/*-------------------------------------------------------------------------
 * drawElements Quality Program OpenGL ES 3.0 Module
 * -------------------------------------------------
 *
 * Copyright 2014 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 *
 *//*!
 * \file
 * \brief State change performance tests.
 *//*--------------------------------------------------------------------*/

#include "es3pStateChangeTests.hpp"
#include "glsStateChangePerfTestCases.hpp"
#include "gluShaderProgram.hpp"
#include "glwFunctions.hpp"
#include "glwEnums.hpp"

namespace deqp
{
namespace gles3
{
namespace Performance
{

using namespace glw; // GL types

namespace
{

enum
{
	VIEWPORT_WIDTH	= 24,
	VIEWPORT_HEIGHT	= 24
};

class StateChangeCase : public gls::StateChangePerformanceCase
{
public:
					StateChangeCase			(Context& context, int drawCallCount, int triangleCount, bool drawArrays, bool useIndexBuffer, const char* name, const char* description);
					~StateChangeCase		(void);

protected:
	virtual void	renderTest				(const glw::Functions& gl);
	virtual void	renderReference			(const glw::Functions& gl);

	virtual void	changeState				(const glw::Functions& gl, int stateId) = 0;
};

StateChangeCase::StateChangeCase (Context& context, int drawCallCount, int triangleCount, bool drawArrays, bool useIndexBuffer, const char* name, const char* description)
	: gls::StateChangePerformanceCase(context.getTestContext(), context.getRenderContext(), name, description,
									  (useIndexBuffer	? DRAWTYPE_INDEXED_BUFFER	:
									   drawArrays		? DRAWTYPE_NOT_INDEXED		:
														  DRAWTYPE_INDEXED_USER_PTR), drawCallCount, triangleCount)
{
	DE_ASSERT(!useIndexBuffer || !drawArrays);
}

StateChangeCase::~StateChangeCase (void)
{
}

void StateChangeCase::renderTest (const glw::Functions& gl)
{
	for (int callNdx = 0; callNdx < m_callCount; callNdx++)
	{
		changeState(gl, 0);
		callDraw(gl);

		changeState(gl, 1);
		callDraw(gl);
	}
}

void StateChangeCase::renderReference (const glw::Functions& gl)
{
	changeState(gl, 0);

	for (int callNdx = 0; callNdx < m_callCount; callNdx++)
		callDraw(gl);

	changeState(gl, 1);

	for (int callNdx = 0; callNdx < m_callCount; callNdx++)
		callDraw(gl);
}

} // anonymous

StateChangeTests::StateChangeTests (Context& context)
	: TestCaseGroup(context, "state_change_draw", "Test state change perfomance with draw calls.")
{
}

StateChangeTests::~StateChangeTests (void)
{
}

#define MACRO_BLOCK(...) __VA_ARGS__

#define ADD_TESTCASE(NAME, DESC, DRAWARRAYS, INDEXBUFFER, INIT_FUNC, CHANGE_FUNC)\
do {\
	class StateChangeCase_ ## NAME : public StateChangeCase\
	{\
	public:\
			StateChangeCase_ ## NAME (Context& context, int drawCallCount, int triangleCount, const char* name, const char* description)\
				: StateChangeCase(context, drawCallCount, triangleCount, (DRAWARRAYS), (INDEXBUFFER), name, description)\
			{}\
		virtual void setupInitialState (const glw::Functions& gl)\
		{\
			INIT_FUNC\
		}\
		virtual void changeState (const glw::Functions& gl, int stateId)\
		{\
			CHANGE_FUNC\
		}\
	};\
	manySmallCallsGroup->addChild	(new StateChangeCase_ ## NAME (m_context,1000,2,#NAME,(DESC)));\
	fewBigCallsGroup->addChild		(new StateChangeCase_ ## NAME (m_context,10,200,#NAME,(DESC)));\
} while (0);

void StateChangeTests::init (void)
{
	tcu::TestCaseGroup* const	manySmallCallsGroup	= new tcu::TestCaseGroup(m_testCtx, "many_small_calls",	"1000 calls, 2 triangles in each");
	tcu::TestCaseGroup* const	fewBigCallsGroup	= new tcu::TestCaseGroup(m_testCtx, "few_big_calls",	"10 calls, 200 triangles in each");

	addChild(manySmallCallsGroup);
	addChild(fewBigCallsGroup);

	ADD_TESTCASE(blend, "Enable/Disable blending.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.enable(GL_BLEND);
			else if (stateId == 1)
				gl.disable(GL_BLEND);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(depth_test, "Enable/Disable depth test.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");

			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");

			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.depthFunc(GL_LEQUAL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glDepthFunc()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.enable(GL_DEPTH_TEST);
			else if (stateId == 1)
				gl.disable(GL_DEPTH_TEST);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(stencil_test, "Enable/Disable stencil test.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.stencilFunc(GL_LEQUAL, 0, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glStencilFunc()");

			gl.stencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glStencilOp()");

			gl.clearStencil(0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glClearStencil()");
			gl.clear(GL_STENCIL_BUFFER_BIT);

			GLU_EXPECT_NO_ERROR(gl.getError(), "glClear()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.enable(GL_STENCIL_TEST);
			else if (stateId == 1)
				gl.disable(GL_STENCIL_TEST);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(scissor_test, "Enable/Disable scissor test.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.scissor(2, 3, 12, 13);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glScissor()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.enable(GL_SCISSOR_TEST);
			else if (stateId == 1)
				gl.disable(GL_SCISSOR_TEST);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(dither, "Enable/Disable dithering.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.enable(GL_DITHER);
			else if (stateId == 1)
				gl.disable(GL_DITHER);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(culling, "Enable/Disable culling.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.frontFace(GL_CW);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glFrontFace()");

			gl.cullFace(GL_FRONT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glCullFace()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.enable(GL_CULL_FACE);
			else if (stateId == 1)
				gl.disable(GL_CULL_FACE);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(rasterizer_discard, "Enable/Disable RASTERIZER_DISCARD.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.enable(GL_RASTERIZER_DISCARD);
			else if (stateId == 1)
				gl.disable(GL_RASTERIZER_DISCARD);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(primitive_restart_fixed_index, "Enable/Disable PRIMITIVE_RESTART_FIXED_INDEX.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.enable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
			else if (stateId == 1)
				gl.disable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(depth_func, "Change depth func.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.enable(GL_DEPTH_TEST);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.depthFunc(GL_GEQUAL);
			else if (stateId == 1)
				gl.depthFunc(GL_LEQUAL);
			else
				DE_ASSERT(false);
		})
	)


	ADD_TESTCASE(depth_mask, "Toggle depth mask.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.enable(GL_DEPTH_TEST);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");

			gl.depthFunc(GL_LEQUAL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glDepthFunc()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.depthMask(GL_FALSE);
			else if (stateId == 1)
				gl.depthMask(GL_TRUE);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(depth_rangef, "Change depth range.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.depthRangef(0.0f, 1.0f);
			else if (stateId == 1)
				gl.depthRangef(0.25f, 0.75f);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(blend_equation, "Change blend equation.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.enable(GL_BLEND);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.blendEquation(GL_FUNC_SUBTRACT);
			else if (stateId == 1)
				gl.blendEquation(GL_FUNC_ADD);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(blend_func, "Change blend function.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.enable(GL_BLEND);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			else if (stateId == 1)
				gl.blendFunc(GL_ONE, GL_ONE);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(polygon_offset, "Change polygon offset.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.enable(GL_POLYGON_OFFSET_FILL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.polygonOffset(0.0f, 0.0f);
			else if (stateId == 1)
				gl.polygonOffset(0.1f, 0.1f);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(sample_coverage, "Sample coverage.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.sampleCoverage(0.25f, GL_TRUE);
			else if (stateId == 1)
				gl.sampleCoverage(0.75f, GL_FALSE);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(viewport, "Change viewport.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.viewport(10, 11, 5, 6);
			else if (stateId == 1)
				gl.viewport(2, 3, 17, 14);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(scissor, "Change scissor box.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.enable(GL_SCISSOR_TEST);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.scissor(17, 13, 5, 8);
			else if (stateId == 1)
				gl.scissor(7, 3, 13, 13);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(color_mask, "Change color mask.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.colorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE);
			else if (stateId == 1)
				gl.colorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(cull_face, "Change culling mode.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.enable(GL_CULL_FACE);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.cullFace(GL_FRONT);
			else if (stateId == 1)
				gl.cullFace(GL_BACK);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(front_face, "Change front face.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.enable(GL_CULL_FACE);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.frontFace(GL_CCW);
			else if (stateId == 1)
				gl.frontFace(GL_CW);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(stencil_mask, "Change stencil mask.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.enable(GL_STENCIL_TEST);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");

			gl.stencilFunc(GL_LEQUAL, 0, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glStencilFunc()");

			gl.stencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glStencilOp()");

			gl.clearStencil(0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glClearStencil()");
			gl.clear(GL_STENCIL_BUFFER_BIT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glClear()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.stencilMask(0xDD);
			else if (stateId == 1)
				gl.stencilMask(~0xDD);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(stencil_func, "Change stencil func.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.enable(GL_STENCIL_TEST);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");

			gl.stencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glStencilOp()");
			gl.clearStencil(0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glClearStencil()");
			gl.clear(GL_STENCIL_BUFFER_BIT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glClear()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.stencilFunc(GL_LEQUAL, 0, 0xFF);
			else if (stateId == 1)
				gl.stencilFunc(GL_GEQUAL, 0, 0x00);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(stencil_op, "Change stencil op.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.enable(GL_STENCIL_TEST);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");

			gl.stencilFunc(GL_LEQUAL, 0, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glStencilFunc()");

			gl.clearStencil(0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glClearStencil()");

			gl.clear(GL_STENCIL_BUFFER_BIT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glClear()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.stencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
			else if (stateId == 1)
				gl.stencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(bind_array_buffer, "Change array buffer and refresh vertex attrib pointer.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(2);
			requireTextures(1);
			requirePrograms(1);

			gl.bindAttribLocation(m_programs[0]->getProgram(), 0, "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindAttribLocation()");
			gl.linkProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glLinkProgram()");

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");

			gl.enableVertexAttribArray(0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
			{
				gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
				gl.vertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			}
			else if (stateId == 1)
			{
				gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[1]);
				gl.vertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			}
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(element_array_buffer, "Change element array buffer.",
		false,
		true,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireIndexBuffers(2);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffers[0]);
			else if (stateId == 1)
				gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffers[1]);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(bind_texture, "Change texture binding.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(2);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			else if (stateId == 1)
				gl.bindTexture(GL_TEXTURE_2D, m_textures[1]);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(use_program, "Change used program.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(2);

			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			{
				GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
				GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
				gl.useProgram(m_programs[0]->getProgram());
				GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
				gl.uniform1i(samplerLoc, 0);
				GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
			}

			{
				GLint samplerLoc = gl.getUniformLocation(m_programs[1]->getProgram(), "u_sampler");
				GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");
				gl.useProgram(m_programs[1]->getProgram());
				GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
				gl.uniform1i(samplerLoc, 0);
				GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");
			}

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.useProgram(m_programs[0]->getProgram());
			else if (stateId == 1)
				gl.useProgram(m_programs[1]->getProgram());
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(tex_parameter_min_filter, "Change texture parameter min filter.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
			else if (stateId == 1)
				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(tex_parameter_mag_filter, "Change texture parameter mag filter.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
			else if (stateId == 1)
				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(tex_parameter_wrap, "Change texture parameter wrap filter.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
			else if (stateId == 1)
				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(bind_framebuffer, "Change framebuffer.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requireFramebuffers(2);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.bindFramebuffer(GL_FRAMEBUFFER, m_framebuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindFramebuffer()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.bindFramebuffer(GL_FRAMEBUFFER, m_framebuffers[0]);
			else if (stateId == 1)
				gl.bindFramebuffer(GL_FRAMEBUFFER, m_framebuffers[1]);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(blend_color, "Change blend color.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			gl.enable(GL_BLEND);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable()");

			gl.blendFunc(GL_CONSTANT_COLOR, GL_CONSTANT_COLOR);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBlendFunc()");
		}),
		MACRO_BLOCK({
			if (stateId == 0)
				gl.blendColor(0.25f, 0.25f, 0.25f, 0.25f);
			else if (stateId == 1)
				gl.blendColor(0.75f, 0.75f, 0.75f, 0.75f);
			else
				DE_ASSERT(false);
		})
	)

	ADD_TESTCASE(sampler, "Change sampler binding.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(1);
			requireTextures(1);
			requirePrograms(1);
			requireSamplers(2);

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
			GLint coordLoc = gl.getAttribLocation(m_programs[0]->getProgram(), "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetAttribLocation()");

			gl.enableVertexAttribArray(coordLoc);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
			gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
			gl.vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, NULL);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");

			for (int ndx = 0; ndx < 2; ndx++)
			{
				gl.bindSampler(0, m_samplers[ndx]);
				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, ndx == 0 ? GL_NEAREST : GL_LINEAR);
				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, ndx == 0 ? GL_LINEAR  : GL_NEAREST);
				GLU_EXPECT_NO_ERROR(gl.getError(), "Sampler setup");
			}
		}),
		MACRO_BLOCK({
			DE_ASSERT(de::inBounds(stateId, 0, 2));
			gl.bindSampler(0, m_samplers[stateId]);
		})
	)

	ADD_TESTCASE(bind_vertex_array, "Change vertex array binding.",
		true,
		false,
		MACRO_BLOCK({
			requireCoordBuffers(2);
			requireTextures(1);
			requirePrograms(1);
			requireVertexArrays(2);

			gl.bindAttribLocation(m_programs[0]->getProgram(), 0, "a_coord");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindAttribLocation()");
			gl.linkProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glLinkProgram()");

			gl.useProgram(m_programs[0]->getProgram());
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");

			for (int ndx = 0; ndx < 2; ndx++)
			{
				gl.bindVertexArray(m_vertexArrays[ndx]);
				GLU_EXPECT_NO_ERROR(gl.getError(), "glBindVertexArray()");
				gl.enableVertexAttribArray(0);
				GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray()");
				gl.bindBuffer(GL_ARRAY_BUFFER, m_coordBuffers[ndx]);
				GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer()");
				gl.vertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
				GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer()");
			}

			GLint samplerLoc = gl.getUniformLocation(m_programs[0]->getProgram(), "u_sampler");
			GLU_EXPECT_NO_ERROR(gl.getError(), "glGetUniformLocation()");

			gl.bindTexture(GL_TEXTURE_2D, m_textures[0]);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture()");

			gl.uniform1i(samplerLoc, 0);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i()");

			gl.viewport(0, 0, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
			GLU_EXPECT_NO_ERROR(gl.getError(), "glViewport()");
		}),
		MACRO_BLOCK({
			DE_ASSERT(de::inRange(stateId, 0, 2));
			gl.bindVertexArray(m_vertexArrays[stateId]);
		})
	)
}

} // Performance
} // gles3
} // deqp