[Test] (Integration): integer border-colour sampling and clear-tex-image on a texture with no level 0

This commit is contained in:
2026-08-27 08:35:03 -04:00
parent c52ebd5bf6
commit 5f445e499f
3 changed files with 474 additions and 0 deletions
@@ -112,6 +112,8 @@ add_executable(MobileGLIntegrationTest
Scenarios/RelinkStageSetScenario.cpp
Scenarios/GuiBatchScenario.cpp
Scenarios/UnboundImageDescriptorScenario.cpp
Scenarios/IntegerBorderColorScenario.cpp
Scenarios/ClearTexImageUndefinedLevelZeroScenario.cpp
)
target_include_directories(MobileGLIntegrationTest PRIVATE
@@ -0,0 +1,204 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ClearTexImageUndefinedLevelZeroScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario - glClearTexImage ON A TEXTURE WHOSE GL LEVEL 0 WAS NEVER DEFINED.
//
// KHR-GL4[456].clear_tex_image.* builds exactly one shape: fillTexture() issues ONE
// glTexImage2D(GL_TEXTURE_2D, m_texLevel, ...) - the only texImage2D in the whole format/level
// family - sets GL_TEXTURE_MAX_LEVEL to that level, clears it and reads it back with
// glGetTexImage(..., m_texLevel, ...). For m_texLevel > 0 the levels BELOW the defined one have no
// storage at all, and the split in the conformance results was on that alone: every texLevel_0 body
// passed on DirectVulkan and every texLevel != 0 body failed, across all four internal formats and
// all three entry points.
//
// The frontend understands this shape - the clear is a pure CPU-shadow write, and
// ValidateTextureImageQuery deliberately does not demand mip completeness for a readback. The
// Vulkan backend did not: VkTextureManager takes storage mip 0 as the physical image extent, so a
// texture with no level 0 got no VkImage, SyncTextureAndGetDescriptor answered nullptr, and
// VulkanRenderer::GetTextureImage took a silent early return - leaving the caller's buffer exactly
// as it found it. The conformance failures carried no <Text> at all, because nothing raised a GL
// error: the destination was simply never written, so the test compared its own zero-initialized
// buffer against the clear value.
//
// The fix this pins is the readback fallback: with NO VkImage, nothing GPU-side can ever have
// written the texture, so the CPU shadow IS its content and is the correct answer. It is gated on
// "no image exists at all" and not on "syncing was inconvenient - a blanket shadow answer would
// return stale bytes for every render-to-texture result instead.
//
// NOT covered here, and deliberately: such a texture still has no VkImage, so it remains invisible
// to SAMPLING and rendering on DirectVulkan. Backing the image from the lowest defined level is a
// separate change (it moves every GL-level-to-subresource translation in the backend); this
// scenario asserts the readback contract only, and the DirectGLES leg - which has always been able
// to define a lone level N - is the built-in control for what the answer should be.
#include <array>
#include <cstdint>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
// The conformance family's own shape: a mid-chain level of a texture that has nothing else.
constexpr GLint kDefinedLevel = 3;
constexpr GLsizei kLevelExtent = 8;
struct Texel8 {
GLubyte r = 0, g = 0, b = 0, a = 0;
bool operator==(const Texel8& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
};
std::ostream& operator<<(std::ostream& os, const Texel8& c) {
return os << "rgba(" << int(c.r) << "," << int(c.g) << "," << int(c.b) << "," << int(c.a) << ")";
}
// The conformance test's clear value is a single repeated component; 5 is what it uses, and
// it is deliberately neither 0 (an unwritten destination) nor 255 (a saturated one).
constexpr Texel8 kClearValue{5, 5, 5, 5};
constexpr Texel8 kInitialValue{200, 100, 50, 255};
class ClearTexImageUndefinedLevelZeroScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
DrainErrors();
}
void TearDown() override {
if (!Ready()) return;
if (m_texture != 0) {
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &m_texture);
m_texture = 0;
}
DrainErrors();
}
static void DrainErrors() {
for (int i = 0; i < 16 && glGetError() != GL_NO_ERROR; ++i) {
}
}
// One level and nothing else, through glTexImage2D - deliberately NOT glTexStorage2D,
// which would define the whole chain and could not express "level 0 does not exist".
void MakeTextureWithOnlyLevel(GLint level) {
if (m_texture != 0) glDeleteTextures(1, &m_texture);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
const std::vector<Texel8> initial(static_cast<std::size_t>(kLevelExtent) * kLevelExtent, kInitialValue);
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, kLevelExtent, kLevelExtent, 0, GL_RGBA, GL_UNSIGNED_BYTE,
initial.data());
// What the conformance case does: MAX_LEVEL names the one level that exists, and
// BASE_LEVEL is left at its default 0 - which is what makes level 0 undefined AND
// nominally the base level, the shape the backend could not express.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_EQ(FirstGLError(), 0u) << "texture setup with only level " << level;
}
std::vector<Texel8> ReadLevel(GLint level) {
std::vector<Texel8> pixels(static_cast<std::size_t>(kLevelExtent) * kLevelExtent, Texel8{0, 0, 0, 0});
glBindTexture(GL_TEXTURE_2D, m_texture);
glGetTexImage(GL_TEXTURE_2D, level, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
EXPECT_EQ(FirstGLError(), 0u) << "glGetTexImage(level " << level << ") left a GL error behind";
return pixels;
}
void ExpectAllTexels(const char* what, const std::vector<Texel8>& pixels, Texel8 expected) {
std::size_t offenders = 0;
Texel8 firstBad{};
for (const Texel8& pixel : pixels) {
if (pixel == expected) continue;
if (offenders == 0) firstBad = pixel;
++offenders;
}
EXPECT_EQ(offenders, 0u) << what << ": got " << firstBad << " instead of " << expected << " ("
<< offenders << " of " << pixels.size() << " texels wrong)";
}
GLuint m_texture = 0;
};
} // namespace
// The regression. Before the fix glGetTexImage wrote nothing at all on DirectVulkan, so the
// caller's buffer kept whatever it already held - which is why the conformance failures showed
// the test's own zero-initialized memory and carried no GL error.
TEST_F(ClearTexImageUndefinedLevelZeroScenario, ClearAndReadBackALevelWhoseLowerLevelsDoNotExist) {
if (!Ready()) GTEST_SKIP();
MakeTextureWithOnlyLevel(kDefinedLevel);
// Pre-flight: the level reads back as what was uploaded. This is what makes the assertion
// after the clear falsifiable - without it, a readback that silently wrote nothing could not
// be told from one that wrote the right answer.
ExpectAllTexels("before the clear", ReadLevel(kDefinedLevel), kInitialValue);
glClearTexImage(m_texture, kDefinedLevel, GL_RGBA, GL_UNSIGNED_BYTE, &kClearValue);
EXPECT_EQ(FirstGLError(), 0u) << "glClearTexImage was rejected";
ExpectAllTexels("after the clear", ReadLevel(kDefinedLevel), kClearValue);
Gl().EndFrame();
}
// The same shape through glClearTexSubImage, which is a separate entry point in the conformance
// family and failed on exactly the same bodies.
TEST_F(ClearTexImageUndefinedLevelZeroScenario, ClearSubImageOfALevelWhoseLowerLevelsDoNotExist) {
if (!Ready()) GTEST_SKIP();
MakeTextureWithOnlyLevel(kDefinedLevel);
glClearTexSubImage(m_texture, kDefinedLevel, 0, 0, 0, kLevelExtent, kLevelExtent, 1, GL_RGBA,
GL_UNSIGNED_BYTE, &kClearValue);
EXPECT_EQ(FirstGLError(), 0u) << "glClearTexSubImage was rejected";
ExpectAllTexels("after the sub-image clear", ReadLevel(kDefinedLevel), kClearValue);
Gl().EndFrame();
}
// The negative control: an ORDINARY texture, whose level 0 does exist, must keep answering from
// the GPU image rather than being diverted onto the shadow. A fallback that fired unconditionally
// would pass the two tests above and this one too - but it would also hand back stale bytes for
// anything the GPU had written, which is why the partial-clear check below matters: the readback
// has to see a region the backend cleared and a region it did not, in one image.
TEST_F(ClearTexImageUndefinedLevelZeroScenario, AnOrdinaryLevelZeroTextureStillReadsBackCorrectly) {
if (!Ready()) GTEST_SKIP();
MakeTextureWithOnlyLevel(0);
ExpectAllTexels("before the clear", ReadLevel(0), kInitialValue);
// Clear only the left half, so the answer is neither "all initial" nor "all cleared".
glClearTexSubImage(m_texture, 0, 0, 0, 0, kLevelExtent / 2, kLevelExtent, 1, GL_RGBA, GL_UNSIGNED_BYTE,
&kClearValue);
EXPECT_EQ(FirstGLError(), 0u) << "glClearTexSubImage was rejected";
const std::vector<Texel8> pixels = ReadLevel(0);
ASSERT_EQ(pixels.size(), static_cast<std::size_t>(kLevelExtent) * kLevelExtent);
for (int y = 0; y < kLevelExtent; ++y) {
for (int x = 0; x < kLevelExtent; ++x) {
const Texel8 expected = x < kLevelExtent / 2 ? kClearValue : kInitialValue;
const Texel8 actual = pixels[static_cast<std::size_t>(y) * kLevelExtent + x];
ASSERT_EQ(actual, expected) << "at (" << x << "," << y << ")";
}
}
Gl().EndFrame();
}
} // namespace MGITest
@@ -0,0 +1,268 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/IntegerBorderColorScenario.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
//
// Scenario - AN INTEGER GL_TEXTURE_BORDER_COLOR REACHES AN isampler2D AS AN INTEGER.
//
// KHR-GL46.texture_border_clamp.Texture2D{R32I,R32UI} (and the 2DArray/3D siblings) set the border
// colour with glSamplerParameterIiv/Iuiv, sample outside the texture through an integer sampler and
// expect the value back. MobileGL returned 1132396544 on Espryt - which is 0x437F0000, the IEEE-754
// bits of 255.0f, i.e. the float border-colour register read through an integer sampler - and 0 on
// Magma, where the border fell through to VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK.
//
// Two independent halves, and this scenario covers both because it goes through the frontend:
//
// * the STATE had no record of which entry point wrote the border colour. All three
// representations are kept numerically in step, so the value alone cannot say whether the
// application called glTexParameterfv or glTexParameterIiv.
// * each backend then had exactly one border-colour call site: glTexParameterfv /
// glSamplerParameterfv on DirectGLES, and a snap-to-one-of-four-predefined-values on
// DirectVulkan that never emitted the VK_BORDER_COLOR_INT_* family at all.
//
// The border value is deliberately outside every predefined VkBorderColor and outside anything a
// float register could round-trip: (255, -1, 7, 3) is neither transparent black, nor opaque black,
// nor opaque white, so on DirectVulkan it can only be delivered through VK_EXT_custom_border_color.
// That makes the scenario a real test of the extension path on lavapipe rather than a palette hit.
//
// Both an integer image view and an integer border colour are involved, which is the other half of
// the Vulkan rule: VK_BORDER_COLOR_FLOAT_* on an integer image view is undefined behaviour
// regardless of the value, so even a border of (0,0,0,1) has to resolve to INT_OPAQUE_BLACK.
// InsideTexelsAreUnaffected is what keeps that from being asserted vacuously.
#include <array>
#include <cstdint>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr int kOutputWidth = 8;
constexpr int kOutputHeight = 8;
// The texture's own texel, and the border. Neither is a Vulkan palette entry, and the border
// is deliberately not derivable from the texel.
constexpr std::int32_t kInsideTexel[4] = {11, 22, 33, 44};
constexpr std::int32_t kBorderColor[4] = {255, -1, 7, 3};
constexpr const char* kVertexSource = R"(#version 330 core
void main()
{
switch (gl_VertexID)
{
case 0: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
case 1: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
case 2: gl_Position = vec4(-1.0,-1.0, 0.0, 1.0); break;
case 3: gl_Position = vec4( 1.0,-1.0, 0.0, 1.0); break;
}
}
)";
// One channel per draw, so a failure names the component that is wrong. The coordinate is a
// uniform rather than a literal so the same program serves the border sample and the inside
// sample and nothing can be constant-folded differently between them.
std::string FragmentSource(int channel) {
static const char* kChannels[4] = {"x", "y", "z", "w"};
return std::string("#version 330 core\n\nuniform isampler2D smp;\nuniform vec2 uCoord;\n\n"
"out int out_color;\n\nvoid main()\n{\n out_color = texture(smp, uCoord).") +
kChannels[channel] + ";\n}\n";
}
class IntegerBorderColorScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
// 2x2 RGBA32I. Integer textures are not filterable, so NEAREST is mandatory.
const std::int32_t texels[4][4] = {{kInsideTexel[0], kInsideTexel[1], kInsideTexel[2], kInsideTexel[3]},
{kInsideTexel[0], kInsideTexel[1], kInsideTexel[2], kInsideTexel[3]},
{kInsideTexel[0], kInsideTexel[1], kInsideTexel[2], kInsideTexel[3]},
{kInsideTexel[0], kInsideTexel[1], kInsideTexel[2], kInsideTexel[3]}};
glGenTextures(1, &m_sourceTexture);
glBindTexture(GL_TEXTURE_2D, m_sourceTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32I, 2, 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 2, 2, GL_RGBA_INTEGER, GL_INT, texels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
ASSERT_EQ(FirstGLError(), 0u) << "source texture setup left a GL error behind";
// 8x8 R32I render target: an integer readback, so nothing is normalized on the way
// out and a wrong value is reported as the number it actually was.
glGenTextures(1, &m_outputTexture);
glBindTexture(GL_TEXTURE_2D, m_outputTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32I, kOutputWidth, kOutputHeight);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenFramebuffers(1, &m_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_outputTexture, 0);
ASSERT_EQ(glCheckFramebufferStatus(GL_FRAMEBUFFER), GLenum(GL_FRAMEBUFFER_COMPLETE));
glGenVertexArrays(1, &m_vao);
ASSERT_EQ(FirstGLError(), 0u) << "output framebuffer setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
if (m_sampler != 0) {
glBindSampler(0, 0);
glDeleteSamplers(1, &m_sampler);
m_sampler = 0;
}
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_fbo != 0) glDeleteFramebuffers(1, &m_fbo);
if (m_outputTexture != 0) glDeleteTextures(1, &m_outputTexture);
if (m_sourceTexture != 0) glDeleteTextures(1, &m_sourceTexture);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
// Samples `coord` through the integer sampler and returns every texel the draw wrote.
std::vector<std::int32_t> RenderChannel(int channel, float coordX, float coordY) {
const std::string fragment = FragmentSource(channel);
std::string error;
const unsigned int program = CompileProgram(kVertexSource, fragment.c_str(), &error);
if (program == 0) {
ADD_FAILURE() << "channel " << channel << ": program did not build: " << error;
return {};
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glViewport(0, 0, kOutputWidth, kOutputHeight);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
// A clear value nothing under test can produce, so an undrawn target is not mistaken
// for a correct one.
const GLint clearValue[4] = {-559038737, 0, 0, 0};
glClearBufferiv(GL_COLOR, 0, clearValue);
glUseProgram(program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_sourceTexture);
glUniform1i(glGetUniformLocation(program, "smp"), 0);
glUniform2f(glGetUniformLocation(program, "uCoord"), coordX, coordY);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
std::vector<std::int32_t> texels(static_cast<std::size_t>(kOutputWidth) * kOutputHeight, 0);
glReadPixels(0, 0, kOutputWidth, kOutputHeight, GL_RED_INTEGER, GL_INT, texels.data());
glUseProgram(0);
glDeleteProgram(program);
return texels;
}
void ExpectAllTexels(const char* what, int channel, std::int32_t expected,
const std::vector<std::int32_t>& texels) {
if (texels.empty()) return;
std::size_t offenders = 0;
std::int32_t firstBad = 0;
for (const std::int32_t texel : texels) {
if (texel == expected) continue;
if (offenders == 0) firstBad = texel;
++offenders;
}
EXPECT_EQ(offenders, 0u) << what << " component " << channel << " returned " << firstBad
<< " instead of " << expected << " (" << offenders << " of " << texels.size()
<< " texels wrong)";
}
// Every component of the border, in one place, so both the texture-object and the
// sampler-object case assert exactly the same thing.
void ExpectBorderIsDelivered(const char* what) {
for (int channel = 0; channel < 4; ++channel) {
// (-0.5, -0.5) is a full texture width outside the image on both axes, so
// CLAMP_TO_BORDER can only answer with the border colour.
const std::vector<std::int32_t> texels = RenderChannel(channel, -0.5f, -0.5f);
EXPECT_EQ(FirstGLError(), 0u) << what << ": the border draw left a GL error behind";
ExpectAllTexels(what, channel, kBorderColor[channel], texels);
}
}
GLuint m_sourceTexture = 0;
GLuint m_outputTexture = 0;
GLuint m_fbo = 0;
GLuint m_vao = 0;
GLuint m_sampler = 0;
};
} // namespace
// The floor, and the control that keeps the two tests below from passing vacuously: an INSIDE
// sample has to fetch the texture's own texel. If this fails the sampler, the shader or the
// integer readback is broken and nothing about the border colour has been measured.
TEST_F(IntegerBorderColorScenario, InsideTexelsAreUnaffectedByTheBorderColour) {
if (!Ready()) GTEST_SKIP();
glBindTexture(GL_TEXTURE_2D, m_sourceTexture);
glTexParameterIiv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, kBorderColor);
ASSERT_EQ(FirstGLError(), 0u) << "glTexParameterIiv(GL_TEXTURE_BORDER_COLOR) was rejected";
for (int channel = 0; channel < 4; ++channel) {
const std::vector<std::int32_t> texels = RenderChannel(channel, 0.5f, 0.5f);
EXPECT_EQ(FirstGLError(), 0u) << "the inside draw left a GL error behind";
ExpectAllTexels("inside sample", channel, kInsideTexel[channel], texels);
}
Gl().EndFrame();
}
// The regression, texture-object spelling. glTexParameterIiv is the entry point the frontend
// already accepted and then flattened into the same FloatVec4 every other spelling wrote.
TEST_F(IntegerBorderColorScenario, TexParameterIivBorderColourSurvivesToAnIntegerSampler) {
if (!Ready()) GTEST_SKIP();
glBindTexture(GL_TEXTURE_2D, m_sourceTexture);
glTexParameterIiv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, kBorderColor);
ASSERT_EQ(FirstGLError(), 0u) << "glTexParameterIiv(GL_TEXTURE_BORDER_COLOR) was rejected";
ExpectBorderIsDelivered("glTexParameterIiv");
Gl().EndFrame();
}
// The regression, sampler-object spelling - which is the one the conformance cases actually use,
// and a separate code path in both backends (BackendSamplerObject::Sync on DirectGLES, and the
// sampler cache key on DirectVulkan, where a border colour that is not part of the key would
// alias two samplers that differ only in it).
TEST_F(IntegerBorderColorScenario, SamplerParameterIivBorderColourSurvivesToAnIntegerSampler) {
if (!Ready()) GTEST_SKIP();
glGenSamplers(1, &m_sampler);
ASSERT_NE(m_sampler, 0u);
glSamplerParameteri(m_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(m_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(m_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glSamplerParameteri(m_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glSamplerParameterIiv(m_sampler, GL_TEXTURE_BORDER_COLOR, kBorderColor);
ASSERT_EQ(FirstGLError(), 0u) << "sampler-object setup was rejected";
// The texture object carries a DIFFERENT border colour, so a pass here cannot come from the
// texture's own state leaking through: GL 4.6 core 8.10 says a bound sampler object's state
// wins over the texture's for every sampling parameter.
const std::int32_t decoyBorder[4] = {0, 0, 0, 0};
glBindTexture(GL_TEXTURE_2D, m_sourceTexture);
glTexParameterIiv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, decoyBorder);
glBindSampler(0, m_sampler);
ASSERT_EQ(FirstGLError(), 0u) << "binding the sampler object was rejected";
ExpectBorderIsDelivered("glSamplerParameterIiv");
glBindSampler(0, 0);
Gl().EndFrame();
}
} // namespace MGITest