text: //
  // Copyright 2020 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.
  //
  // VulkanFramebufferTest:
  //   Tests to validate our Vulkan framebuffer image allocation.
  //
  
  #include "test_utils/ANGLETest.h"
  #include "test_utils/angle_test_instantiate.h"
  // 'None' is defined as 'struct None {};' in
  // third_party/googletest/src/googletest/include/gtest/internal/gtest-type-util.h.
  // But 'None' is also defined as a numeric constant 0L in <X11/X.h>.
  // So we need to include ANGLETest.h first to avoid this conflict.
  
  #include "libANGLE/Context.h"
  #include "libANGLE/angletypes.h"
  #include "libANGLE/renderer/vulkan/ContextVk.h"
  #include "libANGLE/renderer/vulkan/ProgramVk.h"
  #include "libANGLE/renderer/vulkan/TextureVk.h"
  #include "test_utils/gl_raii.h"
  #include "util/EGLWindow.h"
  #include "util/shader_utils.h"
  
  using namespace angle;
  
  namespace
  {
  
  class VulkanFramebufferTest : public ANGLETest
  {
    protected:
      rx::ContextVk *hackANGLE() const
      {
          // Hack the angle!
          const gl::Context *context = static_cast<gl::Context *>(getEGLWindow()->getContext());
          return rx::GetImplAs<rx::ContextVk>(context);
      }
  
      rx::TextureVk *hackTexture(GLuint handle) const
      {
          // Hack the angle!
          const gl::Context *context = static_cast<gl::Context *>(getEGLWindow()->getContext());
          const gl::Texture *texture = context->getTexture({handle});
          return rx::vk::GetImpl(texture);
      }
  };
  
  // Test that framebuffer can be created from a mip-incomplete texture, and that its allocation only
  // includes the framebuffer's attached mip.
  TEST_P(VulkanFramebufferTest, TextureAttachmentMipIncomplete)
  {
      GLFramebuffer framebuffer;
      glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
  
      GLTexture texture;
      glBindTexture(GL_TEXTURE_2D, texture);
  
      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 100, 100, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
      glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
      glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 5, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
  
      // Set framebuffer to mip 0.  Framebuffer should be complete, and make the texture allocate
      // an image of only 1 level.
      glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
      EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
  
      glClearColor(0, 0, 0, 1.0f);
      glClear(GL_COLOR_BUFFER_BIT);
      EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::black);
  
      // http://anglebug.com/4686: The Vulkan backend is allocating three mips of sizes 100x100,
      // 50x50 and 25x25 instead of one mip of size 100x100.
      ANGLE_SKIP_TEST_IF(IsVulkan());
  
      rx::TextureVk *textureVk = hackTexture(texture);
      EXPECT_EQ(textureVk->getImage().getLevelCount(), 1u);
  }
  
  ANGLE_INSTANTIATE_TEST(VulkanFramebufferTest, ES3_VULKAN());
  
  }  // anonymous namespace
  