        kModifyData.data());
    
        // Generate the mips again, which should update all levels to the new (green) color.
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, kModifyData[0]);
    }
    
    // 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)
    {
        // http://anglebug.com/5725
        ANGLE_SKIP_TEST_IF(IsOzone());
    
        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());
        // http://anglebug.com/5725
        ANGLE_SKIP_TEST_IF(IsOzone());
    
        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)
    {
        // http://anglebug.com/5725
        ANGLE_SKIP_TEST_IF(IsOzone());
    
        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"));
    
        // http://anglebug.com/5725
        ANGLE_SKIP_TEST_IF(IsOzone());
    
        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());
        // http://issuetracker.google.com/159666631
        ANGLE_SKIP_TEST_IF(isSwiftshader());
        // http://anglebug.com/5725
        ANGLE_SKIP_TEST_IF(IsOzone());
    
        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());
        // http://anglebug.com/5725
        ANGLE_SKIP_TEST_IF(IsOzone());
    
        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 3D texture with two layers, and calls ANGLE's GenerateMipmap.
    // Then tests if the mipmaps are rendered correctly for all two layers.
    // This is the same as MipmapTestES3.MipmapsForTexture3D but for GL_OES_texture_3D extension on
    // GLES 2.0 instead.
    TEST_P(MipmapTest, MipmapsForTexture3DOES)
    {
        ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_texture_3D"));
    
        // http://anglebug.com/4927
        ANGLE_SKIP_TEST_IF((IsPixel2() || IsNexus5X()) && IsOpenGLES());
        // http://anglebug.com/5725
        ANGLE_SKIP_TEST_IF(IsOzone());
    
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_3D, texture);
    
        glTexImage3DOES(GL_TEXTURE_3D, 0, GL_RGBA, 16, 16, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 1, GL_RGBA, 8, 8, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 2, GL_RGBA, 4, 4, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 3, GL_RGBA, 2, 2, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 4, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        // Fill the first layer with red
        std::vector<GLColor> pixelsRed(16 * 16, GLColor::red);
        glTexSubImage3DOES(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);
        glTexSubImage3DOES(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);
    
        // Regenerate mipmap of same color texture
        glTexSubImage3DOES(GL_TEXTURE_3D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                           pixelsRed.data());
    
        glGenerateMipmap(GL_TEXTURE_3D);
    
        EXPECT_GL_NO_ERROR();
    
        // Mipmap level 1 8*8*1
        glUniform1f(mTexture3DLODUniformLocation, 1.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Mipmap level 2 4*4*1
        glUniform1f(mTexture3DLODUniformLocation, 2.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Mipmap level 3 2*2*1
        glUniform1f(mTexture3DLODUniformLocation, 3.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Mipmap level 4 1*1*1
        glUniform1f(mTexture3DLODUniformLocation, 4.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    }
    
    // This test verifies 3D texture mipmap generation uses box filter on Metal back-end.
    class Mipmap3DBoxFilterTest : public MipmapTest
    {};
    
    TEST_P(Mipmap3DBoxFilterTest, GenMipmapsForTexture3DOES)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_3D, texture);
    
        glTexImage3DOES(GL_TEXTURE_3D, 0, GL_RGBA, 32, 32, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 1, GL_RGBA, 16, 16, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 2, GL_RGBA, 8, 8, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 3, GL_RGBA, 4, 4, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 4, GL_RGBA, 2, 2, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 5, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        // Fill the first layer with red
        std::vector<GLColor> pixelsRed(32 * 32, GLColor::red);
        glTexSubImage3DOES(GL_TEXTURE_3D, 0, 0, 0, 0, 32, 32, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                           pixelsRed.data());
    
        // Fill the second layer with green
        std::vector<GLColor> pixelsGreen(32 * 32, GLColor::green);
        glTexSubImage3DOES(GL_TEXTURE_3D, 0, 0, 0, 1, 32, 32, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                           pixelsGreen.data());
    
        // Fill the 3rd layer with blue
        std::vector<GLColor> pixelsBlue(32 * 32, GLColor::blue);
        glTexSubImage3DOES(GL_TEXTURE_3D, 0, 0, 0, 2, 32, 32, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                           pixelsBlue.data());
    
        // Fill the 4th layer with yellow
        std::vector<GLColor> pixelsYellow(32 * 32, GLColor::yellow);
        glTexSubImage3DOES(GL_TEXTURE_3D, 0, 0, 0, 3, 32, 32, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                           pixelsYellow.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, 0.125f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Draw the second slice
        glUniform1f(mTexture3DSliceUniformLocation, 0.375f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
    
        // Draw the 3rd slice
        glUniform1f(mTexture3DSliceUniformLocation, 0.625f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::blue);
    
        // Draw the 4th slice
        glUniform1f(mTexture3DSliceUniformLocation, 0.875f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::yellow);
    
        // Mipmap level 1
        // The second mipmap should have two slice.
        glUniform1f(mTexture3DLODUniformLocation, 1.);
        glUniform1f(mTexture3DSliceUniformLocation, 0.25f);
        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, 127, 255, 1.0);
    
        // Mipmap level 2
        // The 3rd mipmap should only have one slice.
        glUniform1f(mTexture3DLODUniformLocation, 2.);
        glUniform1f(mTexture3DSliceUniformLocation, 0.25f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 64, 255, 1.0);
    
        glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 64, 255, 1.0);
    
        // Mipmap level 3
        glUniform1f(mTexture3DLODUniformLocation, 3.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 64, 255, 1.0);
    
        // Mipmap level 4
        glUniform1f(mTexture3DLODUniformLocation, 4.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 64, 255, 1.0);
    
        // Mipmap level 5
        glUniform1f(mTexture3DLODUniformLocation, 5.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 64, 255, 1.0);
    }
    
    // Test that non-power of two texture also has mipmap generated using box filter
    TEST_P(Mipmap3DBoxFilterTest, GenMipmapsForTexture3DOESNpot)
    {
        int px = getWindowWidth() / 2;
        int py = getWindowHeight() / 2;
    
        GLTexture texture;
        glBindTexture(GL_TEXTURE_3D, texture);
    
        glTexImage3DOES(GL_TEXTURE_3D, 0, GL_RGBA, 30, 30, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 1, GL_RGBA, 15, 15, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 2, GL_RGBA, 7, 7, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 3, GL_RGBA, 3, 3, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
        glTexImage3DOES(GL_TEXTURE_3D, 4, GL_RGBA, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
        // Fill the first layer with red
        std::vector<GLColor> pixelsRed(30 * 30, GLColor::red);
        glTexSubImage3DOES(GL_TEXTURE_3D, 0, 0, 0, 0, 30, 30, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                           pixelsRed.data());
    
        // Fill the second layer with green
        std::vector<GLColor> pixelsGreen(30 * 30, GLColor::green);
        glTexSubImage3DOES(GL_TEXTURE_3D, 0, 0, 0, 1, 30, 30, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                           pixelsGreen.data());
    
        // Fill the 3rd layer with blue
        std::vector<GLColor> pixelsBlue(30 * 30, GLColor::blue);
        glTexSubImage3DOES(GL_TEXTURE_3D, 0, 0, 0, 2, 30, 30, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                           pixelsBlue.data());
    
        // Fill the 4th layer with yellow
        std::vector<GLColor> pixelsYellow(30 * 30, GLColor::yellow);
        glTexSubImage3DOES(GL_TEXTURE_3D, 0, 0, 0, 3, 30, 30, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                           pixelsYellow.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, 0.125f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Draw the second slice
        glUniform1f(mTexture3DSliceUniformLocation, 0.375f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
    
        // Draw the 3rd slice
        glUniform1f(mTexture3DSliceUniformLocation, 0.625f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::blue);
    
        // Draw the 4th slice
        glUniform1f(mTexture3DSliceUniformLocation, 0.875f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::yellow);
    
        // Mipmap level 1
        // The second mipmap should have two slice.
        glUniform1f(mTexture3DLODUniformLocation, 1.);
        glUniform1f(mTexture3DSliceUniformLocation, 0.25f);
        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, 127, 255, 1.0);
    
        // Mipmap level 2
        // The 3rd mipmap should only have one slice.
        glUniform1f(mTexture3DLODUniformLocation, 2.);
        glUniform1f(mTexture3DSliceUniformLocation, 0.25f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 64, 255, 1.0);
    
        glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 64, 255, 1.0);
    
        // Mipmap level 3
        glUniform1f(mTexture3DLODUniformLocation, 3.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 64, 255, 1.0);
    
        // Mipmap level 4
        glUniform1f(mTexture3DLODUniformLocation, 4.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 64, 255, 1.0);
    
        // Mipmap level 5
        glUniform1f(mTexture3DLODUniformLocation, 5.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_NEAR(px, py, 127, 127, 64, 255, 1.0);
    }
    
    // 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);
    
        // Regenerate mipmap of same color texture
        glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
                        pixelsRed.data());
    
        glGenerateMipmap(GL_TEXTURE_3D);
    
        EXPECT_GL_NO_ERROR();
    
        // Mipmap level 1 8*8*1
        glUniform1f(mTexture3DLODUniformLocation, 1.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Mipmap level 2 4*4*1
        glUniform1f(mTexture3DLODUniformLocation, 2.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Mipmap level 3 2*2*1
        glUniform1f(mTexture3DLODUniformLocation, 3.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    
        // Mipmap level 4 1*1*1
        glUniform1f(mTexture3DLODUniformLocation, 4.);
        drawQuad(m3DProgram, "position", 0.5f);
        EXPECT_GL_NO_ERROR();
        EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
    }
    
    // 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());
    
        // TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
        ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && 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);
    }
    
    // Test that generating mipmaps doesn't discard updates staged to out-of-range mips.
    TEST_P(MipmapTestES3, GenerateMipmapPreservesOutOfRangeMips)
    {
        // http://anglebug.com/4782
        ANGLE_SKIP_TEST_IF(IsOpenGL() && IsWindows() && (IsAMD() || IsIntel()));
    
        // http://anglebug.com/4784
        ANGLE_SKIP_TEST_IF(IsOpenGL() && IsLinux() && IsIntel());
    
        // http://anglebug.com/4786
        ANGLE_SKIP_TEST_IF(IsOpenGLES() && IsNVIDIAShield());
    
        // TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
        ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
    
        constexpr GLint kTextureSize = 16;
        const std::vector<GLColor> kLevel0Data(kTextureSize * kTextureSize, GLColor::red);
        const std::vector<GLColor> kLevel1Data(kTextureSize * kTextureSize, GLColor::green);
        const std::vector<GLColor> kLevel6Data(kTextureSize * kTextureSize, GLColor::blue);
    
        // Initialize a 16x16 RGBA8 texture with red, green and blue for levels 0, 1 and 6 respectively.
        GLTexture tex;
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kTextureSize, kTextureSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, kLevel0Data.data());
        glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, kTextureSize, kTextureSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, kLevel1Data.data());
        glTexImage2D(GL_TEXTURE_2D, 6, GL_RGBA, kTextureSize, kTextureSize, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, kLevel6Data.data());
        ASSERT_GL_NO_ERROR();
    
        // Set base level to 1, and generate mipmaps.  Levels 1 through 5 will be green.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 1);
        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, kLevel1Data[0]);
    
        glGenerateMipmap(GL_TEXTURE_2D);
        ASSERT_GL_NO_ERROR();
    
        // Verify that the mips are all green.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
        for (int mip = 0; mip < 5; ++mip)
        {
            int scale = 1 << mip;
            clearAndDrawQuad(m2DProgram, getWindowWidth() / scale, getWindowHeight() / scale);
            EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / scale / 2, getWindowHeight() / scale / 2,
                                  kLevel1Data[0]);
        }
    
        // Verify that level 0 is red.  TODO: setting MAX_LEVEL should be unnecessary, but is needed to
        // work around a bug in the Vulkan backend.  http://anglebug.com/4780
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, kLevel0Data[0]);
    
        // Verify that level 6 is blue.
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 6);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 6);
    
        clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
        EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, kLevel6Data[0]);
    }
    
    // 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());
    
        // TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
        ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && 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)
    {
        // TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
        ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
    
        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()));
    
        // TODO(anglebug.com/5360): Failing on ARM-based Apple DTKs.
        ANGLE_SKIP_TEST_IF(IsOSX() && IsARM64() && IsDesktopOpenGL());
    
        // TODO(anglebug.com/5491)
        ANGLE_SKIP_TEST_IF(IsIOS() && IsOpenGLES());
    
        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);
    
    namespace extraPlatforms
    {
    ANGLE_INSTANTIATE_TEST(MipmapTest, WithNoGenMultipleMipsPerPass(ES2_METAL()));
    
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(Mipmap3DBoxFilterTest);
    ANGLE_INSTANTIATE_TEST(Mipmap3DBoxFilterTest,
                           ES2_METAL(),
                           WithNoGenMultipleMipsPerPass(ES2_METAL()));
    }  // namespace extraPlatforms
    
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(MipmapTestES3);
    ANGLE_INSTANTIATE_TEST_ES3(MipmapTestES3);
    
    GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(MipmapTestES31);
    ANGLE_INSTANTIATE_TEST_ES31(MipmapTestES31);