//
// 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.
//
// Texture upload format tests:
//   Test all texture unpack/upload formats for sampling correctness.
//

#include "common/mathutil.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"

using namespace angle;

namespace
{

class TextureUploadFormatTest : public ANGLETest
{};

struct TexFormat final
{
    GLenum internalFormat;
    GLenum unpackFormat;
    GLenum unpackType;

    TexFormat() = delete;

    uint8_t bytesPerPixel() const
    {
        uint8_t bytesPerChannel;
        switch (unpackType)
        {
            case GL_UNSIGNED_SHORT_5_6_5:
            case GL_UNSIGNED_SHORT_4_4_4_4:
            case GL_UNSIGNED_SHORT_5_5_5_1:
                return 2;

            case GL_UNSIGNED_INT_2_10_10_10_REV:
            case GL_UNSIGNED_INT_24_8:
            case GL_UNSIGNED_INT_10F_11F_11F_REV:
            case GL_UNSIGNED_INT_5_9_9_9_REV:
                return 4;

            case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
                return 8;

            case GL_UNSIGNED_BYTE:
            case GL_BYTE:
                bytesPerChannel = 1;
                break;

            case GL_UNSIGNED_SHORT:
            case GL_SHORT:
            case GL_HALF_FLOAT:
            case GL_HALF_FLOAT_OES:
                bytesPerChannel = 2;
                break;

            case GL_UNSIGNED_INT:
            case GL_INT:
            case GL_FLOAT:
                bytesPerChannel = 4;
                break;

            default:
                assert(false);
                return 0;
        }

        switch (unpackFormat)
        {
            case GL_RGBA:
            case GL_RGBA_INTEGER:
                return bytesPerChannel * 4;

            case GL_RGB:
            case GL_RGB_INTEGER:
                return bytesPerChannel * 3;

            case GL_RG:
            case GL_RG_INTEGER:
            case GL_LUMINANCE_ALPHA:
                return bytesPerChannel * 2;

            case GL_RED:
            case GL_RED_INTEGER:
            case GL_LUMINANCE:
            case GL_ALPHA:
            case GL_DEPTH_COMPONENT:
                return bytesPerChannel * 1;

            default:
                assert(false);
                return 0;
        }
    }
};

template <const uint8_t bits>
constexpr uint32_t EncodeNormUint(const float val)
{
    return static_cast<uint32_t>(val * (UINT32_MAX >> (32 - bits)) + 0.5);  // round-half-up
}

template <const int signBit, const int eBits, const int mBits>
struct SizedFloat
{
    static constexpr int kSignBit = signBit;
    static constexpr int kEBits   = eBits;
    static constexpr int kMBits   = mBits;

    static constexpr uint32_t Assemble(const uint32_t sVal,
                                       const uint32_t eVal,
                                       const uint32_t mVal)
    {
        return (signBit ? (sVal << (eBits + mBits)) : 0) | (eVal << mBits) | mVal;
    }

    static uint32_t Encode(const float signedV)
    {
        const float v = signBit ? fabsf(signedV) : std::max(0.0f, signedV);

        const int eBias   = (1 << (eBits - 1)) - 1;
        const int eValMax = (1 << eBits) - 1;

        const float eApprox = log2f(v);
        const auto eActual  = static_cast<int>(floorf(eApprox));

        int eVal      = eBias + eActual;
        uint32_t mVal = 0;
        if (v != v)
        {  // NaN
            eVal = eValMax;
            mVal = 1;
        }
        else if (eVal < 0)
        {  // underflow to zero
            eVal = 0;
            mVal = 0;
        }
        else if (eVal >= eValMax)
        {  // overfloat to Inf
            eVal = eValMax;
            mVal = 0;
        }
        else
        {
            float mFloat = 0.0;
            if (eVal == 0)
            {  // denormal
                mFloat = v * powf(2, 1 - eBias);
            }
            else
            {  // standard range
                mFloat = v * powf(2, -static_cast<float>(eActual)) - 1.0f;
            }
            mVal = static_cast<uint32_t>(mFloat * (1 << mBits) + 0.5);
        }

        const auto sVal = static_cast<uint32_t>(v < 0.0f);
        return Assemble(sVal, eVal, mVal);
    }

    static constexpr float Decode(const uint32_t sVal, const uint32_t eVal, const uint32_t mVal)
    {
        constexpr int eBias = (1 << (kEBits - 1)) - 1;
        constexpr int mDiv  = 1 << kMBits;
        float ret = powf(-1, sVal) * powf(2, int(eVal) - eBias) * (1.0f + float(mVal) / mDiv);
        return ret;
    }
};
using Float16  = SizedFloat<1, 5, 10>;
using UFloat11 = SizedFloat<0, 5, 6>;
using UFloat10 = SizedFloat<0, 5, 5>;

struct RGB9_E5 final
{
    // GLES 3.0.5 p129
    static constexpr int N = 9;   // number of mantissa bits per component
    static constexpr int B = 15;  // exponent bias

    static uint32_t Encode(const float red, const float green, const float blue)
    {
        const auto floori = [](const float x) { return static_cast<int>(floor(x)); };
        // GLES 3.0.5 p129
        constexpr int eMax = 31;  // max allowed biased exponent value

        const float twoToN       = powf(2, N);
        const float sharedExpMax = (twoToN - 1) / twoToN * powf(2, eMax - B);

        const auto fnClampColor = [&](const float color) {
            return std::max(0.0f, std::min(color, sharedExpMax));
        };
        const float redC   = fnClampColor(red);
        const float greenC = fnClampColor(green);
        const float blueC  = fnClampColor(blue);

        const float maxC = std::max({redC, greenC, blueC});
        const int expP   = std::max(-B - 1, floori(log2f(maxC))) + 1 + B;

        const auto fnColorS = [&](const float colorC, const float exp) {
            return floori(colorC / powf(2, exp - B - N) + 0.5f);
        };
        const int maxS = fnColorS(maxC, expP);
        const int expS = expP + ((maxS == (1 << N)) ? 1 : 0);

        const int redS   = fnColorS(redC, expS);
        const int greenS = fnColorS(greenC, expS);
        const int blueS  = fnColorS(blueC, expS);

        // Pack as u32 EGBR.
        uint32_t ret = expS & 0x1f;
        ret <<= 9;
        ret |= blueS & 0x1ff;
        ret <<= 9;
        ret |= greenS & 0x1ff;
        ret <<= 9;
        ret |= redS & 0x1ff;
        return ret;
    }

    static void Decode(uint32_t packed,
                       float *const out_red,
                       float *const out_green,
                       float *const out_blue)
    {
        const auto redS = packed & 0x1ff;
        packed >>= 9;
        const auto greenS = packed & 0x1ff;
        packed >>= 9;
        const auto blueS = packed & 0x1ff;
        packed >>= 9;
        const auto expS = packed & 0x1f;

        // These are *not* IEEE-like UFloat14s.
        // GLES 3.0.5 p165:
        // red = redS*pow(2,expS-B-N)
        const auto fnToFloat = [&](const uint32_t x) { return x * powf(2, int(expS) - B - N); };
        *out_red             = fnToFloat(redS);
        *out_green           = fnToFloat(greenS);
        *out_blue            = fnToFloat(blueS);
    }
};

}  // anonymous namespace

// Test our encoding code to ensure we get the values out that we expect.
// We could alternatively hardcode our inputs for these couple cases, but it's nice to do this
// programatically, since it should make it easier to write any further tests without having to
// re-encode by hand.
TEST(TextureUploadFormatTestInternals, Float16Encoding)
{
    EXPECT_EQ(Float16::Decode(0, 0x0f, 0), 1.0f);
    EXPECT_EQ(Float16::Decode(0, 0x0f - 1, 0), 0.5f);

    EXPECT_EQ(Float16::Assemble(0, 0x0f, 0), Float16::Encode(1.0));
    EXPECT_EQ(Float16::Assemble(0, 0x0f - 1, 0), Float16::Encode(1.0 / 2));

    EXPECT_EQ(Float16::Assemble(0, 0x0f - 3, 0), Float16::Encode(1.0 / 8));
    EXPECT_EQ(Float16::Assemble(0, 0x0f - 2, 0), Float16::Encode(2.0 / 8));
    EXPECT_EQ(Float16::Assemble(0, 0x0f - 2, 1 << (Float16::kMBits - 1)), Float16::Encode(3.0 / 8));
    EXPECT_EQ(Float16::Assemble(0, 0x0f - 1, 1 << (Float16::kMBits - 2)), Float16::Encode(5.0 / 8));
}

// Ensure our RGB9_E5 encoding is reasonable, at least for our testcase.
TEST(TextureUploadFormatTestInternals, RGB9E5Encoding)
{
    const auto fnTest = [](const float refR, const float refG, const float refB) {
        const auto packed = RGB9_E5::Encode(refR, refG, refB);
        float testR, testG, testB;
        RGB9_E5::Decode(packed, &testR, &testG, &testB);
        EXPECT_EQ(testR, refR);
        EXPECT_EQ(testG, refG);
        EXPECT_EQ(testB, refB);
    };
    fnTest(0.125f, 0.250f, 0.625f);
}

namespace
{

template <typename DestT, typename SrcT, size_t SrcN>
void ZeroAndCopy(DestT &dest, const SrcT (&src)[SrcN])
{
    dest.fill(0);
    memcpy(dest.data(), src, sizeof(SrcT) * SrcN);
}

std::string EnumStr(const GLenum v)
{
    std::stringstream ret;
    ret << "0x" << std::hex << v;
    return ret.str();
}

}  // anonymous namespace

// Upload (1,2,5,3) to integer formats, and (1,2,5,3)/8.0 to float formats.
// Draw a point into a 1x1 renderbuffer and readback the result for comparison with expectations.
// Test all internalFormat/unpackFormat/unpackType combinations from ES3.0.
TEST_P(TextureUploadFormatTest, All)
{
    // TODO(lucferron): Diagnose and fix http://anglebug.com/2657
    ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());

    ANGLE_SKIP_TEST_IF(IsD3D9() || IsD3D11_FL93());

    constexpr char kVertShaderES2[]     = R"(
        void main()
        {
            gl_PointSize = 1.0;
            gl_Position = vec4(0, 0, 0, 1);
        })";
    constexpr char kFragShader_Floats[] = R"(
        precision mediump float;
        uniform sampler2D uTex;

        void main()
        {
            gl_FragColor = texture2D(uTex, vec2(0,0));
        })";
    ANGLE_GL_PROGRAM(floatsProg, kVertShaderES2, kFragShader_Floats);

    glDisable(GL_DITHER);

    ASSERT_GL_NO_ERROR();

    // Create the 1x1 framebuffer

    GLRenderbuffer backbufferRB;
    glBindRenderbuffer(GL_RENDERBUFFER, backbufferRB);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 1, 1);
    glBindRenderbuffer(GL_RENDERBUFFER, 0);

    GLFramebuffer backbufferFB;
    glBindFramebuffer(GL_FRAMEBUFFER, backbufferFB);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, backbufferRB);
    ASSERT_GL_NO_ERROR();
    ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));

    glViewport(0, 0, 1, 1);

    // Create and bind our test texture

    GLTexture testTex;
    glBindTexture(GL_TEXTURE_2D, testTex);
    // Must be nearest because some texture formats aren't filterable!
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    ASSERT_GL_NO_ERROR();

    // Initialize our test variables

    glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
    const bool hasSubrectUploads = !glGetError();

    constexpr uint8_t srcIntVals[4] = {1u, 2u, 5u, 3u};
    constexpr float srcVals[4] = {srcIntVals[0] / 8.0f, srcIntVals[1] / 8.0f, srcIntVals[2] / 8.0f,
                                  srcIntVals[3] / 8.0f};
    constexpr uint8_t refVals[4] = {static_cast<uint8_t>(EncodeNormUint<8>(srcVals[0])),
                                    static_cast<uint8_t>(EncodeNormUint<8>(srcVals[1])),
                                    static_cast<uint8_t>(EncodeNormUint<8>(srcVals[2])),
                                    static_cast<uint8_t>(EncodeNormUint<8>(srcVals[3]))};

    // Test a format with the specified data

    const auto fnTestData = [&](const TexFormat &format, const void *const data, const GLColor &err,
                                const char *const info) {
        ASSERT_GL_NO_ERROR();
        glTexImage2D(GL_TEXTURE_2D, 0, format.internalFormat, 1, 1, 0, format.unpackFormat,
                     format.unpackType, data);
        const auto uploadErr = glGetError();
        if (uploadErr)  // Format might not be supported. (e.g. on ES2)
            return;

        glClearColor(1, 0, 1, 1);
        glClear(GL_COLOR_BUFFER_BIT);
        glDrawArrays(GL_POINTS, 0, 1);

        const auto actual = ReadColor(0, 0);

        GLColor expected;
        switch (format.unpackFormat)
        {
            case GL_RGBA:
            case GL_RGBA_INTEGER:
                expected = {refVals[0], refVals[1], refVals[2], refVals[3]};
                break;
            case GL_RGB:
                expected = {refVals[0], refVals[1], refVals[2], 255};
                break;
            case GL_RG:
                expected = {refVals[0], refVals[1], 0, 255};
                break;
            case GL_RED:
            case GL_DEPTH_COMPONENT:
            case GL_DEPTH_STENCIL:
                expected = {refVals[0], 0, 0, 255};
                break;

            case GL_RGB_INTEGER:
                expected = {refVals[0], refVals[1], refVals[2], refVals[0]};
                break;
            case GL_RG_INTEGER:
                expected = {refVals[0], refVals[1], 0, refVals[0]};
                break;
            case GL_RED_INTEGER:
                expected = {refVals[0], 0, 0, refVals[0]};
                break;

            case GL_LUMINANCE_ALPHA:
                expected = {refVals[0], refVals[0], refVals[0], refVals[1]};
                break;
            case GL_LUMINANCE:
                expected = {refVals[0], refVals[0], refVals[0], 255};
                break;
            case GL_ALPHA:
                expected = {0, 0, 0, refVals[0]};
                break;

            default:
                assert(false);
        }

        ASSERT_GL_NO_ERROR();
        auto result = actual.ExpectNear(expected, err);
        if (!result)
        {
            result << " [" << EnumStr(format.internalFormat) << "/" << EnumStr(format.unpackFormat)
                   << "/" << EnumStr(format.unpackType) << " " << info << "]";
        }
        EXPECT_TRUE(result);
    };

    // Provide buffers for test data, and a func to run the test on both the data directly, and on
    // a basic subrect selection to ensure pixel byte size is calculated correctly.
    // Possible todo here is to add tests to ensure stride calculation.

    std::array<uint8_t, sizeof(float) * 4> srcBuffer;

    std::array<uint8_t, srcBuffer.size() * 2> subrectBuffer;
    const auto fnTest = [&](const TexFormat &format, const GLColor &err) {
        fnTestData(format, srcBuffer.data(), err, "simple");

        if (!hasSubrectUploads)
            return;

        const auto bytesPerPixel = format.bytesPerPixel();

        glPixelStorei(GL_UNPACK_SKIP_PIXELS, 1);

        subrectBuffer.fill(0);
        memcpy(subrectBuffer.data() + bytesPerPixel, srcBuffer.data(), bytesPerPixel);
        fnTestData(format, subrectBuffer.data(), err, "subrect");

        glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
    };

    // Test All The Formats, organized by unpack format and type.
    // (Combos from GLES 3.0.5 p111-112: Table 3.2: "Valid combinations of format, type, and sized
    // internalformat.")

    // Start with normalized ints
    glUseProgram(floatsProg);

    // RGBA+UNSIGNED_BYTE
    {
        constexpr uint8_t src[] = {static_cast<uint8_t>(EncodeNormUint<8>(srcVals[0])),
                                   static_cast<uint8_t>(EncodeNormUint<8>(srcVals[1])),
                                   static_cast<uint8_t>(EncodeNormUint<8>(srcVals[2])),
                                   static_cast<uint8_t>(EncodeNormUint<8>(srcVals[3]))};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE}, {1, 1, 1, 1});
        fnTest({GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_BYTE}, {8, 8, 8, 255});
        fnTest({GL_RGBA4, GL_RGBA, GL_UNSIGNED_BYTE}, {16, 16, 16, 16});

        fnTest({GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE}, {1, 1, 1, 0});
        fnTest({GL_RGB565, GL_RGB, GL_UNSIGNED_BYTE}, {8, 4, 8, 0});

        fnTest({GL_RG8, GL_RG, GL_UNSIGNED_BYTE}, {1, 1, 0, 0});

        fnTest({GL_R8, GL_RED, GL_UNSIGNED_BYTE}, {1, 0, 0, 0});

        fnTest({GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE}, {1, 1, 1, 1});
        fnTest({GL_RGB, GL_RGB, GL_UNSIGNED_BYTE}, {1, 1, 1, 0});
        fnTest({GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE}, {1, 1, 1, 1});
        fnTest({GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE}, {1, 1, 1, 0});
        fnTest({GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE}, {0, 0, 0, 1});
    }

    // RGBA+BYTE
    {
        constexpr uint8_t src[] = {static_cast<uint8_t>(EncodeNormUint<7>(srcVals[0])),
                                   static_cast<uint8_t>(EncodeNormUint<7>(srcVals[1])),
                                   static_cast<uint8_t>(EncodeNormUint<7>(srcVals[2])),
                                   static_cast<uint8_t>(EncodeNormUint<7>(srcVals[3]))};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGBA8_SNORM, GL_RGBA, GL_BYTE}, {2, 2, 2, 2});
        fnTest({GL_RGB8_SNORM, GL_RGB, GL_BYTE}, {2, 2, 2, 0});
        fnTest({GL_RG8_SNORM, GL_RG, GL_BYTE}, {2, 2, 0, 0});
        fnTest({GL_R8_SNORM, GL_RED, GL_BYTE}, {2, 0, 0, 0});
    }

    // RGB+UNSIGNED_SHORT_5_6_5
    {
        constexpr uint16_t src[] = {static_cast<uint16_t>((EncodeNormUint<5>(srcVals[0]) << 11) |
                                                          (EncodeNormUint<6>(srcVals[1]) << 5) |
                                                          (EncodeNormUint<5>(srcVals[2]) << 0))};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5}, {8, 4, 8, 0});
        fnTest({GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5}, {8, 4, 8, 0});
    }

    // RGBA+UNSIGNED_SHORT_4_4_4_4
    {
        constexpr uint16_t src[] = {static_cast<uint16_t>(
            (EncodeNormUint<4>(srcVals[0]) << 12) | (EncodeNormUint<4>(srcVals[1]) << 8) |
            (EncodeNormUint<4>(srcVals[2]) << 4) | (EncodeNormUint<4>(srcVals[3]) << 0))};
        ZeroAndCopy(srcBuffer, src);

        // fnTest({GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4}, {16,16,16,16});
        fnTest({GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4}, {16, 16, 16, 16});
    }

    // RGBA+UNSIGNED_SHORT_5_5_5_1
    {
        constexpr uint16_t src[] = {static_cast<uint16_t>(
            (EncodeNormUint<5>(srcVals[0]) << 11) | (EncodeNormUint<5>(srcVals[1]) << 6) |
            (EncodeNormUint<5>(srcVals[2]) << 1) | (EncodeNormUint<1>(srcVals[3]) << 0))};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1}, {8, 8, 8, 255});
        fnTest({GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1}, {8, 8, 8, 255});
    }

    // RGBA+UNSIGNED_INT_2_10_10_10_REV
    {
        constexpr uint32_t src[] = {
            (EncodeNormUint<10>(srcVals[0]) << 0) | (EncodeNormUint<10>(srcVals[1]) << 10) |
            (EncodeNormUint<10>(srcVals[2]) << 20) | (EncodeNormUint<2>(srcVals[3]) << 30)};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV}, {1, 1, 1, 128});
        fnTest({GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV}, {8, 8, 8, 255});
    }

    // DEPTH_COMPONENT+UNSIGNED_SHORT
    {
        const uint16_t src[] = {static_cast<uint16_t>(EncodeNormUint<16>(srcVals[0]))};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}, {1, 0, 0, 0});
    }

    // DEPTH_COMPONENT+UNSIGNED_INT
    {
        constexpr uint32_t src[] = {EncodeNormUint<32>(srcVals[0])};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT}, {1, 0, 0, 0});
        fnTest({GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT}, {1, 0, 0, 0});
    }

    // DEPTH_STENCIL+UNSIGNED_INT_24_8
    {
        // Drop stencil.
        constexpr uint32_t src[] = {EncodeNormUint<24>(srcVals[0]) << 8};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, {1, 0, 0, 0});
    }

    if (getClientMajorVersion() < 3)
        return;

    constexpr char kVertShaderES3[]    = R"(#version 300 es
        void main()
        {
            gl_PointSize = 1.0;
            gl_Position = vec4(0, 0, 0, 1);
        })";
    constexpr char kFragShader_Ints[]  = R"(#version 300 es
        precision mediump float;
        uniform highp isampler2D uTex;
        out vec4 oFragColor;

        void main()
        {
            oFragColor = vec4(texture(uTex, vec2(0,0))) / 8.0;
        })";
    constexpr char kFragShader_Uints[] = R"(#version 300 es
        precision mediump float;
        uniform highp usampler2D uTex;
        out vec4 oFragColor;

        void main()
        {
            oFragColor = vec4(texture(uTex, vec2(0,0))) / 8.0;
        })";
    ANGLE_GL_PROGRAM(intsProg, kVertShaderES3, kFragShader_Ints);
    ANGLE_GL_PROGRAM(uintsProg, kVertShaderES3, kFragShader_Uints);

    // Non-normalized ints
    glUseProgram(intsProg);

    // RGBA_INTEGER+UNSIGNED_BYTE
    {
        constexpr uint8_t src[4] = {srcIntVals[0], srcIntVals[1], srcIntVals[2], srcIntVals[3]};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE}, {1, 1, 1, 1});
        fnTest({GL_RGB8I, GL_RGB_INTEGER, GL_BYTE}, {1, 1, 1, 1});
        fnTest({GL_RG8I, GL_RG_INTEGER, GL_BYTE}, {1, 1, 1, 1});
        fnTest({GL_R8I, GL_RED_INTEGER, GL_BYTE}, {1, 1, 1, 1});
    }

    // RGBA_INTEGER+UNSIGNED_SHORT
    {
        constexpr uint16_t src[4] = {srcIntVals[0], srcIntVals[1], srcIntVals[2], srcIntVals[3]};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGBA16I, GL_RGBA_INTEGER, GL_SHORT}, {1, 1, 1, 1});
        fnTest({GL_RGB16I, GL_RGB_INTEGER, GL_SHORT}, {1, 1, 1, 1});
        fnTest({GL_RG16I, GL_RG_INTEGER, GL_SHORT}, {1, 1, 1, 1});
        fnTest({GL_R16I, GL_RED_INTEGER, GL_SHORT}, {1, 1, 1, 1});
    }

    // RGBA_INTEGER+UNSIGNED_INT
    {
        constexpr uint32_t src[4] = {srcIntVals[0], srcIntVals[1], srcIntVals[2], srcIntVals[3]};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGBA32I, GL_RGBA_INTEGER, GL_INT}, {1, 1, 1, 1});
        fnTest({GL_RGB32I, GL_RGB_INTEGER, GL_INT}, {1, 1, 1, 1});
        fnTest({GL_RG32I, GL_RG_INTEGER, GL_INT}, {1, 1, 1, 1});
        fnTest({GL_R32I, GL_RED_INTEGER, GL_INT}, {1, 1, 1, 1});
    }

    // Non-normalized uints
    glUseProgram(uintsProg);

    // RGBA_INTEGER+UNSIGNED_BYTE
    {
        constexpr uint8_t src[4] = {srcIntVals[0], srcIntVals[1], srcIntVals[2], srcIntVals[3]};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGBA8UI, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE}, {1, 1, 1, 1});
        fnTest({GL_RGB8UI, GL_RGB_INTEGER, GL_UNSIGNED_BYTE}, {1, 1, 1, 1});
        fnTest({GL_RG8UI, GL_RG_INTEGER, GL_UNSIGNED_BYTE}, {1, 1, 1, 1});
        fnTest({GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE}, {1, 1, 1, 1});
    }

    // RGBA_INTEGER+UNSIGNED_SHORT
    {
        constexpr uint16_t src[4] = {srcIntVals[0], srcIntVals[1], srcIntVals[2], srcIntVals[3]};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT}, {1, 1, 1, 1});
        fnTest({GL_RGB16UI, GL_RGB_INTEGER, GL_UNSIGNED_SHORT}, {1, 1, 1, 1});
        fnTest({GL_RG16UI, GL_RG_INTEGER, GL_UNSIGNED_SHORT}, {1, 1, 1, 1});
        fnTest({GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT}, {1, 1, 1, 1});
    }

    // RGBA_INTEGER+UNSIGNED_INT
    {
        constexpr uint32_t src[4] = {srcIntVals[0], srcIntVals[1], srcIntVals[2], srcIntVals[3]};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT}, {1, 1, 1, 1});
        fnTest({GL_RGB32UI, GL_RGB_INTEGER, GL_UNSIGNED_INT}, {1, 1, 1, 1});
        fnTest({GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT}, {1, 1, 1, 1});
        fnTest({GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT}, {1, 1, 1, 1});
    }

    // RGBA_INTEGER+UNSIGNED_INT_2_10_10_10_REV
    {
        constexpr uint32_t src[] = {static_cast<uint32_t>(srcIntVals[0] << 0) |
                                    static_cast<uint32_t>(srcIntVals[1] << 10) |
                                    static_cast<uint32_t>(srcIntVals[2] << 20) |
                                    static_cast<uint32_t>(srcIntVals[3] << 30)};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGB10_A2UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT_2_10_10_10_REV}, {1, 1, 1, 1});
    }

    // True floats
    glUseProgram(floatsProg);

    // RGBA+HALF_FLOAT
    {
        const uint16_t src[] = {static_cast<uint16_t>(Float16::Encode(srcVals[0])),
                                static_cast<uint16_t>(Float16::Encode(srcVals[1])),
                                static_cast<uint16_t>(Float16::Encode(srcVals[2])),
                                static_cast<uint16_t>(Float16::Encode(srcVals[3]))};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT}, {1, 1, 1, 1});

        fnTest({GL_RGB16F, GL_RGB, GL_HALF_FLOAT}, {1, 1, 1, 0});
        fnTest({GL_R11F_G11F_B10F, GL_RGB, GL_HALF_FLOAT}, {1, 1, 1, 0});
        fnTest({GL_RGB9_E5, GL_RGB, GL_HALF_FLOAT}, {1, 1, 1, 0});

        fnTest({GL_RG16F, GL_RG, GL_HALF_FLOAT}, {1, 1, 0, 0});

        fnTest({GL_R16F, GL_RED, GL_HALF_FLOAT}, {1, 0, 0, 0});

        fnTest({GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES}, {1, 1, 1, 1});
        fnTest({GL_RGB, GL_RGB, GL_HALF_FLOAT_OES}, {1, 1, 1, 0});
        fnTest({GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES}, {1, 1, 1, 1});
        fnTest({GL_LUMINANCE, GL_LUMINANCE, GL_HALF_FLOAT_OES}, {1, 1, 1, 0});
        fnTest({GL_ALPHA, GL_ALPHA, GL_HALF_FLOAT_OES}, {0, 0, 0, 1});
    }

    // RGBA+FLOAT
    {
        ZeroAndCopy(srcBuffer, srcVals);

        fnTest({GL_RGBA32F, GL_RGBA, GL_FLOAT}, {1, 1, 1, 1});
        fnTest({GL_RGBA16F, GL_RGBA, GL_FLOAT}, {1, 1, 1, 1});

        fnTest({GL_RGB32F, GL_RGB, GL_FLOAT}, {1, 1, 1, 0});
        fnTest({GL_RGB16F, GL_RGB, GL_FLOAT}, {1, 1, 1, 0});
        fnTest({GL_R11F_G11F_B10F, GL_RGB, GL_FLOAT}, {1, 1, 1, 0});
        fnTest({GL_RGB9_E5, GL_RGB, GL_FLOAT}, {1, 1, 1, 0});

        fnTest({GL_RG32F, GL_RG, GL_FLOAT}, {1, 1, 0, 0});
        fnTest({GL_RG16F, GL_RG, GL_FLOAT}, {1, 1, 0, 0});

        fnTest({GL_R32F, GL_RED, GL_FLOAT}, {1, 0, 0, 0});
        fnTest({GL_R16F, GL_RED, GL_FLOAT}, {1, 0, 0, 0});
    }

    // UNSIGNED_INT_10F_11F_11F_REV
    {
        const uint32_t src[] = {(UFloat11::Encode(srcVals[0]) << 0) |
                                (UFloat11::Encode(srcVals[1]) << 11) |
                                (UFloat10::Encode(srcVals[2]) << 22)};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV}, {1, 1, 1, 0});
    }

    // UNSIGNED_INT_5_9_9_9_REV
    {
        const uint32_t src[] = {RGB9_E5::Encode(srcVals[0], srcVals[1], srcVals[2])};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV}, {1, 1, 1, 0});
    }

    // DEPTH_COMPONENT+FLOAT
    {
        // Skip stencil.
        constexpr float src[] = {srcVals[0], 0};
        ZeroAndCopy(srcBuffer, src);

        fnTest({GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT}, {1, 0, 0, 0});
        fnTest({GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV},
               {1, 0, 0, 0});
    }

    EXPECT_GL_NO_ERROR();
}

ANGLE_INSTANTIATE_TEST(TextureUploadFormatTest,
                       ES3_D3D11(),
                       ES2_D3D11_FL9_3(),
                       ES2_D3D9(),
                       ES2_OPENGL(),
                       ES3_OPENGL(),
                       ES2_OPENGLES(),
                       ES3_OPENGLES(),
                       ES2_VULKAN());
