C++程序  |  4545行  |  165.5 KB

/*-------------------------------------------------------------------------
 * 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 Texture specification tests.
 *
 * \todo [pyry] Following tests are missing:
 *  - Specify mipmap incomplete texture, use without mipmaps, re-specify
 *    as complete and render.
 *  - Randomly re-specify levels to eventually reach mipmap-complete texture.
 *//*--------------------------------------------------------------------*/

#include "es3fTextureSpecificationTests.hpp"
#include "tcuTestLog.hpp"
#include "tcuImageCompare.hpp"
#include "tcuTextureUtil.hpp"
#include "tcuVectorUtil.hpp"
#include "gluStrUtil.hpp"
#include "gluTexture.hpp"
#include "gluTextureUtil.hpp"
#include "sglrContextUtil.hpp"
#include "sglrContextWrapper.hpp"
#include "sglrGLContext.hpp"
#include "sglrReferenceContext.hpp"
#include "glsTextureTestUtil.hpp"
#include "deRandom.hpp"
#include "deStringUtil.hpp"

// \todo [2012-04-29 pyry] Should be named SglrUtil
#include "es3fFboTestUtil.hpp"

#include "glwEnums.hpp"

namespace deqp
{
namespace gles3
{
namespace Functional
{

using std::string;
using std::vector;
using std::pair;
using tcu::TestLog;
using tcu::Vec4;
using tcu::IVec4;
using tcu::UVec4;
using namespace FboTestUtil;

tcu::TextureFormat mapGLUnsizedInternalFormat (deUint32 internalFormat)
{
	using tcu::TextureFormat;
	switch (internalFormat)
	{
		case GL_ALPHA:				return TextureFormat(TextureFormat::A,		TextureFormat::UNORM_INT8);
		case GL_LUMINANCE:			return TextureFormat(TextureFormat::L,		TextureFormat::UNORM_INT8);
		case GL_LUMINANCE_ALPHA:	return TextureFormat(TextureFormat::LA,		TextureFormat::UNORM_INT8);
		case GL_RGB:				return TextureFormat(TextureFormat::RGB,	TextureFormat::UNORM_INT8);
		case GL_RGBA:				return TextureFormat(TextureFormat::RGBA,	TextureFormat::UNORM_INT8);
		default:
			throw tcu::InternalError(string("Can't map GL unsized internal format (") + tcu::toHex(internalFormat).toString() + ") to texture format");
	}
}

enum
{
	VIEWPORT_WIDTH	= 256,
	VIEWPORT_HEIGHT	= 256
};

static inline int maxLevelCount (int width, int height)
{
	return (int)deLog2Floor32(de::max(width, height))+1;
}

static inline int maxLevelCount (int width, int height, int depth)
{
	return (int)deLog2Floor32(de::max(width, de::max(height, depth)))+1;
}

template <int Size>
static tcu::Vector<float, Size> randomVector (de::Random& rnd, const tcu::Vector<float, Size>& minVal = tcu::Vector<float, Size>(0.0f), const tcu::Vector<float, Size>& maxVal = tcu::Vector<float, Size>(1.0f))
{
	tcu::Vector<float, Size> res;
	for (int ndx = 0; ndx < Size; ndx++)
		res[ndx] = rnd.getFloat(minVal[ndx], maxVal[ndx]);
	return res;
}

static const deUint32 s_cubeMapFaces[] =
{
	GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
	GL_TEXTURE_CUBE_MAP_POSITIVE_X,
	GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
	GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
	GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
	GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
};

static tcu::IVec4 getPixelFormatCompareDepth (const tcu::PixelFormat& pixelFormat, tcu::TextureFormat textureFormat)
{
	switch (textureFormat.order)
	{
		case tcu::TextureFormat::L:
		case tcu::TextureFormat::LA:
			return tcu::IVec4(pixelFormat.redBits, pixelFormat.redBits, pixelFormat.redBits, pixelFormat.alphaBits);
		default:
			return tcu::IVec4(pixelFormat.redBits, pixelFormat.greenBits, pixelFormat.blueBits, pixelFormat.alphaBits);
	}
}

static IVec4 getEffectiveTextureFormatBitDepth (tcu::TextureFormat textureFormat)
{
	if (textureFormat.order == tcu::TextureFormat::DS)
	{
		// When sampling depth-stencil texture, we actually sample just
		// the depth component.
		return tcu::getTextureFormatBitDepth(tcu::getEffectiveDepthStencilTextureFormat(textureFormat, tcu::Sampler::MODE_DEPTH));
	}
	else
		return tcu::getTextureFormatBitDepth(textureFormat);
}

static tcu::UVec4 computeCompareThreshold (const tcu::PixelFormat& pixelFormat, tcu::TextureFormat textureFormat)
{
	const IVec4		texFormatBits		= getEffectiveTextureFormatBitDepth(textureFormat);
	const IVec4		pixelFormatBits		= getPixelFormatCompareDepth(pixelFormat, textureFormat);
	const IVec4		accurateFmtBits		= min(pixelFormatBits, texFormatBits);
	const IVec4		compareBits			= select(accurateFmtBits, IVec4(8), greaterThan(accurateFmtBits, IVec4(0))) - 1;

	return (IVec4(1) << (8-compareBits)).asUint();
}

class TextureSpecCase : public TestCase, public sglr::ContextWrapper
{
public:
							TextureSpecCase		(Context& context, const char* name, const char* desc);
							~TextureSpecCase	(void);

	IterateResult			iterate				(void);

protected:
	virtual void			createTexture		(void)																	= DE_NULL;
	virtual void			verifyTexture		(sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext)	= DE_NULL;

	// Utilities.
	void					renderTex			(tcu::Surface& dst, deUint32 program, int width, int height);
	void					readPixels			(tcu::Surface& dst, int x, int y, int width, int height);

private:
							TextureSpecCase		(const TextureSpecCase& other);
	TextureSpecCase&		operator=			(const TextureSpecCase& other);
};

TextureSpecCase::TextureSpecCase (Context& context, const char* name, const char* desc)
	: TestCase(context, name, desc)
{
}

TextureSpecCase::~TextureSpecCase (void)
{
}

TextureSpecCase::IterateResult TextureSpecCase::iterate (void)
{
	glu::RenderContext&			renderCtx				= TestCase::m_context.getRenderContext();
	const tcu::RenderTarget&	renderTarget			= renderCtx.getRenderTarget();
	tcu::TestLog&				log						= m_testCtx.getLog();

	if (renderTarget.getWidth() < VIEWPORT_WIDTH || renderTarget.getHeight() < VIEWPORT_HEIGHT)
		throw tcu::NotSupportedError("Too small viewport", "", __FILE__, __LINE__);

	// Context size, and viewport for GLES3
	de::Random		rnd			(deStringHash(getName()));
	int				width		= deMin32(renderTarget.getWidth(),	VIEWPORT_WIDTH);
	int				height		= deMin32(renderTarget.getHeight(),	VIEWPORT_HEIGHT);
	int				x			= rnd.getInt(0, renderTarget.getWidth()		- width);
	int				y			= rnd.getInt(0, renderTarget.getHeight()	- height);

	// Contexts.
	sglr::GLContext					gles3Context	(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height));
	sglr::ReferenceContextBuffers	refBuffers		(tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), 0 /* depth */, 0 /* stencil */, width, height);
	sglr::ReferenceContext			refContext		(sglr::ReferenceContextLimits(renderCtx), refBuffers.getColorbuffer(), refBuffers.getDepthbuffer(), refBuffers.getStencilbuffer());

	// Clear color buffer.
	for (int ndx = 0; ndx < 2; ndx++)
	{
		setContext(ndx ? (sglr::Context*)&refContext : (sglr::Context*)&gles3Context);
		glClearColor(0.125f, 0.25f, 0.5f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
	}

	// Construct texture using both GLES3 and reference contexts.
	for (int ndx = 0; ndx < 2; ndx++)
	{
		setContext(ndx ? (sglr::Context*)&refContext : (sglr::Context*)&gles3Context);
		createTexture();
		TCU_CHECK(glGetError() == GL_NO_ERROR);
	}

	// Initialize case result to pass.
	m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");

	// Disable logging.
	gles3Context.enableLogging(0);

	// Verify results.
	verifyTexture(gles3Context, refContext);

	return STOP;
}

void TextureSpecCase::renderTex (tcu::Surface& dst, deUint32 program, int width, int height)
{
	int		targetW		= getWidth();
	int		targetH		= getHeight();

	float	w			= (float)width	/ (float)targetW;
	float	h			= (float)height	/ (float)targetH;

	sglr::drawQuad(*getCurrentContext(), program, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*2.0f, -1.0f + h*2.0f, 0.0f));

	// Read pixels back.
	readPixels(dst, 0, 0, width, height);
}

void TextureSpecCase::readPixels (tcu::Surface& dst, int x, int y, int width, int height)
{
	dst.setSize(width, height);
	glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, dst.getAccess().getDataPtr());
}

class Texture2DSpecCase : public TextureSpecCase
{
public:
							Texture2DSpecCase	(Context& context, const char* name, const char* desc, const tcu::TextureFormat& format, int width, int height, int numLevels);
							~Texture2DSpecCase	(void);

protected:
	virtual void			verifyTexture		(sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext);

	tcu::TextureFormat		m_texFormat;
	tcu::TextureFormatInfo	m_texFormatInfo;
	int						m_width;
	int						m_height;
	int						m_numLevels;
};

Texture2DSpecCase::Texture2DSpecCase (Context& context, const char* name, const char* desc, const tcu::TextureFormat& format, int width, int height, int numLevels)
	: TextureSpecCase		(context, name, desc)
	, m_texFormat			(format)
	, m_texFormatInfo		(tcu::getTextureFormatInfo(format))
	, m_width				(width)
	, m_height				(height)
	, m_numLevels			(numLevels)
{
}

Texture2DSpecCase::~Texture2DSpecCase (void)
{
}

void Texture2DSpecCase::verifyTexture (sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext)
{
	Texture2DShader shader			(DataTypes() << glu::getSampler2DType(m_texFormat), glu::TYPE_FLOAT_VEC4);
	deUint32		shaderIDgles	= gles3Context.createProgram(&shader);
	deUint32		shaderIDRef		= refContext.createProgram(&shader);

	shader.setTexScaleBias(0, m_texFormatInfo.lookupScale, m_texFormatInfo.lookupBias);

	// Set state.
	for (int ndx = 0; ndx < 2; ndx++)
	{
		sglr::Context* ctx = ndx ? static_cast<sglr::Context*>(&refContext) : static_cast<sglr::Context*>(&gles3Context);

		setContext(ctx);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,	GL_NEAREST_MIPMAP_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,	GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,		GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,		GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL,	m_numLevels-1);
	}

	for (int levelNdx = 0; levelNdx < m_numLevels; levelNdx++)
	{
		int				levelW		= de::max(1, m_width >> levelNdx);
		int				levelH		= de::max(1, m_height >> levelNdx);
		tcu::Surface	reference;
		tcu::Surface	result;

		for (int ndx = 0; ndx < 2; ndx++)
		{
			tcu::Surface&	dst			= ndx ? reference									: result;
			sglr::Context*	ctx			= ndx ? static_cast<sglr::Context*>(&refContext)	: static_cast<sglr::Context*>(&gles3Context);
			deUint32		shaderID	= ndx ? shaderIDRef									: shaderIDgles;

			setContext(ctx);
			shader.setUniforms(*ctx, shaderID);
			renderTex(dst, shaderID, levelW, levelH);
		}

		UVec4			threshold	= computeCompareThreshold(m_context.getRenderTarget().getPixelFormat(), m_texFormat);
		string			levelStr	= de::toString(levelNdx);
		string			name		= string("Level") + levelStr;
		string			desc		= string("Level ") + levelStr;
		bool			isOk		= tcu::intThresholdCompare(m_testCtx.getLog(), name.c_str(), desc.c_str(), reference.getAccess(), result.getAccess(), threshold,
															   levelNdx == 0 ? tcu::COMPARE_LOG_RESULT : tcu::COMPARE_LOG_ON_ERROR);

		if (!isOk)
		{
			m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
			break;
		}
	}
}

class TextureCubeSpecCase : public TextureSpecCase
{
public:
							TextureCubeSpecCase		(Context& context, const char* name, const char* desc, const tcu::TextureFormat& format, int size, int numLevels);
							~TextureCubeSpecCase	(void);

protected:
	virtual void			verifyTexture			(sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext);

	tcu::TextureFormat		m_texFormat;
	tcu::TextureFormatInfo	m_texFormatInfo;
	int						m_size;
	int						m_numLevels;
};

TextureCubeSpecCase::TextureCubeSpecCase (Context& context, const char* name, const char* desc, const tcu::TextureFormat& format, int size, int numLevels)
	: TextureSpecCase		(context, name, desc)
	, m_texFormat			(format)
	, m_texFormatInfo		(tcu::getTextureFormatInfo(format))
	, m_size				(size)
	, m_numLevels			(numLevels)
{
}

TextureCubeSpecCase::~TextureCubeSpecCase (void)
{
}

void TextureCubeSpecCase::verifyTexture (sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext)
{
	TextureCubeShader	shader			(glu::getSamplerCubeType(m_texFormat), glu::TYPE_FLOAT_VEC4);
	deUint32			shaderIDgles	= gles3Context.createProgram(&shader);
	deUint32			shaderIDRef		= refContext.createProgram(&shader);

	shader.setTexScaleBias(m_texFormatInfo.lookupScale, m_texFormatInfo.lookupBias);

	// Set state.
	for (int ndx = 0; ndx < 2; ndx++)
	{
		sglr::Context* ctx = ndx ? static_cast<sglr::Context*>(&refContext) : static_cast<sglr::Context*>(&gles3Context);

		setContext(ctx);

		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER,	GL_NEAREST_MIPMAP_NEAREST);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER,	GL_NEAREST);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,		GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,		GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL,	m_numLevels-1);
	}

	for (int levelNdx = 0; levelNdx < m_numLevels; levelNdx++)
	{
		int		levelSize	= de::max(1, m_size >> levelNdx);
		bool	isOk		= true;

		for (int face = 0; face < tcu::CUBEFACE_LAST; face++)
		{
			tcu::Surface	reference;
			tcu::Surface	result;

			if (levelSize <= 2)
				continue; // Fuzzy compare doesn't work for images this small.

			shader.setFace((tcu::CubeFace)face);

			for (int ndx = 0; ndx < 2; ndx++)
			{
				tcu::Surface&	dst			= ndx ? reference									: result;
				sglr::Context*	ctx			= ndx ? static_cast<sglr::Context*>(&refContext)	: static_cast<sglr::Context*>(&gles3Context);
				deUint32		shaderID	= ndx ? shaderIDRef									: shaderIDgles;

				setContext(ctx);
				shader.setUniforms(*ctx, shaderID);
				renderTex(dst, shaderID, levelSize, levelSize);
			}

			const float		threshold	= 0.02f;
			string			faceStr		= de::toString((tcu::CubeFace)face);
			string			levelStr	= de::toString(levelNdx);
			string			name		= string("Level") + levelStr;
			string			desc		= string("Level ") + levelStr + ", face " + faceStr;
			bool			isFaceOk	= tcu::fuzzyCompare(m_testCtx.getLog(), name.c_str(), desc.c_str(), reference, result, threshold,
															levelNdx == 0 ? tcu::COMPARE_LOG_RESULT : tcu::COMPARE_LOG_ON_ERROR);

			if (!isFaceOk)
			{
				m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
				isOk = false;
				break;
			}
		}

		if (!isOk)
			break;
	}
}

class Texture2DArraySpecCase : public TextureSpecCase
{
public:
							Texture2DArraySpecCase	(Context& context, const char* name, const char* desc, const tcu::TextureFormat& format, int width, int height, int numLayers, int numLevels);
							~Texture2DArraySpecCase	(void);

protected:
	virtual void			verifyTexture			(sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext);

	tcu::TextureFormat		m_texFormat;
	tcu::TextureFormatInfo	m_texFormatInfo;
	int						m_width;
	int						m_height;
	int						m_numLayers;
	int						m_numLevels;
};

Texture2DArraySpecCase::Texture2DArraySpecCase (Context& context, const char* name, const char* desc, const tcu::TextureFormat& format, int width, int height, int numLayers, int numLevels)
	: TextureSpecCase		(context, name, desc)
	, m_texFormat			(format)
	, m_texFormatInfo		(tcu::getTextureFormatInfo(format))
	, m_width				(width)
	, m_height				(height)
	, m_numLayers			(numLayers)
	, m_numLevels			(numLevels)
{
}

Texture2DArraySpecCase::~Texture2DArraySpecCase (void)
{
}

void Texture2DArraySpecCase::verifyTexture (sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext)
{
	Texture2DArrayShader	shader			(glu::getSampler2DArrayType(m_texFormat), glu::TYPE_FLOAT_VEC4);
	deUint32				shaderIDgles	= gles3Context.createProgram(&shader);
	deUint32				shaderIDRef		= refContext.createProgram(&shader);

	shader.setTexScaleBias(m_texFormatInfo.lookupScale, m_texFormatInfo.lookupBias);

	// Set state.
	for (int ndx = 0; ndx < 2; ndx++)
	{
		sglr::Context* ctx = ndx ? static_cast<sglr::Context*>(&refContext) : static_cast<sglr::Context*>(&gles3Context);

		setContext(ctx);

		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,	GL_NEAREST_MIPMAP_NEAREST);
		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,	GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S,		GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T,		GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R,		GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL,	m_numLevels-1);
	}

	for (int layerNdx = 0; layerNdx < m_numLayers; layerNdx++)
	{
		bool layerOk = true;

		shader.setLayer(layerNdx);

		for (int levelNdx = 0; levelNdx < m_numLevels; levelNdx++)
		{
			int				levelW		= de::max(1, m_width	>> levelNdx);
			int				levelH		= de::max(1, m_height	>> levelNdx);
			tcu::Surface	reference;
			tcu::Surface	result;

			for (int ndx = 0; ndx < 2; ndx++)
			{
				tcu::Surface&	dst			= ndx ? reference									: result;
				sglr::Context*	ctx			= ndx ? static_cast<sglr::Context*>(&refContext)	: static_cast<sglr::Context*>(&gles3Context);
				deUint32		shaderID	= ndx ? shaderIDRef									: shaderIDgles;

				setContext(ctx);
				shader.setUniforms(*ctx, shaderID);
				renderTex(dst, shaderID, levelW, levelH);
			}

			UVec4			threshold	= computeCompareThreshold(m_context.getRenderTarget().getPixelFormat(), m_texFormat);
			string			levelStr	= de::toString(levelNdx);
			string			layerStr	= de::toString(layerNdx);
			string			name		= string("Layer") + layerStr + "Level" + levelStr;
			string			desc		= string("Layer ") + layerStr + ", Level " + levelStr;
			bool			depthOk		= tcu::intThresholdCompare(m_testCtx.getLog(), name.c_str(), desc.c_str(), reference.getAccess(), result.getAccess(), threshold,
																   (levelNdx == 0 && layerNdx == 0) ? tcu::COMPARE_LOG_RESULT : tcu::COMPARE_LOG_ON_ERROR);

			if (!depthOk)
			{
				m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
				layerOk = false;
				break;
			}
		}

		if (!layerOk)
			break;
	}
}

class Texture3DSpecCase : public TextureSpecCase
{
public:
							Texture3DSpecCase	(Context& context, const char* name, const char* desc, const tcu::TextureFormat& format, int width, int height, int depth, int numLevels);
							~Texture3DSpecCase	(void);

protected:
	virtual void			verifyTexture		(sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext);

	tcu::TextureFormat		m_texFormat;
	tcu::TextureFormatInfo	m_texFormatInfo;
	int						m_width;
	int						m_height;
	int						m_depth;
	int						m_numLevels;
};

Texture3DSpecCase::Texture3DSpecCase (Context& context, const char* name, const char* desc, const tcu::TextureFormat& format, int width, int height, int depth, int numLevels)
	: TextureSpecCase		(context, name, desc)
	, m_texFormat			(format)
	, m_texFormatInfo		(tcu::getTextureFormatInfo(format))
	, m_width				(width)
	, m_height				(height)
	, m_depth				(depth)
	, m_numLevels			(numLevels)
{
}

Texture3DSpecCase::~Texture3DSpecCase (void)
{
}

void Texture3DSpecCase::verifyTexture (sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext)
{
	Texture3DShader shader			(glu::getSampler3DType(m_texFormat), glu::TYPE_FLOAT_VEC4);
	deUint32		shaderIDgles	= gles3Context.createProgram(&shader);
	deUint32		shaderIDRef		= refContext.createProgram(&shader);

	shader.setTexScaleBias(m_texFormatInfo.lookupScale, m_texFormatInfo.lookupBias);

	// Set state.
	for (int ndx = 0; ndx < 2; ndx++)
	{
		sglr::Context* ctx = ndx ? static_cast<sglr::Context*>(&refContext) : static_cast<sglr::Context*>(&gles3Context);

		setContext(ctx);

		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER,	GL_NEAREST_MIPMAP_NEAREST);
		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER,	GL_NEAREST);
		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S,		GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T,		GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R,		GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL,	m_numLevels-1);
	}

	for (int levelNdx = 0; levelNdx < m_numLevels; levelNdx++)
	{
		int		levelW		= de::max(1, m_width	>> levelNdx);
		int		levelH		= de::max(1, m_height	>> levelNdx);
		int		levelD		= de::max(1, m_depth	>> levelNdx);
		bool	levelOk		= true;

		for (int depth = 0; depth < levelD; depth++)
		{
			tcu::Surface	reference;
			tcu::Surface	result;

			shader.setDepth(((float)depth + 0.5f) / (float)levelD);

			for (int ndx = 0; ndx < 2; ndx++)
			{
				tcu::Surface&	dst			= ndx ? reference									: result;
				sglr::Context*	ctx			= ndx ? static_cast<sglr::Context*>(&refContext)	: static_cast<sglr::Context*>(&gles3Context);
				deUint32		shaderID	= ndx ? shaderIDRef									: shaderIDgles;

				setContext(ctx);
				shader.setUniforms(*ctx, shaderID);
				renderTex(dst, shaderID, levelW, levelH);
			}

			UVec4			threshold	= computeCompareThreshold(m_context.getRenderTarget().getPixelFormat(), m_texFormat);
			string			levelStr	= de::toString(levelNdx);
			string			sliceStr	= de::toString(depth);
			string			name		= string("Level") + levelStr + "Slice" + sliceStr;
			string			desc		= string("Level ") + levelStr + ", Slice " + sliceStr;
			bool			depthOk		= tcu::intThresholdCompare(m_testCtx.getLog(), name.c_str(), desc.c_str(), reference.getAccess(), result.getAccess(), threshold,
																   (levelNdx == 0 && depth == 0) ? tcu::COMPARE_LOG_RESULT : tcu::COMPARE_LOG_ON_ERROR);

			if (!depthOk)
			{
				m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Image comparison failed");
				levelOk = false;
				break;
			}
		}

		if (!levelOk)
			break;
	}
}

// Basic TexImage2D() with 2D texture usage
class BasicTexImage2DCase : public Texture2DSpecCase
{
public:
	// Unsized internal format.
	BasicTexImage2DCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int width, int height)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), width, height, maxLevelCount(width, height))
		, m_internalFormat	(format)
		, m_format			(format)
		, m_dataType		(dataType)
	{
	}

	// Sized internal format.
	BasicTexImage2DCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, maxLevelCount(width, height))
		, m_internalFormat	(internalFormat)
		, m_format			(GL_NONE)
		, m_dataType		(GL_NONE)
	{
		glu::TransferFormat fmt = glu::getTransferFormat(m_texFormat);
		m_format	= fmt.format;
		m_dataType	= fmt.dataType;
	}

protected:
	void createTexture (void)
	{
		deUint32			tex			= 0;
		tcu::TextureLevel	levelData	(m_texFormat);
		de::Random			rnd			(deStringHash(getName()));

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width >> ndx);
			int		levelH		= de::max(1, m_height >> ndx);
			Vec4	gMin		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4	gMax		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

			levelData.setSize(levelW, levelH);
			tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

			glTexImage2D(GL_TEXTURE_2D, ndx, m_internalFormat, levelW, levelH, 0, m_format, m_dataType, levelData.getAccess().getDataPtr());
		}
	}

	deUint32	m_internalFormat;
	deUint32	m_format;
	deUint32	m_dataType;
};

// Basic TexImage2D() with cubemap usage
class BasicTexImageCubeCase : public TextureCubeSpecCase
{
public:
	// Unsized formats.
	BasicTexImageCubeCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int size)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), size, deLog2Floor32(size)+1)
		, m_internalFormat		(format)
		, m_format				(format)
		, m_dataType			(dataType)
	{
	}

	// Sized internal formats.
	BasicTexImageCubeCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int size)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), size, deLog2Floor32(size)+1)
		, m_internalFormat		(internalFormat)
		, m_format				(GL_NONE)
		, m_dataType			(GL_NONE)
	{
		glu::TransferFormat fmt = glu::getTransferFormat(m_texFormat);
		m_format	= fmt.format;
		m_dataType	= fmt.dataType;
	}

protected:
	void createTexture (void)
	{
		deUint32			tex			= 0;
		tcu::TextureLevel	levelData	(m_texFormat);
		de::Random			rnd			(deStringHash(getName()));

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int levelSize = de::max(1, m_size >> ndx);

			levelData.setSize(levelSize, levelSize);

			for (int face = 0; face < DE_LENGTH_OF_ARRAY(s_cubeMapFaces); face++)
			{
				Vec4 gMin = randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
				Vec4 gMax = randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

				tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

				glTexImage2D(s_cubeMapFaces[face], ndx, m_internalFormat, levelSize, levelSize, 0, m_format, m_dataType, levelData.getAccess().getDataPtr());
			}
		}
	}

	deUint32	m_internalFormat;
	deUint32	m_format;
	deUint32	m_dataType;
};

// Basic TexImage3D() with 2D array texture usage
class BasicTexImage2DArrayCase : public Texture2DArraySpecCase
{
public:
	BasicTexImage2DArrayCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height, int numLayers)
		: Texture2DArraySpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, numLayers, maxLevelCount(width, height))
		, m_internalFormat			(internalFormat)
	{
	}

protected:
	void createTexture (void)
	{
		deUint32				tex			= 0;
		tcu::TextureLevel		levelData	(m_texFormat);
		de::Random				rnd			(deStringHash(getName()));
		glu::TransferFormat		transferFmt	= glu::getTransferFormat(m_texFormat);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width	>> ndx);
			int		levelH		= de::max(1, m_height	>> ndx);
			Vec4	gMin		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4	gMax		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

			levelData.setSize(levelW, levelH, m_numLayers);
			tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

			glTexImage3D(GL_TEXTURE_2D_ARRAY, ndx, m_internalFormat, levelW, levelH, m_numLayers, 0, transferFmt.format, transferFmt.dataType, levelData.getAccess().getDataPtr());
		}
	}

	deUint32 m_internalFormat;
};

// Basic TexImage3D() with 3D texture usage
class BasicTexImage3DCase : public Texture3DSpecCase
{
public:
	BasicTexImage3DCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height, int depth)
		: Texture3DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, maxLevelCount(width, height, depth))
		, m_internalFormat	(internalFormat)
	{
	}

protected:
	void createTexture (void)
	{
		deUint32				tex			= 0;
		tcu::TextureLevel		levelData	(m_texFormat);
		de::Random				rnd			(deStringHash(getName()));
		glu::TransferFormat		transferFmt	= glu::getTransferFormat(m_texFormat);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_3D, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width	>> ndx);
			int		levelH		= de::max(1, m_height	>> ndx);
			int		levelD		= de::max(1, m_depth	>> ndx);
			Vec4	gMin		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4	gMax		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

			levelData.setSize(levelW, levelH, levelD);
			tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

			glTexImage3D(GL_TEXTURE_3D, ndx, m_internalFormat, levelW, levelH, levelD, 0, transferFmt.format, transferFmt.dataType, levelData.getAccess().getDataPtr());
		}
	}

	deUint32 m_internalFormat;
};

// Randomized 2D texture specification using TexImage2D
class RandomOrderTexImage2DCase : public Texture2DSpecCase
{
public:
	RandomOrderTexImage2DCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int width, int height)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), width, height, maxLevelCount(width, height))
		, m_internalFormat	(format)
		, m_format			(format)
		, m_dataType		(dataType)
	{
	}

	RandomOrderTexImage2DCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, maxLevelCount(width, height))
		, m_internalFormat	(internalFormat)
		, m_format			(GL_NONE)
		, m_dataType		(GL_NONE)
	{
		glu::TransferFormat fmt = glu::getTransferFormat(m_texFormat);
		m_format	= fmt.format;
		m_dataType	= fmt.dataType;
	}

protected:
	void createTexture (void)
	{
		deUint32			tex			= 0;
		tcu::TextureLevel	levelData	(m_texFormat);
		de::Random			rnd			(deStringHash(getName()));

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		vector<int>			levels		(m_numLevels);

		for (int i = 0; i < m_numLevels; i++)
			levels[i] = i;
		rnd.shuffle(levels.begin(), levels.end());

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelNdx	= levels[ndx];
			int		levelW		= de::max(1, m_width	>> levelNdx);
			int		levelH		= de::max(1, m_height	>> levelNdx);
			Vec4	gMin		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4	gMax		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

			levelData.setSize(levelW, levelH);
			tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

			glTexImage2D(GL_TEXTURE_2D, levelNdx, m_internalFormat, levelW, levelH, 0, m_format, m_dataType, levelData.getAccess().getDataPtr());
		}
	}

	deUint32	m_internalFormat;
	deUint32	m_format;
	deUint32	m_dataType;
};

// Randomized cubemap texture specification using TexImage2D
class RandomOrderTexImageCubeCase : public TextureCubeSpecCase
{
public:
	RandomOrderTexImageCubeCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int size)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), size, deLog2Floor32(size)+1)
		, m_internalFormat		(GL_NONE)
		, m_format				(format)
		, m_dataType			(dataType)
	{
	}

	RandomOrderTexImageCubeCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int size)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), size, deLog2Floor32(size)+1)
		, m_internalFormat		(internalFormat)
		, m_format				(GL_NONE)
		, m_dataType			(GL_NONE)
	{
		glu::TransferFormat fmt = glu::getTransferFormat(m_texFormat);
		m_format	= fmt.format;
		m_dataType	= fmt.dataType;
	}

protected:
	void createTexture (void)
	{
		deUint32			tex			= 0;
		tcu::TextureLevel	levelData	(m_texFormat);
		de::Random			rnd			(deStringHash(getName()));

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		// Level-face pairs.
		vector<pair<int, tcu::CubeFace> >	images	(m_numLevels*6);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
			for (int face = 0; face < tcu::CUBEFACE_LAST; face++)
				images[ndx*6 + face] = std::make_pair(ndx, (tcu::CubeFace)face);

		rnd.shuffle(images.begin(), images.end());

		for (int ndx = 0; ndx < (int)images.size(); ndx++)
		{
			int				levelNdx	= images[ndx].first;
			tcu::CubeFace	face		= images[ndx].second;
			int				levelSize	= de::max(1, m_size >> levelNdx);
			Vec4			gMin		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4			gMax		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

			levelData.setSize(levelSize, levelSize);
			tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

			glTexImage2D(s_cubeMapFaces[face], levelNdx, m_internalFormat, levelSize, levelSize, 0, m_format, m_dataType, levelData.getAccess().getDataPtr());
		}
	}

	deUint32	m_internalFormat;
	deUint32	m_format;
	deUint32	m_dataType;
};

// TexImage2D() unpack alignment case.
class TexImage2DAlignCase : public Texture2DSpecCase
{
public:
	TexImage2DAlignCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int width, int height, int numLevels, int alignment)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), width, height, numLevels)
		, m_internalFormat	(format)
		, m_format			(format)
		, m_dataType		(dataType)
		, m_alignment		(alignment)
	{
	}

	TexImage2DAlignCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height, int numLevels, int alignment)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, numLevels)
		, m_internalFormat	(internalFormat)
		, m_format			(GL_NONE)
		, m_dataType		(GL_NONE)
		, m_alignment		(alignment)
	{
		glu::TransferFormat fmt = glu::getTransferFormat(m_texFormat);
		m_format	= fmt.format;
		m_dataType	= fmt.dataType;
	}

protected:
	void createTexture (void)
	{
		deUint32			tex			= 0;
		vector<deUint8>		data;

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, m_alignment);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width >> ndx);
			int		levelH		= de::max(1, m_height >> ndx);
			Vec4	colorA		= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*(m_texFormatInfo.valueMax-m_texFormatInfo.valueMin) + m_texFormatInfo.valueMin;
			Vec4	colorB		= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*(m_texFormatInfo.valueMax-m_texFormatInfo.valueMin) + m_texFormatInfo.valueMin;
			int		rowPitch	= deAlign32(levelW*m_texFormat.getPixelSize(), m_alignment);
			int		cellSize	= de::max(1, de::min(levelW >> 2, levelH >> 2));

			data.resize(rowPitch*levelH);
			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, levelW, levelH, 1, rowPitch, 0, &data[0]), cellSize, colorA, colorB);

			glTexImage2D(GL_TEXTURE_2D, ndx, m_internalFormat, levelW, levelH, 0, m_format, m_dataType, &data[0]);
		}
	}

	deUint32	m_internalFormat;
	deUint32	m_format;
	deUint32	m_dataType;
	int			m_alignment;
};

// TexImage2D() unpack alignment case.
class TexImageCubeAlignCase : public TextureCubeSpecCase
{
public:
	TexImageCubeAlignCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int size, int numLevels, int alignment)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), size, numLevels)
		, m_internalFormat		(format)
		, m_format				(format)
		, m_dataType			(dataType)
		, m_alignment			(alignment)
	{
	}

	TexImageCubeAlignCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int size, int numLevels, int alignment)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), size, numLevels)
		, m_internalFormat		(internalFormat)
		, m_format				(GL_NONE)
		, m_dataType			(GL_NONE)
		, m_alignment			(alignment)
	{
		glu::TransferFormat fmt = glu::getTransferFormat(m_texFormat);
		m_format	= fmt.format;
		m_dataType	= fmt.dataType;
	}

protected:
	void createTexture (void)
	{
		deUint32			tex			= 0;
		vector<deUint8>		data;

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, m_alignment);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelSize	= de::max(1, m_size >> ndx);
			int		rowPitch	= deAlign32(m_texFormat.getPixelSize()*levelSize, m_alignment);
			Vec4	colorA		= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*(m_texFormatInfo.valueMax-m_texFormatInfo.valueMin) + m_texFormatInfo.valueMin;
			Vec4	colorB		= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*(m_texFormatInfo.valueMax-m_texFormatInfo.valueMin) + m_texFormatInfo.valueMin;
			int		cellSize	= de::max(1, levelSize >> 2);

			data.resize(rowPitch*levelSize);
			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, levelSize, levelSize, 1, rowPitch, 0, &data[0]), cellSize, colorA, colorB);

			for (int face = 0; face < DE_LENGTH_OF_ARRAY(s_cubeMapFaces); face++)
				glTexImage2D(s_cubeMapFaces[face], ndx, m_internalFormat, levelSize, levelSize, 0, m_format, m_dataType, &data[0]);
		}
	}

	deUint32	m_internalFormat;
	deUint32	m_format;
	deUint32	m_dataType;
	int			m_alignment;
};

// TexImage2D() unpack parameters case.
class TexImage2DParamsCase : public Texture2DSpecCase
{
public:
	TexImage2DParamsCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height, int rowLength, int skipRows, int skipPixels, int alignment)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, 1)
		, m_internalFormat	(internalFormat)
		, m_rowLength		(rowLength)
		, m_skipRows		(skipRows)
		, m_skipPixels		(skipPixels)
		, m_alignment		(alignment)
	{
	}

protected:
	void createTexture (void)
	{
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		int						rowLength		= m_rowLength > 0 ? m_rowLength : m_width;
		int						rowPitch		= deAlign32(rowLength*pixelSize, m_alignment);
		int						height			= m_height + m_skipRows;
		deUint32				tex				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		// Fill data with grid.
		data.resize(rowPitch*height);
		{
			Vec4	cScale		= m_texFormatInfo.valueMax-m_texFormatInfo.valueMin;
			Vec4	cBias		= m_texFormatInfo.valueMin;
			Vec4	colorA		= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias;
			Vec4	colorB		= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias;

			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, 1, rowPitch, 0, &data[0] + m_skipRows*rowPitch + m_skipPixels*pixelSize), 4, colorA, colorB);
		}

		glPixelStorei(GL_UNPACK_ROW_LENGTH,		m_rowLength);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		m_skipRows);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	m_skipPixels);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		m_alignment);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat, m_width, m_height, 0, transferFmt.format, transferFmt.dataType, &data[0]);
	}

	deUint32	m_internalFormat;
	int			m_rowLength;
	int			m_skipRows;
	int			m_skipPixels;
	int			m_alignment;
};

// TexImage3D() unpack parameters case.
class TexImage3DParamsCase : public Texture3DSpecCase
{
public:
	TexImage3DParamsCase (Context&		context,
						   const char*	name,
						   const char*	desc,
						   deUint32		internalFormat,
						   int			width,
						   int			height,
						   int			depth,
						   int			imageHeight,
						   int			rowLength,
						   int			skipImages,
						   int			skipRows,
						   int			skipPixels,
						   int			alignment)
		: Texture3DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, 1)
		, m_internalFormat	(internalFormat)
		, m_imageHeight		(imageHeight)
		, m_rowLength		(rowLength)
		, m_skipImages		(skipImages)
		, m_skipRows		(skipRows)
		, m_skipPixels		(skipPixels)
		, m_alignment		(alignment)
	{
	}

protected:
	void createTexture (void)
	{
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		int						rowLength		= m_rowLength > 0 ? m_rowLength : m_width;
		int						rowPitch		= deAlign32(rowLength*pixelSize, m_alignment);
		int						imageHeight		= m_imageHeight > 0 ? m_imageHeight : m_height;
		int						slicePitch		= imageHeight*rowPitch;
		deUint32				tex				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		// Fill data with grid.
		data.resize(slicePitch*(m_depth+m_skipImages));
		{
			Vec4	cScale		= m_texFormatInfo.valueMax-m_texFormatInfo.valueMin;
			Vec4	cBias		= m_texFormatInfo.valueMin;
			Vec4	colorA		= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias;
			Vec4	colorB		= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias;

			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, m_depth, rowPitch, slicePitch, &data[0] + m_skipImages*slicePitch + m_skipRows*rowPitch + m_skipPixels*pixelSize), 4, colorA, colorB);
		}

		glPixelStorei(GL_UNPACK_IMAGE_HEIGHT,	m_imageHeight);
		glPixelStorei(GL_UNPACK_ROW_LENGTH,		m_rowLength);
		glPixelStorei(GL_UNPACK_SKIP_IMAGES,	m_skipImages);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		m_skipRows);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	m_skipPixels);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		m_alignment);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_3D, tex);
		glTexImage3D(GL_TEXTURE_3D, 0, m_internalFormat, m_width, m_height, m_depth, 0, transferFmt.format, transferFmt.dataType, &data[0]);
	}

	deUint32	m_internalFormat;
	int			m_imageHeight;
	int			m_rowLength;
	int			m_skipImages;
	int			m_skipRows;
	int			m_skipPixels;
	int			m_alignment;
};

// Basic TexSubImage2D() with 2D texture usage
class BasicTexSubImage2DCase : public Texture2DSpecCase
{
public:
	BasicTexSubImage2DCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int width, int height)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), width, height, maxLevelCount(width, height))
		, m_internalFormat	(format)
		, m_format			(format)
		, m_dataType		(dataType)
	{
	}

	BasicTexSubImage2DCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, maxLevelCount(width, height))
		, m_internalFormat	(internalFormat)
		, m_format			(GL_NONE)
		, m_dataType		(GL_NONE)
	{
		glu::TransferFormat fmt = glu::getTransferFormat(m_texFormat);
		m_format	= fmt.format;
		m_dataType	= fmt.dataType;
	}

protected:
	void createTexture (void)
	{
		deUint32			tex			= 0;
		tcu::TextureLevel	data		(m_texFormat);
		de::Random			rnd			(deStringHash(getName()));

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		// First specify full texture.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width >> ndx);
			int		levelH		= de::max(1, m_height >> ndx);
			Vec4	gMin		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4	gMax		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

			data.setSize(levelW, levelH);
			tcu::fillWithComponentGradients(data.getAccess(), gMin, gMax);

			glTexImage2D(GL_TEXTURE_2D, ndx, m_internalFormat, levelW, levelH, 0, m_format, m_dataType, data.getAccess().getDataPtr());
		}

		// Re-specify parts of each level.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width >> ndx);
			int		levelH		= de::max(1, m_height >> ndx);

			int		w			= rnd.getInt(1, levelW);
			int		h			= rnd.getInt(1, levelH);
			int		x			= rnd.getInt(0, levelW-w);
			int		y			= rnd.getInt(0, levelH-h);

			Vec4	colorA		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4	colorB		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			int		cellSize	= rnd.getInt(2, 16);

			data.setSize(w, h);
			tcu::fillWithGrid(data.getAccess(), cellSize, colorA, colorB);

			glTexSubImage2D(GL_TEXTURE_2D, ndx, x, y, w, h, m_format, m_dataType, data.getAccess().getDataPtr());
		}
	}

	deUint32	m_internalFormat;
	deUint32	m_format;
	deUint32	m_dataType;
};

// Basic TexSubImage2D() with cubemap usage
class BasicTexSubImageCubeCase : public TextureCubeSpecCase
{
public:
	BasicTexSubImageCubeCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int size)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), size, deLog2Floor32(size)+1)
		, m_internalFormat		(format)
		, m_format				(format)
		, m_dataType			(dataType)
	{
	}

	BasicTexSubImageCubeCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int size)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), size, deLog2Floor32(size)+1)
		, m_internalFormat		(internalFormat)
		, m_format				(GL_NONE)
		, m_dataType			(GL_NONE)
	{
		glu::TransferFormat fmt = glu::getTransferFormat(m_texFormat);
		m_format	= fmt.format;
		m_dataType	= fmt.dataType;
	}

protected:
	void createTexture (void)
	{
		deUint32			tex			= 0;
		tcu::TextureLevel	data		(m_texFormat);
		de::Random			rnd			(deStringHash(getName()));

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int levelSize = de::max(1, m_size >> ndx);

			data.setSize(levelSize, levelSize);

			for (int face = 0; face < DE_LENGTH_OF_ARRAY(s_cubeMapFaces); face++)
			{
				Vec4 gMin = randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
				Vec4 gMax = randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

				tcu::fillWithComponentGradients(data.getAccess(), gMin, gMax);

				glTexImage2D(s_cubeMapFaces[face], ndx, m_internalFormat, levelSize, levelSize, 0, m_format, m_dataType, data.getAccess().getDataPtr());
			}
		}

		// Re-specify parts of each face and level.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int levelSize = de::max(1, m_size >> ndx);

			for (int face = 0; face < DE_LENGTH_OF_ARRAY(s_cubeMapFaces); face++)
			{
				int		w			= rnd.getInt(1, levelSize);
				int		h			= rnd.getInt(1, levelSize);
				int		x			= rnd.getInt(0, levelSize-w);
				int		y			= rnd.getInt(0, levelSize-h);

				Vec4	colorA		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
				Vec4	colorB		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
				int		cellSize	= rnd.getInt(2, 16);

				data.setSize(w, h);
				tcu::fillWithGrid(data.getAccess(), cellSize, colorA, colorB);

				glTexSubImage2D(s_cubeMapFaces[face], ndx, x, y, w, h, m_format, m_dataType, data.getAccess().getDataPtr());
			}
		}
	}

	deUint32	m_internalFormat;
	deUint32	m_format;
	deUint32	m_dataType;
};

// TexSubImage2D() unpack parameters case.
class TexSubImage2DParamsCase : public Texture2DSpecCase
{
public:
	TexSubImage2DParamsCase (Context&		context,
							 const char*	name,
							 const char*	desc,
							 deUint32		internalFormat,
							 int			width,
							 int			height,
							 int			subX,
							 int			subY,
							 int			subW,
							 int			subH,
							 int			rowLength,
							 int			skipRows,
							 int			skipPixels,
							 int			alignment)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, 1)
		, m_internalFormat	(internalFormat)
		, m_subX			(subX)
		, m_subY			(subY)
		, m_subW			(subW)
		, m_subH			(subH)
		, m_rowLength		(rowLength)
		, m_skipRows		(skipRows)
		, m_skipPixels		(skipPixels)
		, m_alignment		(alignment)
	{
	}

protected:
	void createTexture (void)
	{
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		deUint32				tex				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);

		// First fill texture with gradient.
		data.resize(deAlign32(m_width*pixelSize, 4)*m_height);
		tcu::fillWithComponentGradients(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, 1, deAlign32(m_width*pixelSize, 4), 0, &data[0]), m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
		glTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat, m_width, m_height, 0, transferFmt.format, transferFmt.dataType, &data[0]);

		// Fill data with grid.
		{
			int		rowLength	= m_rowLength > 0 ? m_rowLength : m_subW;
			int		rowPitch	= deAlign32(rowLength*pixelSize, m_alignment);
			int		height		= m_subH + m_skipRows;
			Vec4	cScale		= m_texFormatInfo.valueMax-m_texFormatInfo.valueMin;
			Vec4	cBias		= m_texFormatInfo.valueMin;
			Vec4	colorA		= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias;
			Vec4	colorB		= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias;

			data.resize(rowPitch*height);
			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_subW, m_subH, 1, rowPitch, 0, &data[0] + m_skipRows*rowPitch + m_skipPixels*pixelSize), 4, colorA, colorB);
		}

		glPixelStorei(GL_UNPACK_ROW_LENGTH,		m_rowLength);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		m_skipRows);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	m_skipPixels);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		m_alignment);
		glTexSubImage2D(GL_TEXTURE_2D, 0, m_subX, m_subY, m_subW, m_subH, transferFmt.format, transferFmt.dataType, &data[0]);
	}

	deUint32	m_internalFormat;
	int			m_subX;
	int			m_subY;
	int			m_subW;
	int			m_subH;
	int			m_rowLength;
	int			m_skipRows;
	int			m_skipPixels;
	int			m_alignment;
};

// Basic TexSubImage3D() with 3D texture usage
class BasicTexSubImage3DCase : public Texture3DSpecCase
{
public:
	BasicTexSubImage3DCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height, int depth)
		: Texture3DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, maxLevelCount(width, height, depth))
		, m_internalFormat	(internalFormat)
	{
	}

protected:
	void createTexture (void)
	{
		deUint32				tex				= 0;
		tcu::TextureLevel		data			(m_texFormat);
		de::Random				rnd				(deStringHash(getName()));
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_3D, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		// First specify full texture.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width >> ndx);
			int		levelH		= de::max(1, m_height >> ndx);
			int		levelD		= de::max(1, m_depth >> ndx);
			Vec4	gMin		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4	gMax		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

			data.setSize(levelW, levelH, levelD);
			tcu::fillWithComponentGradients(data.getAccess(), gMin, gMax);

			glTexImage3D(GL_TEXTURE_3D, ndx, m_internalFormat, levelW, levelH, levelD, 0, transferFmt.format, transferFmt.dataType, data.getAccess().getDataPtr());
		}

		// Re-specify parts of each level.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width >> ndx);
			int		levelH		= de::max(1, m_height >> ndx);
			int		levelD		= de::max(1, m_depth >> ndx);

			int		w			= rnd.getInt(1, levelW);
			int		h			= rnd.getInt(1, levelH);
			int		d			= rnd.getInt(1, levelD);
			int		x			= rnd.getInt(0, levelW-w);
			int		y			= rnd.getInt(0, levelH-h);
			int		z			= rnd.getInt(0, levelD-d);

			Vec4	colorA		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4	colorB		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			int		cellSize	= rnd.getInt(2, 16);

			data.setSize(w, h, d);
			tcu::fillWithGrid(data.getAccess(), cellSize, colorA, colorB);

			glTexSubImage3D(GL_TEXTURE_3D, ndx, x, y, z, w, h, d, transferFmt.format, transferFmt.dataType, data.getAccess().getDataPtr());
		}
	}

	deUint32 m_internalFormat;
};

// TexSubImage2D() to texture initialized with empty data
class TexSubImage2DEmptyTexCase : public Texture2DSpecCase
{
public:
	TexSubImage2DEmptyTexCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int width, int height)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), width, height, maxLevelCount(width, height))
		, m_internalFormat	(format)
		, m_format			(format)
		, m_dataType		(dataType)
	{
	}

	TexSubImage2DEmptyTexCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, maxLevelCount(width, height))
		, m_internalFormat	(internalFormat)
		, m_format			(GL_NONE)
		, m_dataType		(GL_NONE)
	{
		glu::TransferFormat fmt = glu::getTransferFormat(m_texFormat);
		m_format	= fmt.format;
		m_dataType	= fmt.dataType;
	}

protected:
	void createTexture (void)
	{
		deUint32			tex			= 0;
		tcu::TextureLevel	data		(m_texFormat);
		de::Random			rnd			(deStringHash(getName()));

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		// First allocate storage for each level.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width >> ndx);
			int		levelH		= de::max(1, m_height >> ndx);

			glTexImage2D(GL_TEXTURE_2D, ndx, m_internalFormat, levelW, levelH, 0, m_format, m_dataType, DE_NULL);
		}

		// Specify pixel data to all levels using glTexSubImage2D()
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width >> ndx);
			int		levelH		= de::max(1, m_height >> ndx);
			Vec4	gMin		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4	gMax		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

			data.setSize(levelW, levelH);
			tcu::fillWithComponentGradients(data.getAccess(), gMin, gMax);

			glTexSubImage2D(GL_TEXTURE_2D, ndx, 0, 0, levelW, levelH, m_format, m_dataType, data.getAccess().getDataPtr());
		}
	}

	deUint32	m_internalFormat;
	deUint32	m_format;
	deUint32	m_dataType;
};

// TexSubImage2D() to empty cubemap texture
class TexSubImageCubeEmptyTexCase : public TextureCubeSpecCase
{
public:
	TexSubImageCubeEmptyTexCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int size)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), size, deLog2Floor32(size)+1)
		, m_internalFormat		(format)
		, m_format				(format)
		, m_dataType			(dataType)
	{
	}

	TexSubImageCubeEmptyTexCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int size)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), size, deLog2Floor32(size)+1)
		, m_internalFormat		(internalFormat)
		, m_format				(GL_NONE)
		, m_dataType			(GL_NONE)
	{
		glu::TransferFormat fmt = glu::getTransferFormat(m_texFormat);
		m_format	= fmt.format;
		m_dataType	= fmt.dataType;
	}

protected:
	void createTexture (void)
	{
		deUint32			tex			= 0;
		tcu::TextureLevel	data		(m_texFormat);
		de::Random			rnd			(deStringHash(getName()));

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		// Specify storage for each level.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int levelSize = de::max(1, m_size >> ndx);

			for (int face = 0; face < DE_LENGTH_OF_ARRAY(s_cubeMapFaces); face++)
				glTexImage2D(s_cubeMapFaces[face], ndx, m_internalFormat, levelSize, levelSize, 0, m_format, m_dataType, DE_NULL);
		}

		// Specify data using glTexSubImage2D()
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int levelSize = de::max(1, m_size >> ndx);

			data.setSize(levelSize, levelSize);

			for (int face = 0; face < DE_LENGTH_OF_ARRAY(s_cubeMapFaces); face++)
			{
				Vec4 gMin = randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
				Vec4 gMax = randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

				tcu::fillWithComponentGradients(data.getAccess(), gMin, gMax);

				glTexSubImage2D(s_cubeMapFaces[face], ndx, 0, 0, levelSize, levelSize, m_format, m_dataType, data.getAccess().getDataPtr());
			}
		}
	}

	deUint32	m_internalFormat;
	deUint32	m_format;
	deUint32	m_dataType;
};

// TexSubImage2D() unpack alignment with 2D texture
class TexSubImage2DAlignCase : public Texture2DSpecCase
{
public:
	TexSubImage2DAlignCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int width, int height, int subX, int subY, int subW, int subH, int alignment)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), width, height, 1)
		, m_internalFormat	(format)
		, m_format			(format)
		, m_dataType		(dataType)
		, m_subX			(subX)
		, m_subY			(subY)
		, m_subW			(subW)
		, m_subH			(subH)
		, m_alignment		(alignment)
	{
	}

	TexSubImage2DAlignCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height, int subX, int subY, int subW, int subH, int alignment)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, 1)
		, m_internalFormat	(internalFormat)
		, m_format			(GL_NONE)
		, m_dataType		(GL_NONE)
		, m_subX			(subX)
		, m_subY			(subY)
		, m_subW			(subW)
		, m_subH			(subH)
		, m_alignment		(alignment)
	{
		glu::TransferFormat fmt = glu::getTransferFormat(m_texFormat);
		m_format	= fmt.format;
		m_dataType	= fmt.dataType;
	}

protected:
	void createTexture (void)
	{
		deUint32			tex			= 0;
		vector<deUint8>		data;

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);

		// Specify base level.
		data.resize(m_texFormat.getPixelSize()*m_width*m_height);
		tcu::fillWithComponentGradients(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, 1, &data[0]), Vec4(0.0f), Vec4(1.0f));

		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
		glTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat, m_width, m_height, 0, m_format, m_dataType, &data[0]);

		// Re-specify subrectangle.
		int rowPitch = deAlign32(m_texFormat.getPixelSize()*m_subW, m_alignment);
		data.resize(rowPitch*m_subH);
		tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_subW, m_subH, 1, rowPitch, 0, &data[0]), 4, Vec4(1.0f, 0.0f, 0.0f, 1.0f), Vec4(0.0f, 1.0f, 0.0f, 1.0f));

		glPixelStorei(GL_UNPACK_ALIGNMENT, m_alignment);
		glTexSubImage2D(GL_TEXTURE_2D, 0, m_subX, m_subY, m_subW, m_subH, m_format, m_dataType, &data[0]);
	}

	deUint32	m_internalFormat;
	deUint32	m_format;
	deUint32	m_dataType;
	int			m_subX;
	int			m_subY;
	int			m_subW;
	int			m_subH;
	int			m_alignment;
};

// TexSubImage2D() unpack alignment with cubemap texture
class TexSubImageCubeAlignCase : public TextureCubeSpecCase
{
public:
	TexSubImageCubeAlignCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int size, int subX, int subY, int subW, int subH, int alignment)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), size, 1)
		, m_internalFormat		(format)
		, m_format				(format)
		, m_dataType			(dataType)
		, m_subX				(subX)
		, m_subY				(subY)
		, m_subW				(subW)
		, m_subH				(subH)
		, m_alignment			(alignment)
	{
	}

	TexSubImageCubeAlignCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int size, int subX, int subY, int subW, int subH, int alignment)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), size, 1)
		, m_internalFormat		(internalFormat)
		, m_format				(GL_NONE)
		, m_dataType			(GL_NONE)
		, m_subX				(subX)
		, m_subY				(subY)
		, m_subW				(subW)
		, m_subH				(subH)
		, m_alignment			(alignment)
	{
		glu::TransferFormat fmt = glu::getTransferFormat(m_texFormat);
		m_format	= fmt.format;
		m_dataType	= fmt.dataType;
	}

protected:
	void createTexture (void)
	{
		deUint32			tex			= 0;
		vector<deUint8>		data;

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_CUBE_MAP, tex);

		// Specify base level.
		data.resize(m_texFormat.getPixelSize()*m_size*m_size);
		tcu::fillWithComponentGradients(tcu::PixelBufferAccess(m_texFormat, m_size, m_size, 1, &data[0]), Vec4(0.0f), Vec4(1.0f));

		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
		for (int face = 0; face < tcu::CUBEFACE_LAST; face++)
			glTexImage2D(s_cubeMapFaces[face], 0, m_internalFormat, m_size, m_size, 0, m_format, m_dataType, &data[0]);

		// Re-specify subrectangle.
		int rowPitch = deAlign32(m_texFormat.getPixelSize()*m_subW, m_alignment);
		data.resize(rowPitch*m_subH);
		tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_subW, m_subH, 1, rowPitch, 0, &data[0]), 4, Vec4(1.0f, 0.0f, 0.0f, 1.0f), Vec4(0.0f, 1.0f, 0.0f, 1.0f));

		glPixelStorei(GL_UNPACK_ALIGNMENT, m_alignment);
		for (int face = 0; face < tcu::CUBEFACE_LAST; face++)
			glTexSubImage2D(s_cubeMapFaces[face], 0, m_subX, m_subY, m_subW, m_subH, m_format, m_dataType, &data[0]);
	}

	deUint32	m_internalFormat;
	deUint32	m_format;
	deUint32	m_dataType;
	int			m_subX;
	int			m_subY;
	int			m_subW;
	int			m_subH;
	int			m_alignment;
};

// TexSubImage3D() unpack parameters case.
class TexSubImage3DParamsCase : public Texture3DSpecCase
{
public:
	TexSubImage3DParamsCase (Context&		context,
							 const char*	name,
							 const char*	desc,
							 deUint32		internalFormat,
							 int			width,
							 int			height,
							 int			depth,
							 int			subX,
							 int			subY,
							 int			subZ,
							 int			subW,
							 int			subH,
							 int			subD,
							 int			imageHeight,
							 int			rowLength,
							 int			skipImages,
							 int			skipRows,
							 int			skipPixels,
							 int			alignment)
		: Texture3DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, 1)
		, m_internalFormat	(internalFormat)
		, m_subX			(subX)
		, m_subY			(subY)
		, m_subZ			(subZ)
		, m_subW			(subW)
		, m_subH			(subH)
		, m_subD			(subD)
		, m_imageHeight		(imageHeight)
		, m_rowLength		(rowLength)
		, m_skipImages		(skipImages)
		, m_skipRows		(skipRows)
		, m_skipPixels		(skipPixels)
		, m_alignment		(alignment)
	{
	}

protected:
	void createTexture (void)
	{
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		deUint32				tex				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_3D, tex);

		// Fill with gradient.
		{
			int		rowPitch		= deAlign32(pixelSize*m_width,  4);
			int		slicePitch		= rowPitch*m_height;

			data.resize(slicePitch*m_depth);
			tcu::fillWithComponentGradients(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, m_depth, rowPitch, slicePitch, &data[0]), m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
		}

		glTexImage3D(GL_TEXTURE_3D, 0, m_internalFormat, m_width, m_height, m_depth, 0, transferFmt.format, transferFmt.dataType, &data[0]);

		// Fill data with grid.
		{
			int		rowLength		= m_rowLength > 0 ? m_rowLength : m_subW;
			int		rowPitch		= deAlign32(rowLength*pixelSize, m_alignment);
			int		imageHeight		= m_imageHeight > 0 ? m_imageHeight : m_subH;
			int		slicePitch		= imageHeight*rowPitch;
			Vec4	cScale			= m_texFormatInfo.valueMax-m_texFormatInfo.valueMin;
			Vec4	cBias			= m_texFormatInfo.valueMin;
			Vec4	colorA			= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias;
			Vec4	colorB			= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias;

			data.resize(slicePitch*(m_depth+m_skipImages));
			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_subW, m_subH, m_subD, rowPitch, slicePitch, &data[0] + m_skipImages*slicePitch + m_skipRows*rowPitch + m_skipPixels*pixelSize), 4, colorA, colorB);
		}

		glPixelStorei(GL_UNPACK_IMAGE_HEIGHT,	m_imageHeight);
		glPixelStorei(GL_UNPACK_ROW_LENGTH,		m_rowLength);
		glPixelStorei(GL_UNPACK_SKIP_IMAGES,	m_skipImages);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		m_skipRows);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	m_skipPixels);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		m_alignment);
		glTexSubImage3D(GL_TEXTURE_3D, 0, m_subX, m_subY, m_subZ, m_subW, m_subH, m_subD, transferFmt.format, transferFmt.dataType, &data[0]);
	}

	deUint32	m_internalFormat;
	int			m_subX;
	int			m_subY;
	int			m_subZ;
	int			m_subW;
	int			m_subH;
	int			m_subD;
	int			m_imageHeight;
	int			m_rowLength;
	int			m_skipImages;
	int			m_skipRows;
	int			m_skipPixels;
	int			m_alignment;
};

// Basic CopyTexImage2D() with 2D texture usage
class BasicCopyTexImage2DCase : public Texture2DSpecCase
{
public:
	BasicCopyTexImage2DCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLTransferFormat(internalFormat, GL_UNSIGNED_BYTE), width, height, maxLevelCount(width, height))
		, m_internalFormat	(internalFormat)
	{
	}

protected:
	void createTexture (void)
	{
		const tcu::RenderTarget&	renderTarget	= TestCase::m_context.getRenderContext().getRenderTarget();
		bool						targetHasRGB	= renderTarget.getPixelFormat().redBits > 0 && renderTarget.getPixelFormat().greenBits > 0 && renderTarget.getPixelFormat().blueBits > 0;
		bool						targetHasAlpha	= renderTarget.getPixelFormat().alphaBits > 0;
		tcu::TextureFormat			fmt				= mapGLUnsizedInternalFormat(m_internalFormat);
		bool						texHasRGB		= fmt.order != tcu::TextureFormat::A;
		bool						texHasAlpha		= fmt.order == tcu::TextureFormat::RGBA || fmt.order == tcu::TextureFormat::LA || fmt.order == tcu::TextureFormat::A;
		deUint32					tex				= 0;
		de::Random					rnd				(deStringHash(getName()));
		GradientShader				shader			(glu::TYPE_FLOAT_VEC4);
		deUint32					shaderID		= getCurrentContext()->createProgram(&shader);

		if ((texHasRGB && !targetHasRGB) || (texHasAlpha && !targetHasAlpha))
			throw tcu::NotSupportedError("Copying from current framebuffer is not supported", "", __FILE__, __LINE__);

		// Fill render target with gradient.
		shader.setGradient(*getCurrentContext(), shaderID, Vec4(0.0f), Vec4(1.0f));
		sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f, 0.0f));

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width >> ndx);
			int		levelH		= de::max(1, m_height >> ndx);
			int		x			= rnd.getInt(0, getWidth()	- levelW);
			int		y			= rnd.getInt(0, getHeight()	- levelH);

			glCopyTexImage2D(GL_TEXTURE_2D, ndx, m_internalFormat, x, y, levelW, levelH, 0);
		}
	}

	deUint32 m_internalFormat;
};

// Basic CopyTexImage2D() with cubemap usage
class BasicCopyTexImageCubeCase : public TextureCubeSpecCase
{
public:
	BasicCopyTexImageCubeCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int size)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLTransferFormat(internalFormat, GL_UNSIGNED_BYTE), size, deLog2Floor32(size)+1)
		, m_internalFormat		(internalFormat)
	{
	}

protected:
	void createTexture (void)
	{
		const tcu::RenderTarget&	renderTarget	= TestCase::m_context.getRenderContext().getRenderTarget();
		bool						targetHasRGB	= renderTarget.getPixelFormat().redBits > 0 && renderTarget.getPixelFormat().greenBits > 0 && renderTarget.getPixelFormat().blueBits > 0;
		bool						targetHasAlpha	= renderTarget.getPixelFormat().alphaBits > 0;
		tcu::TextureFormat			fmt				= mapGLUnsizedInternalFormat(m_internalFormat);
		bool						texHasRGB		= fmt.order != tcu::TextureFormat::A;
		bool						texHasAlpha		= fmt.order == tcu::TextureFormat::RGBA || fmt.order == tcu::TextureFormat::LA || fmt.order == tcu::TextureFormat::A;
		deUint32					tex				= 0;
		de::Random					rnd				(deStringHash(getName()));
		GradientShader				shader			(glu::TYPE_FLOAT_VEC4);
		deUint32					shaderID		= getCurrentContext()->createProgram(&shader);

		if ((texHasRGB && !targetHasRGB) || (texHasAlpha && !targetHasAlpha))
			throw tcu::NotSupportedError("Copying from current framebuffer is not supported", "", __FILE__, __LINE__);

		// Fill render target with gradient.
		shader.setGradient(*getCurrentContext(), shaderID, Vec4(0.0f), Vec4(1.0f));
		sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f, 0.0f));

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_CUBE_MAP, tex);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int levelSize = de::max(1, m_size >> ndx);

			for (int face = 0; face < DE_LENGTH_OF_ARRAY(s_cubeMapFaces); face++)
			{
				int x = rnd.getInt(0, getWidth()	- levelSize);
				int y = rnd.getInt(0, getHeight()	- levelSize);

				glCopyTexImage2D(s_cubeMapFaces[face], ndx, m_internalFormat, x, y, levelSize, levelSize, 0);
			}
		}
	}

	deUint32 m_internalFormat;
};

// Basic CopyTexSubImage2D() with 2D texture usage
class BasicCopyTexSubImage2DCase : public Texture2DSpecCase
{
public:
	BasicCopyTexSubImage2DCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int width, int height)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), width, height, maxLevelCount(width, height))
		, m_format			(format)
		, m_dataType		(dataType)
	{
	}

protected:
	void createTexture (void)
	{
		const tcu::RenderTarget&	renderTarget	= TestCase::m_context.getRenderContext().getRenderTarget();
		bool						targetHasRGB	= renderTarget.getPixelFormat().redBits > 0 && renderTarget.getPixelFormat().greenBits > 0 && renderTarget.getPixelFormat().blueBits > 0;
		bool						targetHasAlpha	= renderTarget.getPixelFormat().alphaBits > 0;
		tcu::TextureFormat			fmt				= glu::mapGLTransferFormat(m_format, m_dataType);
		bool						texHasRGB		= fmt.order != tcu::TextureFormat::A;
		bool						texHasAlpha		= fmt.order == tcu::TextureFormat::RGBA || fmt.order == tcu::TextureFormat::LA || fmt.order == tcu::TextureFormat::A;
		deUint32					tex				= 0;
		tcu::TextureLevel			data			(fmt);
		de::Random					rnd				(deStringHash(getName()));
		GradientShader				shader			(glu::TYPE_FLOAT_VEC4);
		deUint32					shaderID		= getCurrentContext()->createProgram(&shader);

		if ((texHasRGB && !targetHasRGB) || (texHasAlpha && !targetHasAlpha))
			throw tcu::NotSupportedError("Copying from current framebuffer is not supported", "", __FILE__, __LINE__);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		// First specify full texture.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width >> ndx);
			int		levelH		= de::max(1, m_height >> ndx);

			Vec4	colorA		= randomVector<4>(rnd);
			Vec4	colorB		= randomVector<4>(rnd);
			int		cellSize	= rnd.getInt(2, 16);

			data.setSize(levelW, levelH);
			tcu::fillWithGrid(data.getAccess(), cellSize, colorA, colorB);

			glTexImage2D(GL_TEXTURE_2D, ndx, m_format, levelW, levelH, 0, m_format, m_dataType, data.getAccess().getDataPtr());
		}

		// Fill render target with gradient.
		shader.setGradient(*getCurrentContext(), shaderID, Vec4(0.0f), Vec4(1.0f));
		sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f, 0.0f));

		// Re-specify parts of each level.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width >> ndx);
			int		levelH		= de::max(1, m_height >> ndx);

			int		w			= rnd.getInt(1, levelW);
			int		h			= rnd.getInt(1, levelH);
			int		xo			= rnd.getInt(0, levelW-w);
			int		yo			= rnd.getInt(0, levelH-h);

			int		x			= rnd.getInt(0, getWidth() - w);
			int		y			= rnd.getInt(0, getHeight() - h);

			glCopyTexSubImage2D(GL_TEXTURE_2D, ndx, xo, yo, x, y, w, h);
		}
	}

	deUint32	m_format;
	deUint32	m_dataType;
};

// Basic CopyTexSubImage2D() with cubemap usage
class BasicCopyTexSubImageCubeCase : public TextureCubeSpecCase
{
public:
	BasicCopyTexSubImageCubeCase (Context& context, const char* name, const char* desc, deUint32 format, deUint32 dataType, int size)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLTransferFormat(format, dataType), size, deLog2Floor32(size)+1)
		, m_format				(format)
		, m_dataType			(dataType)
	{
	}

protected:
	void createTexture (void)
	{
		const tcu::RenderTarget&	renderTarget	= TestCase::m_context.getRenderContext().getRenderTarget();
		bool						targetHasRGB	= renderTarget.getPixelFormat().redBits > 0 && renderTarget.getPixelFormat().greenBits > 0 && renderTarget.getPixelFormat().blueBits > 0;
		bool						targetHasAlpha	= renderTarget.getPixelFormat().alphaBits > 0;
		tcu::TextureFormat			fmt				= glu::mapGLTransferFormat(m_format, m_dataType);
		bool						texHasRGB		= fmt.order != tcu::TextureFormat::A;
		bool						texHasAlpha		= fmt.order == tcu::TextureFormat::RGBA || fmt.order == tcu::TextureFormat::LA || fmt.order == tcu::TextureFormat::A;
		deUint32					tex				= 0;
		tcu::TextureLevel			data			(fmt);
		de::Random					rnd				(deStringHash(getName()));
		GradientShader				shader			(glu::TYPE_FLOAT_VEC4);
		deUint32					shaderID		= getCurrentContext()->createProgram(&shader);

		if ((texHasRGB && !targetHasRGB) || (texHasAlpha && !targetHasAlpha))
			throw tcu::NotSupportedError("Copying from current framebuffer is not supported", "", __FILE__, __LINE__);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int levelSize = de::max(1, m_size >> ndx);

			data.setSize(levelSize, levelSize);

			for (int face = 0; face < DE_LENGTH_OF_ARRAY(s_cubeMapFaces); face++)
			{
				Vec4	colorA		= randomVector<4>(rnd);
				Vec4	colorB		= randomVector<4>(rnd);
				int		cellSize	= rnd.getInt(2, 16);

				tcu::fillWithGrid(data.getAccess(), cellSize, colorA, colorB);
				glTexImage2D(s_cubeMapFaces[face], ndx, m_format, levelSize, levelSize, 0, m_format, m_dataType, data.getAccess().getDataPtr());
			}
		}

		// Fill render target with gradient.
		shader.setGradient(*getCurrentContext(), shaderID, Vec4(0.0f), Vec4(1.0f));
		sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f, 0.0f));

		// Re-specify parts of each face and level.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int levelSize = de::max(1, m_size >> ndx);

			for (int face = 0; face < DE_LENGTH_OF_ARRAY(s_cubeMapFaces); face++)
			{
				int		w			= rnd.getInt(1, levelSize);
				int		h			= rnd.getInt(1, levelSize);
				int		xo			= rnd.getInt(0, levelSize-w);
				int		yo			= rnd.getInt(0, levelSize-h);

				int		x			= rnd.getInt(0, getWidth() - w);
				int		y			= rnd.getInt(0, getHeight() - h);

				glCopyTexSubImage2D(s_cubeMapFaces[face], ndx, xo, yo, x, y, w, h);
			}
		}
	}

	deUint32	m_format;
	deUint32	m_dataType;
};

// Basic glTexStorage2D() with 2D texture usage
class BasicTexStorage2DCase : public Texture2DSpecCase
{
public:
	BasicTexStorage2DCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height, int numLevels)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, numLevels)
		, m_internalFormat	(internalFormat)
	{
	}

protected:
	void createTexture (void)
	{
		tcu::TextureFormat		fmt				= glu::mapGLInternalFormat(m_internalFormat);
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(fmt);
		deUint32				tex				= 0;
		tcu::TextureLevel		levelData		(fmt);
		de::Random				rnd				(deStringHash(getName()));

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glTexStorage2D(GL_TEXTURE_2D, m_numLevels, m_internalFormat, m_width, m_height);

		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width >> ndx);
			int		levelH		= de::max(1, m_height >> ndx);
			Vec4	gMin		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4	gMax		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

			levelData.setSize(levelW, levelH);
			tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

			glTexSubImage2D(GL_TEXTURE_2D, ndx, 0, 0, levelW, levelH, transferFmt.format, transferFmt.dataType, levelData.getAccess().getDataPtr());
		}
	}

	deUint32 m_internalFormat;
};

// Basic glTexStorage2D() with cubemap usage
class BasicTexStorageCubeCase : public TextureCubeSpecCase
{
public:
	BasicTexStorageCubeCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int size, int numLevels)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), size, numLevels)
		, m_internalFormat		(internalFormat)
	{
	}

protected:
	void createTexture (void)
	{
		tcu::TextureFormat		fmt				= glu::mapGLInternalFormat(m_internalFormat);
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(fmt);
		deUint32				tex				= 0;
		tcu::TextureLevel		levelData		(fmt);
		de::Random				rnd				(deStringHash(getName()));

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
		glTexStorage2D(GL_TEXTURE_CUBE_MAP, m_numLevels, m_internalFormat, m_size, m_size);

		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int levelSize = de::max(1, m_size >> ndx);

			levelData.setSize(levelSize, levelSize);

			for (int face = 0; face < DE_LENGTH_OF_ARRAY(s_cubeMapFaces); face++)
			{
				Vec4 gMin = randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
				Vec4 gMax = randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

				tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

				glTexSubImage2D(s_cubeMapFaces[face], ndx, 0, 0, levelSize, levelSize, transferFmt.format, transferFmt.dataType, levelData.getAccess().getDataPtr());
			}
		}
	}

	deUint32 m_internalFormat;
};

// Basic glTexStorage3D() with 2D array texture usage
class BasicTexStorage2DArrayCase : public Texture2DArraySpecCase
{
public:
	BasicTexStorage2DArrayCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height, int numLayers, int numLevels)
		: Texture2DArraySpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, numLayers, numLevels)
		, m_internalFormat			(internalFormat)
	{
	}

protected:
	void createTexture (void)
	{
		deUint32				tex			= 0;
		tcu::TextureLevel		levelData	(m_texFormat);
		de::Random				rnd			(deStringHash(getName()));
		glu::TransferFormat		transferFmt	= glu::getTransferFormat(m_texFormat);

		glGenTextures	(1, &tex);
		glBindTexture	(GL_TEXTURE_2D_ARRAY, tex);
		glTexStorage3D	(GL_TEXTURE_2D_ARRAY, m_numLevels, m_internalFormat, m_width, m_height, m_numLayers);

		glPixelStorei	(GL_UNPACK_ALIGNMENT, 1);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width	>> ndx);
			int		levelH		= de::max(1, m_height	>> ndx);
			Vec4	gMin		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4	gMax		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

			levelData.setSize(levelW, levelH, m_numLayers);
			tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

			glTexSubImage3D(GL_TEXTURE_2D_ARRAY, ndx, 0, 0, 0, levelW, levelH, m_numLayers, transferFmt.format, transferFmt.dataType, levelData.getAccess().getDataPtr());
		}
	}

	deUint32 m_internalFormat;
};

// Basic TexStorage3D() with 3D texture usage
class BasicTexStorage3DCase : public Texture3DSpecCase
{
public:
	BasicTexStorage3DCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height, int depth, int numLevels)
		: Texture3DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, numLevels)
		, m_internalFormat	(internalFormat)
	{
	}

protected:
	void createTexture (void)
	{
		deUint32				tex			= 0;
		tcu::TextureLevel		levelData	(m_texFormat);
		de::Random				rnd			(deStringHash(getName()));
		glu::TransferFormat		transferFmt	= glu::getTransferFormat(m_texFormat);

		glGenTextures	(1, &tex);
		glBindTexture	(GL_TEXTURE_3D, tex);
		glTexStorage3D	(GL_TEXTURE_3D, m_numLevels, m_internalFormat, m_width, m_height, m_depth);

		glPixelStorei	(GL_UNPACK_ALIGNMENT, 1);

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			int		levelW		= de::max(1, m_width	>> ndx);
			int		levelH		= de::max(1, m_height	>> ndx);
			int		levelD		= de::max(1, m_depth	>> ndx);
			Vec4	gMin		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			Vec4	gMax		= randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

			levelData.setSize(levelW, levelH, levelD);
			tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

			glTexSubImage3D(GL_TEXTURE_3D, ndx, 0, 0, 0, levelW, levelH, levelD, transferFmt.format, transferFmt.dataType, levelData.getAccess().getDataPtr());
		}
	}

	deUint32 m_internalFormat;
};

// Pixel buffer object cases.

// TexImage2D() from pixel buffer object.
class TexImage2DBufferCase : public Texture2DSpecCase
{
public:
	TexImage2DBufferCase (Context&		context,
						  const char*	name,
						  const char*	desc,
						  deUint32		internalFormat,
						  int			width,
						  int			height,
						  int			rowLength,
						  int			skipRows,
						  int			skipPixels,
						  int			alignment,
						  int			offset)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, 1)
		, m_internalFormat	(internalFormat)
		, m_rowLength		(rowLength)
		, m_skipRows		(skipRows)
		, m_skipPixels		(skipPixels)
		, m_alignment		(alignment)
		, m_offset			(offset)
	{
	}

protected:
	void createTexture (void)
	{
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		int						rowLength		= m_rowLength > 0 ? m_rowLength : m_width + m_skipPixels;
		int						rowPitch		= deAlign32(rowLength*pixelSize, m_alignment);
		int						height			= m_height + m_skipRows;
		deUint32				buf				= 0;
		deUint32				tex				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		// Fill data with grid.
		data.resize(rowPitch*height + m_offset);
		{
			Vec4	cScale		= m_texFormatInfo.valueMax-m_texFormatInfo.valueMin;
			Vec4	cBias		= m_texFormatInfo.valueMin;
			Vec4	colorA		= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias;
			Vec4	colorB		= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias;

			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, 1, rowPitch, 0, &data[0] + m_skipRows*rowPitch + m_skipPixels*pixelSize + m_offset), 4, colorA, colorB);
		}

		// Create buffer and upload.
		glGenBuffers(1, &buf);
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf);
		glBufferData(GL_PIXEL_UNPACK_BUFFER, (int)data.size(), &data[0], GL_STATIC_DRAW);

		glPixelStorei(GL_UNPACK_ROW_LENGTH,		m_rowLength);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		m_skipRows);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	m_skipPixels);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		m_alignment);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat, m_width, m_height, 0, transferFmt.format, transferFmt.dataType, (const void*)(deUintptr)m_offset);
	}

	deUint32	m_internalFormat;
	int			m_rowLength;
	int			m_skipRows;
	int			m_skipPixels;
	int			m_alignment;
	int			m_offset;
};

// TexImage2D() cubemap from pixel buffer object case
class TexImageCubeBufferCase : public TextureCubeSpecCase
{
public:
	TexImageCubeBufferCase (Context&	context,
							const char*	name,
							const char*	desc,
							deUint32	internalFormat,
							int			size,
							int			rowLength,
							int			skipRows,
							int			skipPixels,
							int			alignment,
							int			offset)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), size, 1)
		, m_internalFormat		(internalFormat)
		, m_rowLength			(rowLength)
		, m_skipRows			(skipRows)
		, m_skipPixels			(skipPixels)
		, m_alignment			(alignment)
		, m_offset				(offset)
	{
	}

protected:
	void createTexture (void)
	{
		de::Random					rnd			(deStringHash(getName()));
		deUint32					tex			= 0;
		glu::TransferFormat			fmt			= glu::getTransferFormat(m_texFormat);
		const int					pixelSize	= m_texFormat.getPixelSize();
		const int					rowLength	= m_rowLength > 0 ? m_rowLength : m_size + m_skipPixels;
		const int					rowPitch	= deAlign32(rowLength*pixelSize, m_alignment);
		const int					height		= m_size + m_skipRows;
		vector<vector<deUint8> >	data		(DE_LENGTH_OF_ARRAY(s_cubeMapFaces));

		DE_ASSERT(m_numLevels == 1);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		for (int face = 0; face < DE_LENGTH_OF_ARRAY(s_cubeMapFaces); face++)
		{
			deUint32 buf = 0;

			{
				const Vec4 gMin = randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
				const Vec4 gMax = randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

				data[face].resize(rowPitch*height + m_offset);
				tcu::fillWithComponentGradients(tcu::PixelBufferAccess(m_texFormat, m_size, m_size, 1, rowPitch, 0, &data[face][0] + m_skipRows*rowPitch + m_skipPixels*pixelSize + m_offset), gMin, gMax);
			}

			// Create buffer and upload.
			glGenBuffers(1, &buf);
			glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf);
			glBufferData(GL_PIXEL_UNPACK_BUFFER, (int)data[face].size(), &data[face][0], GL_STATIC_DRAW);

			glPixelStorei(GL_UNPACK_ROW_LENGTH,		m_rowLength);
			glPixelStorei(GL_UNPACK_SKIP_ROWS,		m_skipRows);
			glPixelStorei(GL_UNPACK_SKIP_PIXELS,	m_skipPixels);
			glPixelStorei(GL_UNPACK_ALIGNMENT,		m_alignment);

			glTexImage2D(s_cubeMapFaces[face], 0, m_internalFormat, m_size, m_size, 0, fmt.format, fmt.dataType, (const void*)(deUintptr)m_offset);
		}
	}

	deUint32	m_internalFormat;
	int			m_rowLength;
	int			m_skipRows;
	int			m_skipPixels;
	int			m_alignment;
	int			m_offset;
};

// TexImage3D() 2D array from pixel buffer object.
class TexImage2DArrayBufferCase : public Texture2DArraySpecCase
{
public:
	TexImage2DArrayBufferCase (Context&		context,
							   const char*	name,
							   const char*	desc,
							   deUint32		internalFormat,
							   int			width,
							   int			height,
							   int			depth,
							   int			imageHeight,
							   int			rowLength,
							   int			skipImages,
							   int			skipRows,
							   int			skipPixels,
							   int			alignment,
							   int			offset)
		: Texture2DArraySpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, 1)
		, m_internalFormat			(internalFormat)
		, m_imageHeight				(imageHeight)
		, m_rowLength				(rowLength)
		, m_skipImages				(skipImages)
		, m_skipRows				(skipRows)
		, m_skipPixels				(skipPixels)
		, m_alignment				(alignment)
		, m_offset					(offset)
	{
	}

protected:
	void createTexture (void)
	{
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		int						rowLength		= m_rowLength > 0 ? m_rowLength : m_width;
		int						rowPitch		= deAlign32(rowLength*pixelSize, m_alignment);
		int						imageHeight		= m_imageHeight > 0 ? m_imageHeight : m_height;
		int						slicePitch		= imageHeight*rowPitch;
		deUint32				tex				= 0;
		deUint32				buf				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		// Fill data with grid.
		data.resize(slicePitch*(m_numLayers+m_skipImages) + m_offset);
		{
			Vec4	cScale		= m_texFormatInfo.valueMax-m_texFormatInfo.valueMin;
			Vec4	cBias		= m_texFormatInfo.valueMin;
			Vec4	colorA		= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias;
			Vec4	colorB		= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias;

			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, m_numLayers, rowPitch, slicePitch, &data[0] + m_skipImages*slicePitch + m_skipRows*rowPitch + m_skipPixels*pixelSize + m_offset), 4, colorA, colorB);
		}

		glGenBuffers(1, &buf);
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf);
		glBufferData(GL_PIXEL_UNPACK_BUFFER, (int)data.size(), &data[0], GL_STATIC_DRAW);

		glPixelStorei(GL_UNPACK_IMAGE_HEIGHT,	m_imageHeight);
		glPixelStorei(GL_UNPACK_ROW_LENGTH,		m_rowLength);
		glPixelStorei(GL_UNPACK_SKIP_IMAGES,	m_skipImages);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		m_skipRows);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	m_skipPixels);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		m_alignment);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
		glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, m_internalFormat, m_width, m_height, m_numLayers, 0, transferFmt.format, transferFmt.dataType, (const void*)(deUintptr)m_offset);
	}

	deUint32	m_internalFormat;
	int			m_imageHeight;
	int			m_rowLength;
	int			m_skipImages;
	int			m_skipRows;
	int			m_skipPixels;
	int			m_alignment;
	int			m_offset;
};

// TexImage3D() from pixel buffer object.
class TexImage3DBufferCase : public Texture3DSpecCase
{
public:
	TexImage3DBufferCase (Context&		context,
						  const char*	name,
						  const char*	desc,
						  deUint32		internalFormat,
						  int			width,
						  int			height,
						  int			depth,
						  int			imageHeight,
						  int			rowLength,
						  int			skipImages,
						  int			skipRows,
						  int			skipPixels,
						  int			alignment,
						  int			offset)
		: Texture3DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, 1)
		, m_internalFormat	(internalFormat)
		, m_imageHeight		(imageHeight)
		, m_rowLength		(rowLength)
		, m_skipImages		(skipImages)
		, m_skipRows		(skipRows)
		, m_skipPixels		(skipPixels)
		, m_alignment		(alignment)
		, m_offset			(offset)
	{
	}

protected:
	void createTexture (void)
	{
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		int						rowLength		= m_rowLength > 0 ? m_rowLength : m_width;
		int						rowPitch		= deAlign32(rowLength*pixelSize, m_alignment);
		int						imageHeight		= m_imageHeight > 0 ? m_imageHeight : m_height;
		int						slicePitch		= imageHeight*rowPitch;
		deUint32				tex				= 0;
		deUint32				buf				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		// Fill data with grid.
		data.resize(slicePitch*(m_depth+m_skipImages) + m_offset);
		{
			Vec4	cScale		= m_texFormatInfo.valueMax-m_texFormatInfo.valueMin;
			Vec4	cBias		= m_texFormatInfo.valueMin;
			Vec4	colorA		= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias;
			Vec4	colorB		= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias;

			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, m_depth, rowPitch, slicePitch, &data[0] + m_skipImages*slicePitch + m_skipRows*rowPitch + m_skipPixels*pixelSize + m_offset), 4, colorA, colorB);
		}

		glGenBuffers(1, &buf);
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf);
		glBufferData(GL_PIXEL_UNPACK_BUFFER, (int)data.size(), &data[0], GL_STATIC_DRAW);

		glPixelStorei(GL_UNPACK_IMAGE_HEIGHT,	m_imageHeight);
		glPixelStorei(GL_UNPACK_ROW_LENGTH,		m_rowLength);
		glPixelStorei(GL_UNPACK_SKIP_IMAGES,	m_skipImages);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		m_skipRows);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	m_skipPixels);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		m_alignment);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_3D, tex);
		glTexImage3D(GL_TEXTURE_3D, 0, m_internalFormat, m_width, m_height, m_depth, 0, transferFmt.format, transferFmt.dataType, (const void*)(deUintptr)m_offset);
	}

	deUint32	m_internalFormat;
	int			m_imageHeight;
	int			m_rowLength;
	int			m_skipImages;
	int			m_skipRows;
	int			m_skipPixels;
	int			m_alignment;
	int			m_offset;
};

// TexSubImage2D() PBO case.
class TexSubImage2DBufferCase : public Texture2DSpecCase
{
public:
	TexSubImage2DBufferCase (Context&		context,
							 const char*	name,
							 const char*	desc,
							 deUint32		internalFormat,
							 int			width,
							 int			height,
							 int			subX,
							 int			subY,
							 int			subW,
							 int			subH,
							 int			rowLength,
							 int			skipRows,
							 int			skipPixels,
							 int			alignment,
							 int			offset)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, 1)
		, m_internalFormat	(internalFormat)
		, m_subX			(subX)
		, m_subY			(subY)
		, m_subW			(subW)
		, m_subH			(subH)
		, m_rowLength		(rowLength)
		, m_skipRows		(skipRows)
		, m_skipPixels		(skipPixels)
		, m_alignment		(alignment)
		, m_offset			(offset)
	{
	}

protected:
	void createTexture (void)
	{
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		deUint32				tex				= 0;
		deUint32				buf				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);

		// First fill texture with gradient.
		data.resize(deAlign32(m_width*pixelSize, 4)*m_height);
		tcu::fillWithComponentGradients(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, 1, deAlign32(m_width*pixelSize, 4), 0, &data[0]), m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
		glTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat, m_width, m_height, 0, transferFmt.format, transferFmt.dataType, &data[0]);

		// Fill data with grid.
		{
			int		rowLength	= m_rowLength > 0 ? m_rowLength : m_subW;
			int		rowPitch	= deAlign32(rowLength*pixelSize, m_alignment);
			int		height		= m_subH + m_skipRows;
			Vec4	cScale		= m_texFormatInfo.valueMax-m_texFormatInfo.valueMin;
			Vec4	cBias		= m_texFormatInfo.valueMin;
			Vec4	colorA		= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias;
			Vec4	colorB		= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias;

			data.resize(rowPitch*height + m_offset);
			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_subW, m_subH, 1, rowPitch, 0, &data[0] + m_skipRows*rowPitch + m_skipPixels*pixelSize + m_offset), 4, colorA, colorB);
		}

		glGenBuffers(1, &buf);
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER,	buf);
		glBufferData(GL_PIXEL_UNPACK_BUFFER,	(int)data.size(), &data[0], GL_STATIC_DRAW);

		glPixelStorei(GL_UNPACK_ROW_LENGTH,		m_rowLength);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		m_skipRows);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	m_skipPixels);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		m_alignment);
		glTexSubImage2D(GL_TEXTURE_2D, 0, m_subX, m_subY, m_subW, m_subH, transferFmt.format, transferFmt.dataType, (const void*)(deUintptr)m_offset);
	}

	deUint32	m_internalFormat;
	int			m_subX;
	int			m_subY;
	int			m_subW;
	int			m_subH;
	int			m_rowLength;
	int			m_skipRows;
	int			m_skipPixels;
	int			m_alignment;
	int			m_offset;
};

// TexSubImage2D() cubemap PBO case.
class TexSubImageCubeBufferCase : public TextureCubeSpecCase
{
public:
	TexSubImageCubeBufferCase	(Context&		context,
								 const char*	name,
								 const char*	desc,
								 deUint32		internalFormat,
								 int			size,
								 int			subX,
								 int			subY,
								 int			subW,
								 int			subH,
								 int			rowLength,
								 int			skipRows,
								 int			skipPixels,
								 int			alignment,
								 int			offset)
		: TextureCubeSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), size, 1)
		, m_internalFormat		(internalFormat)
		, m_subX				(subX)
		, m_subY				(subY)
		, m_subW				(subW)
		, m_subH				(subH)
		, m_rowLength			(rowLength)
		, m_skipRows			(skipRows)
		, m_skipPixels			(skipPixels)
		, m_alignment			(alignment)
		, m_offset				(offset)
	{
	}

protected:
	void createTexture (void)
	{
		de::Random				rnd				(deStringHash(getName()));
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		deUint32				tex				= 0;
		deUint32				buf				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_CUBE_MAP, tex);

		// Fill faces with different gradients.

		data.resize(deAlign32(m_size*pixelSize, 4)*m_size);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		for (int face = 0; face < DE_LENGTH_OF_ARRAY(s_cubeMapFaces); face++)
		{
			const Vec4 gMin = randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
			const Vec4 gMax = randomVector<4>(rnd, m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);

			tcu::fillWithComponentGradients(tcu::PixelBufferAccess(m_texFormat, m_size, m_size, 1, deAlign32(m_size*pixelSize, 4), 0, &data[0]), gMin, gMax);

			glTexImage2D(s_cubeMapFaces[face], 0, m_internalFormat, m_size, m_size, 0, transferFmt.format, transferFmt.dataType, &data[0]);
		}

		// Fill data with grid.
		{
			int		rowLength	= m_rowLength > 0 ? m_rowLength : m_subW;
			int		rowPitch	= deAlign32(rowLength*pixelSize, m_alignment);
			int		height		= m_subH + m_skipRows;
			Vec4	cScale		= m_texFormatInfo.valueMax-m_texFormatInfo.valueMin;
			Vec4	cBias		= m_texFormatInfo.valueMin;
			Vec4	colorA		= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias;
			Vec4	colorB		= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias;

			data.resize(rowPitch*height + m_offset);
			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_subW, m_subH, 1, rowPitch, 0, &data[0] + m_skipRows*rowPitch + m_skipPixels*pixelSize + m_offset), 4, colorA, colorB);
		}

		glGenBuffers(1, &buf);
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER,	buf);
		glBufferData(GL_PIXEL_UNPACK_BUFFER,	(int)data.size(), &data[0], GL_STATIC_DRAW);

		glPixelStorei(GL_UNPACK_ROW_LENGTH,		m_rowLength);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		m_skipRows);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	m_skipPixels);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		m_alignment);

		for (int face = 0; face < tcu::CUBEFACE_LAST; face++)
			glTexSubImage2D(s_cubeMapFaces[face], 0, m_subX, m_subY, m_subW, m_subH, transferFmt.format, transferFmt.dataType, (const void*)(deUintptr)m_offset);
	}

	deUint32	m_internalFormat;
	int			m_subX;
	int			m_subY;
	int			m_subW;
	int			m_subH;
	int			m_rowLength;
	int			m_skipRows;
	int			m_skipPixels;
	int			m_alignment;
	int			m_offset;
};

// TexSubImage3D() 2D array PBO case.
class TexSubImage2DArrayBufferCase : public Texture2DArraySpecCase
{
public:
	TexSubImage2DArrayBufferCase (Context&		context,
								 const char*	name,
								 const char*	desc,
								 deUint32		internalFormat,
								 int			width,
								 int			height,
								 int			depth,
								 int			subX,
								 int			subY,
								 int			subZ,
								 int			subW,
								 int			subH,
								 int			subD,
								 int			imageHeight,
								 int			rowLength,
								 int			skipImages,
								 int			skipRows,
								 int			skipPixels,
								 int			alignment,
								 int			offset)
		: Texture2DArraySpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, 1)
		, m_internalFormat			(internalFormat)
		, m_subX					(subX)
		, m_subY					(subY)
		, m_subZ					(subZ)
		, m_subW					(subW)
		, m_subH					(subH)
		, m_subD					(subD)
		, m_imageHeight				(imageHeight)
		, m_rowLength				(rowLength)
		, m_skipImages				(skipImages)
		, m_skipRows				(skipRows)
		, m_skipPixels				(skipPixels)
		, m_alignment				(alignment)
		, m_offset					(offset)
	{
	}

protected:
	void createTexture (void)
	{
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		deUint32				tex				= 0;
		deUint32				buf				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D_ARRAY, tex);

		// Fill with gradient.
		{
			int		rowPitch		= deAlign32(pixelSize*m_width,  4);
			int		slicePitch		= rowPitch*m_height;

			data.resize(slicePitch*m_numLayers);
			tcu::fillWithComponentGradients(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, m_numLayers, rowPitch, slicePitch, &data[0]), m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
		}

		glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, m_internalFormat, m_width, m_height, m_numLayers, 0, transferFmt.format, transferFmt.dataType, &data[0]);

		// Fill data with grid.
		{
			int		rowLength		= m_rowLength > 0 ? m_rowLength : m_subW;
			int		rowPitch		= deAlign32(rowLength*pixelSize, m_alignment);
			int		imageHeight		= m_imageHeight > 0 ? m_imageHeight : m_subH;
			int		slicePitch		= imageHeight*rowPitch;
			Vec4	cScale			= m_texFormatInfo.valueMax-m_texFormatInfo.valueMin;
			Vec4	cBias			= m_texFormatInfo.valueMin;
			Vec4	colorA			= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias;
			Vec4	colorB			= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias;

			data.resize(slicePitch*(m_numLayers+m_skipImages) + m_offset);
			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_subW, m_subH, m_subD, rowPitch, slicePitch, &data[0] + m_skipImages*slicePitch + m_skipRows*rowPitch + m_skipPixels*pixelSize + m_offset), 4, colorA, colorB);
		}

		glGenBuffers(1, &buf);
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER,	buf);
		glBufferData(GL_PIXEL_UNPACK_BUFFER,	(int)data.size(), &data[0], GL_STATIC_DRAW);

		glPixelStorei(GL_UNPACK_IMAGE_HEIGHT,	m_imageHeight);
		glPixelStorei(GL_UNPACK_ROW_LENGTH,		m_rowLength);
		glPixelStorei(GL_UNPACK_SKIP_IMAGES,	m_skipImages);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		m_skipRows);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	m_skipPixels);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		m_alignment);
		glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, m_subX, m_subY, m_subZ, m_subW, m_subH, m_subD, transferFmt.format, transferFmt.dataType, (const void*)(deIntptr)m_offset);
	}

	deUint32	m_internalFormat;
	int			m_subX;
	int			m_subY;
	int			m_subZ;
	int			m_subW;
	int			m_subH;
	int			m_subD;
	int			m_imageHeight;
	int			m_rowLength;
	int			m_skipImages;
	int			m_skipRows;
	int			m_skipPixels;
	int			m_alignment;
	int			m_offset;
};

// TexSubImage3D() PBO case.
class TexSubImage3DBufferCase : public Texture3DSpecCase
{
public:
	TexSubImage3DBufferCase (Context&		context,
							 const char*	name,
							 const char*	desc,
							 deUint32		internalFormat,
							 int			width,
							 int			height,
							 int			depth,
							 int			subX,
							 int			subY,
							 int			subZ,
							 int			subW,
							 int			subH,
							 int			subD,
							 int			imageHeight,
							 int			rowLength,
							 int			skipImages,
							 int			skipRows,
							 int			skipPixels,
							 int			alignment,
							 int			offset)
		: Texture3DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, 1)
		, m_internalFormat	(internalFormat)
		, m_subX			(subX)
		, m_subY			(subY)
		, m_subZ			(subZ)
		, m_subW			(subW)
		, m_subH			(subH)
		, m_subD			(subD)
		, m_imageHeight		(imageHeight)
		, m_rowLength		(rowLength)
		, m_skipImages		(skipImages)
		, m_skipRows		(skipRows)
		, m_skipPixels		(skipPixels)
		, m_alignment		(alignment)
		, m_offset			(offset)
	{
	}

protected:
	void createTexture (void)
	{
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		deUint32				tex				= 0;
		deUint32				buf				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_3D, tex);

		// Fill with gradient.
		{
			int		rowPitch		= deAlign32(pixelSize*m_width,  4);
			int		slicePitch		= rowPitch*m_height;

			data.resize(slicePitch*m_depth);
			tcu::fillWithComponentGradients(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, m_depth, rowPitch, slicePitch, &data[0]), m_texFormatInfo.valueMin, m_texFormatInfo.valueMax);
		}

		glTexImage3D(GL_TEXTURE_3D, 0, m_internalFormat, m_width, m_height, m_depth, 0, transferFmt.format, transferFmt.dataType, &data[0]);

		// Fill data with grid.
		{
			int		rowLength		= m_rowLength > 0 ? m_rowLength : m_subW;
			int		rowPitch		= deAlign32(rowLength*pixelSize, m_alignment);
			int		imageHeight		= m_imageHeight > 0 ? m_imageHeight : m_subH;
			int		slicePitch		= imageHeight*rowPitch;
			Vec4	cScale			= m_texFormatInfo.valueMax-m_texFormatInfo.valueMin;
			Vec4	cBias			= m_texFormatInfo.valueMin;
			Vec4	colorA			= Vec4(1.0f, 0.0f, 0.0f, 1.0f)*cScale + cBias;
			Vec4	colorB			= Vec4(0.0f, 1.0f, 0.0f, 1.0f)*cScale + cBias;

			data.resize(slicePitch*(m_depth+m_skipImages) + m_offset);
			tcu::fillWithGrid(tcu::PixelBufferAccess(m_texFormat, m_subW, m_subH, m_subD, rowPitch, slicePitch, &data[0] + m_skipImages*slicePitch + m_skipRows*rowPitch + m_skipPixels*pixelSize + m_offset), 4, colorA, colorB);
		}

		glGenBuffers(1, &buf);
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER,	buf);
		glBufferData(GL_PIXEL_UNPACK_BUFFER,	(int)data.size(), &data[0], GL_STATIC_DRAW);

		glPixelStorei(GL_UNPACK_IMAGE_HEIGHT,	m_imageHeight);
		glPixelStorei(GL_UNPACK_ROW_LENGTH,		m_rowLength);
		glPixelStorei(GL_UNPACK_SKIP_IMAGES,	m_skipImages);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		m_skipRows);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	m_skipPixels);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		m_alignment);
		glTexSubImage3D(GL_TEXTURE_3D, 0, m_subX, m_subY, m_subZ, m_subW, m_subH, m_subD, transferFmt.format, transferFmt.dataType, (const void*)(deIntptr)m_offset);
	}

	deUint32	m_internalFormat;
	int			m_subX;
	int			m_subY;
	int			m_subZ;
	int			m_subW;
	int			m_subH;
	int			m_subD;
	int			m_imageHeight;
	int			m_rowLength;
	int			m_skipImages;
	int			m_skipRows;
	int			m_skipPixels;
	int			m_alignment;
	int			m_offset;
};

// TexImage2D() depth case.
class TexImage2DDepthCase : public Texture2DSpecCase
{
public:
	TexImage2DDepthCase (Context&		context,
						 const char*	name,
						 const char*	desc,
						 deUint32		internalFormat,
						 int			imageWidth,
						 int			imageHeight)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), imageWidth, imageHeight, maxLevelCount(imageWidth, imageHeight))
		, m_internalFormat	(internalFormat)
	{
		// we are interested in the behavior near [-2, 2], map it to visible range [0, 1]
		m_texFormatInfo.lookupBias = Vec4(0.25f, 0.0f, 0.0f, 1.0f);
		m_texFormatInfo.lookupScale = Vec4(0.5f, 1.0f, 1.0f, 0.0f);
	}

	void createTexture (void)
	{
		glu::TransferFormat	fmt			= glu::getTransferFormat(m_texFormat);
		deUint32			tex			= 0;
		tcu::TextureLevel	levelData	(m_texFormat);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
		GLU_CHECK();

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			const int   levelW		= de::max(1, m_width >> ndx);
			const int   levelH		= de::max(1, m_height >> ndx);
			const Vec4  gMin		= Vec4(-1.5f, -2.0f, 1.7f, -1.5f);
			const Vec4  gMax		= Vec4(2.0f, 1.5f, -1.0f, 2.0f);

			levelData.setSize(levelW, levelH);
			tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

			glTexImage2D(GL_TEXTURE_2D, ndx, m_internalFormat, levelW, levelH, 0, fmt.format, fmt.dataType, levelData.getAccess().getDataPtr());
		}
	}

	const deUint32 m_internalFormat;
};

// TexImage3D() depth case.
class TexImage2DArrayDepthCase : public Texture2DArraySpecCase
{
public:
	TexImage2DArrayDepthCase (Context&		context,
							  const char*	name,
							  const char*	desc,
							  deUint32		internalFormat,
							  int			imageWidth,
							  int			imageHeight,
							  int			numLayers)
		: Texture2DArraySpecCase(context, name, desc, glu::mapGLInternalFormat(internalFormat), imageWidth, imageHeight, numLayers, maxLevelCount(imageWidth, imageHeight))
		, m_internalFormat		(internalFormat)
	{
		// we are interested in the behavior near [-2, 2], map it to visible range [0, 1]
		m_texFormatInfo.lookupBias = Vec4(0.25f, 0.0f, 0.0f, 1.0f);
		m_texFormatInfo.lookupScale = Vec4(0.5f, 1.0f, 1.0f, 0.0f);
	}

	void createTexture (void)
	{
		glu::TransferFormat	fmt			= glu::getTransferFormat(m_texFormat);
		deUint32			tex			= 0;
		tcu::TextureLevel	levelData	(m_texFormat);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
		GLU_CHECK();

		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			const int   levelW		= de::max(1, m_width >> ndx);
			const int   levelH		= de::max(1, m_height >> ndx);
			const Vec4  gMin		= Vec4(-1.5f, -2.0f, 1.7f, -1.5f);
			const Vec4  gMax		= Vec4(2.0f, 1.5f, -1.0f, 2.0f);

			levelData.setSize(levelW, levelH, m_numLayers);
			tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

			glTexImage3D(GL_TEXTURE_2D_ARRAY, ndx, m_internalFormat, levelW, levelH, m_numLayers, 0, fmt.format, fmt.dataType, levelData.getAccess().getDataPtr());
		}
	}

	const deUint32 m_internalFormat;
};

// TexSubImage2D() depth case.
class TexSubImage2DDepthCase : public Texture2DSpecCase
{
public:
	TexSubImage2DDepthCase (Context&	context,
							const char*	name,
							const char*	desc,
							deUint32	internalFormat,
							int			imageWidth,
							int			imageHeight)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), imageWidth, imageHeight, maxLevelCount(imageWidth, imageHeight))
		, m_internalFormat	(internalFormat)
	{
		// we are interested in the behavior near [-2, 2], map it to visible range [0, 1]
		m_texFormatInfo.lookupBias = Vec4(0.25f, 0.0f, 0.0f, 1.0f);
		m_texFormatInfo.lookupScale = Vec4(0.5f, 1.0f, 1.0f, 0.0f);
	}

	void createTexture (void)
	{
		glu::TransferFormat	fmt			= glu::getTransferFormat(m_texFormat);
		de::Random			rnd			(deStringHash(getName()));
		deUint32			tex			= 0;
		tcu::TextureLevel	levelData	(m_texFormat);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
		GLU_CHECK();

		// First specify full texture.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			const int   levelW		= de::max(1, m_width >> ndx);
			const int   levelH		= de::max(1, m_height >> ndx);
			const Vec4  gMin		= Vec4(-1.5f, -2.0f, 1.7f, -1.5f);
			const Vec4  gMax		= Vec4(2.0f, 1.5f, -1.0f, 2.0f);

			levelData.setSize(levelW, levelH);
			tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

			glTexImage2D(GL_TEXTURE_2D, ndx, m_internalFormat, levelW, levelH, 0, fmt.format, fmt.dataType, levelData.getAccess().getDataPtr());
		}

		// Re-specify parts of each level.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			const int	levelW		= de::max(1, m_width >> ndx);
			const int	levelH		= de::max(1, m_height >> ndx);

			const int	w			= rnd.getInt(1, levelW);
			const int	h			= rnd.getInt(1, levelH);
			const int	x			= rnd.getInt(0, levelW-w);
			const int	y			= rnd.getInt(0, levelH-h);

			const Vec4	colorA		= Vec4(2.0f, 1.5f, -1.0f, 2.0f);
			const Vec4	colorB		= Vec4(-1.5f, -2.0f, 1.7f, -1.5f);
			const int	cellSize	= rnd.getInt(2, 16);

			levelData.setSize(w, h);
			tcu::fillWithGrid(levelData.getAccess(), cellSize, colorA, colorB);

			glTexSubImage2D(GL_TEXTURE_2D, ndx, x, y, w, h, fmt.format, fmt.dataType, levelData.getAccess().getDataPtr());
		}
	}

	const deUint32 m_internalFormat;
};

// TexSubImage3D() depth case.
class TexSubImage2DArrayDepthCase : public Texture2DArraySpecCase
{
public:
	TexSubImage2DArrayDepthCase (Context&		context,
								 const char*	name,
								 const char*	desc,
								 deUint32		internalFormat,
								 int			imageWidth,
								 int			imageHeight,
								 int			numLayers)
		: Texture2DArraySpecCase(context, name, desc, glu::mapGLInternalFormat(internalFormat), imageWidth, imageHeight, numLayers, maxLevelCount(imageWidth, imageHeight))
		, m_internalFormat		(internalFormat)
	{
		// we are interested in the behavior near [-2, 2], map it to visible range [0, 1]
		m_texFormatInfo.lookupBias = Vec4(0.25f, 0.0f, 0.0f, 1.0f);
		m_texFormatInfo.lookupScale = Vec4(0.5f, 1.0f, 1.0f, 0.0f);
	}

	void createTexture (void)
	{
		glu::TransferFormat	fmt			= glu::getTransferFormat(m_texFormat);
		de::Random			rnd			(deStringHash(getName()));
		deUint32			tex			= 0;
		tcu::TextureLevel	levelData	(m_texFormat);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
		GLU_CHECK();

		// First specify full texture.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			const int   levelW		= de::max(1, m_width >> ndx);
			const int   levelH		= de::max(1, m_height >> ndx);
			const Vec4  gMin		= Vec4(-1.5f, -2.0f, 1.7f, -1.5f);
			const Vec4  gMax		= Vec4(2.0f, 1.5f, -1.0f, 2.0f);

			levelData.setSize(levelW, levelH, m_numLayers);
			tcu::fillWithComponentGradients(levelData.getAccess(), gMin, gMax);

			glTexImage3D(GL_TEXTURE_2D_ARRAY, ndx, m_internalFormat, levelW, levelH, m_numLayers, 0, fmt.format, fmt.dataType, levelData.getAccess().getDataPtr());
		}

		// Re-specify parts of each level.
		for (int ndx = 0; ndx < m_numLevels; ndx++)
		{
			const int	levelW		= de::max(1, m_width >> ndx);
			const int	levelH		= de::max(1, m_height >> ndx);

			const int	w			= rnd.getInt(1, levelW);
			const int	h			= rnd.getInt(1, levelH);
			const int	d			= rnd.getInt(1, m_numLayers);
			const int	x			= rnd.getInt(0, levelW-w);
			const int	y			= rnd.getInt(0, levelH-h);
			const int	z			= rnd.getInt(0, m_numLayers-d);

			const Vec4	colorA		= Vec4(2.0f, 1.5f, -1.0f, 2.0f);
			const Vec4	colorB		= Vec4(-1.5f, -2.0f, 1.7f, -1.5f);
			const int	cellSize	= rnd.getInt(2, 16);

			levelData.setSize(w, h, d);
			tcu::fillWithGrid(levelData.getAccess(), cellSize, colorA, colorB);

			glTexSubImage3D(GL_TEXTURE_2D_ARRAY, ndx, x, y, z, w, h, d, fmt.format, fmt.dataType, levelData.getAccess().getDataPtr());
		}
	}

	const deUint32 m_internalFormat;
};

// TexImage2D() depth case with pbo.
class TexImage2DDepthBufferCase : public Texture2DSpecCase
{
public:
	TexImage2DDepthBufferCase (Context&		context,
							   const char*	name,
							   const char*	desc,
							   deUint32		internalFormat,
							   int			imageWidth,
							   int			imageHeight)
		: Texture2DSpecCase	(context, name, desc, glu::mapGLInternalFormat(internalFormat), imageWidth, imageHeight, 1)
		, m_internalFormat	(internalFormat)
	{
		// we are interested in the behavior near [-2, 2], map it to visible range [0, 1]
		m_texFormatInfo.lookupBias = Vec4(0.25f, 0.0f, 0.0f, 1.0f);
		m_texFormatInfo.lookupScale = Vec4(0.5f, 1.0f, 1.0f, 0.0f);
	}

	void createTexture (void)
	{
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		int						rowLength		= m_width;
		int						alignment		= 4;
		int						rowPitch		= deAlign32(rowLength*pixelSize, alignment);
		int						height			= m_height;
		deUint32				buf				= 0;
		deUint32				tex				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		// Fill data with gradient
		data.resize(rowPitch*height);
		{
			const Vec4 gMin = Vec4(-1.5f, -2.0f, 1.7f, -1.5f);
			const Vec4 gMax = Vec4(2.0f, 1.5f, -1.0f, 2.0f);

			tcu::fillWithComponentGradients(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, 1, rowPitch, 0, &data[0]), gMin, gMax);
		}

		// Create buffer and upload.
		glGenBuffers(1, &buf);
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf);
		glBufferData(GL_PIXEL_UNPACK_BUFFER, (int)data.size(), &data[0], GL_STATIC_DRAW);

		glPixelStorei(GL_UNPACK_ROW_LENGTH,		rowLength);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		0);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	0);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		alignment);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D, tex);
		glTexImage2D(GL_TEXTURE_2D, 0, m_internalFormat, m_width, m_height, 0, transferFmt.format, transferFmt.dataType, DE_NULL);
		glDeleteBuffers(1, &buf);
	}

	const deUint32 m_internalFormat;
};

// TexImage3D() depth case with pbo.
class TexImage2DArrayDepthBufferCase : public Texture2DArraySpecCase
{
public:
	TexImage2DArrayDepthBufferCase (Context&	context,
									const char*	name,
									const char*	desc,
									deUint32	internalFormat,
									int			imageWidth,
									int			imageHeight,
									int			numLayers)
		: Texture2DArraySpecCase(context, name, desc, glu::mapGLInternalFormat(internalFormat), imageWidth, imageHeight, numLayers, 1)
		, m_internalFormat		(internalFormat)
	{
		// we are interested in the behavior near [-2, 2], map it to visible range [0, 1]
		m_texFormatInfo.lookupBias = Vec4(0.25f, 0.0f, 0.0f, 1.0f);
		m_texFormatInfo.lookupScale = Vec4(0.5f, 1.0f, 1.0f, 0.0f);
	}

	void createTexture (void)
	{
		glu::TransferFormat		transferFmt		= glu::getTransferFormat(m_texFormat);
		int						pixelSize		= m_texFormat.getPixelSize();
		int						rowLength		= m_width;
		int						alignment		= 4;
		int						rowPitch		= deAlign32(rowLength*pixelSize, alignment);
		int						imageHeight		= m_height;
		int						slicePitch		= imageHeight*rowPitch;
		deUint32				tex				= 0;
		deUint32				buf				= 0;
		vector<deUint8>			data;

		DE_ASSERT(m_numLevels == 1);

		// Fill data with grid.
		data.resize(slicePitch*m_numLayers);
		{
			const Vec4 gMin = Vec4(-1.5f, -2.0f, 1.7f, -1.5f);
			const Vec4 gMax = Vec4(2.0f, 1.5f, -1.0f, 2.0f);

			tcu::fillWithComponentGradients(tcu::PixelBufferAccess(m_texFormat, m_width, m_height, m_numLayers, rowPitch, slicePitch, &data[0]), gMin, gMax);
		}

		glGenBuffers(1, &buf);
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buf);
		glBufferData(GL_PIXEL_UNPACK_BUFFER, (int)data.size(), &data[0], GL_STATIC_DRAW);

		glPixelStorei(GL_UNPACK_IMAGE_HEIGHT,	imageHeight);
		glPixelStorei(GL_UNPACK_ROW_LENGTH,		rowLength);
		glPixelStorei(GL_UNPACK_SKIP_IMAGES,	0);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,		0);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,	0);
		glPixelStorei(GL_UNPACK_ALIGNMENT,		alignment);

		glGenTextures(1, &tex);
		glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
		glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, m_internalFormat, m_width, m_height, m_numLayers, 0, transferFmt.format, transferFmt.dataType, DE_NULL);
		glDeleteBuffers(1, &buf);
	}

	const deUint32 m_internalFormat;
};

TextureSpecificationTests::TextureSpecificationTests (Context& context)
	: TestCaseGroup(context, "specification", "Texture Specification Tests")
{
}

TextureSpecificationTests::~TextureSpecificationTests (void)
{
}

void TextureSpecificationTests::init (void)
{
	struct
	{
		const char*	name;
		deUint32	format;
		deUint32	dataType;
	} unsizedFormats[] =
	{
		{ "alpha_unsigned_byte",			GL_ALPHA,			GL_UNSIGNED_BYTE },
		{ "luminance_unsigned_byte",		GL_LUMINANCE,		GL_UNSIGNED_BYTE },
		{ "luminance_alpha_unsigned_byte",	GL_LUMINANCE_ALPHA,	GL_UNSIGNED_BYTE },
		{ "rgb_unsigned_short_5_6_5",		GL_RGB,				GL_UNSIGNED_SHORT_5_6_5 },
		{ "rgb_unsigned_byte",				GL_RGB,				GL_UNSIGNED_BYTE },
		{ "rgba_unsigned_short_4_4_4_4",	GL_RGBA,			GL_UNSIGNED_SHORT_4_4_4_4 },
		{ "rgba_unsigned_short_5_5_5_1",	GL_RGBA,			GL_UNSIGNED_SHORT_5_5_5_1 },
		{ "rgba_unsigned_byte",				GL_RGBA,			GL_UNSIGNED_BYTE }
	};

	struct
	{
		const char*	name;
		deUint32	internalFormat;
	} colorFormats[] =
	{
		{ "rgba32f",			GL_RGBA32F,			},
		{ "rgba32i",			GL_RGBA32I,			},
		{ "rgba32ui",			GL_RGBA32UI,		},
		{ "rgba16f",			GL_RGBA16F,			},
		{ "rgba16i",			GL_RGBA16I,			},
		{ "rgba16ui",			GL_RGBA16UI,		},
		{ "rgba8",				GL_RGBA8,			},
		{ "rgba8i",				GL_RGBA8I,			},
		{ "rgba8ui",			GL_RGBA8UI,			},
		{ "srgb8_alpha8",		GL_SRGB8_ALPHA8,	},
		{ "rgb10_a2",			GL_RGB10_A2,		},
		{ "rgb10_a2ui",			GL_RGB10_A2UI,		},
		{ "rgba4",				GL_RGBA4,			},
		{ "rgb5_a1",			GL_RGB5_A1,			},
		{ "rgba8_snorm",		GL_RGBA8_SNORM,		},
		{ "rgb8",				GL_RGB8,			},
		{ "rgb565",				GL_RGB565,			},
		{ "r11f_g11f_b10f",		GL_R11F_G11F_B10F,	},
		{ "rgb32f",				GL_RGB32F,			},
		{ "rgb32i",				GL_RGB32I,			},
		{ "rgb32ui",			GL_RGB32UI,			},
		{ "rgb16f",				GL_RGB16F,			},
		{ "rgb16i",				GL_RGB16I,			},
		{ "rgb16ui",			GL_RGB16UI,			},
		{ "rgb8_snorm",			GL_RGB8_SNORM,		},
		{ "rgb8i",				GL_RGB8I,			},
		{ "rgb8ui",				GL_RGB8UI,			},
		{ "srgb8",				GL_SRGB8,			},
		{ "rgb9_e5",			GL_RGB9_E5,			},
		{ "rg32f",				GL_RG32F,			},
		{ "rg32i",				GL_RG32I,			},
		{ "rg32ui",				GL_RG32UI,			},
		{ "rg16f",				GL_RG16F,			},
		{ "rg16i",				GL_RG16I,			},
		{ "rg16ui",				GL_RG16UI,			},
		{ "rg8",				GL_RG8,				},
		{ "rg8i",				GL_RG8I,			},
		{ "rg8ui",				GL_RG8UI,			},
		{ "rg8_snorm",			GL_RG8_SNORM,		},
		{ "r32f",				GL_R32F,			},
		{ "r32i",				GL_R32I,			},
		{ "r32ui",				GL_R32UI,			},
		{ "r16f",				GL_R16F,			},
		{ "r16i",				GL_R16I,			},
		{ "r16ui",				GL_R16UI,			},
		{ "r8",					GL_R8,				},
		{ "r8i",				GL_R8I,				},
		{ "r8ui",				GL_R8UI,			},
		{ "r8_snorm",			GL_R8_SNORM,		}
	};

	static const struct
	{
		const char*	name;
		deUint32	internalFormat;
	} depthStencilFormats[] =
	{
		// Depth and stencil formats
		{ "depth_component32f",	GL_DEPTH_COMPONENT32F	},
		{ "depth_component24",	GL_DEPTH_COMPONENT24	},
		{ "depth_component16",	GL_DEPTH_COMPONENT16	},
		{ "depth32f_stencil8",	GL_DEPTH32F_STENCIL8	},
		{ "depth24_stencil8",	GL_DEPTH24_STENCIL8		}
	};

	// Basic TexImage2D usage.
	{
		tcu::TestCaseGroup* basicTexImageGroup = new tcu::TestCaseGroup(m_testCtx, "basic_teximage2d", "Basic glTexImage2D() usage");
		addChild(basicTexImageGroup);
		for (int formatNdx = 0; formatNdx < DE_LENGTH_OF_ARRAY(colorFormats); formatNdx++)
		{
			const char*	fmtName		= colorFormats[formatNdx].name;
			deUint32	format		= colorFormats[formatNdx].internalFormat;
			const int	tex2DWidth	= 64;
			const int	tex2DHeight	= 128;
			const int	texCubeSize	= 64;

			basicTexImageGroup->addChild(new BasicTexImage2DCase	(m_context,	(string(fmtName) + "_2d").c_str(),		"",	format, tex2DWidth, tex2DHeight));
			basicTexImageGroup->addChild(new BasicTexImageCubeCase	(m_context,	(string(fmtName) + "_cube").c_str(),	"",	format, texCubeSize));
		}
	}

	// Randomized TexImage2D order.
	{
		tcu::TestCaseGroup* randomTexImageGroup = new tcu::TestCaseGroup(m_testCtx, "random_teximage2d", "Randomized glTexImage2D() usage");
		addChild(randomTexImageGroup);

		de::Random rnd(9);

		// 2D cases.
		for (int ndx = 0; ndx < 10; ndx++)
		{
			int		formatNdx	= rnd.getInt(0, DE_LENGTH_OF_ARRAY(colorFormats)-1);
			int		width		= 1 << rnd.getInt(2, 8);
			int		height		= 1 << rnd.getInt(2, 8);

			randomTexImageGroup->addChild(new RandomOrderTexImage2DCase(m_context, (string("2d_") + de::toString(ndx)).c_str(), "", colorFormats[formatNdx].internalFormat, width, height));
		}

		// Cubemap cases.
		for (int ndx = 0; ndx < 10; ndx++)
		{
			int		formatNdx	= rnd.getInt(0, DE_LENGTH_OF_ARRAY(colorFormats)-1);
			int		size		= 1 << rnd.getInt(2, 8);

			randomTexImageGroup->addChild(new RandomOrderTexImageCubeCase(m_context, (string("cube_") + de::toString(ndx)).c_str(), "", colorFormats[formatNdx].internalFormat, size));
		}
	}

	// TexImage2D unpack alignment.
	{
		tcu::TestCaseGroup* alignGroup = new tcu::TestCaseGroup(m_testCtx, "teximage2d_align", "glTexImage2D() unpack alignment tests");
		addChild(alignGroup);

		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_r8_4_8",			"",	GL_R8,			 4,  8, 4, 8));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_r8_63_1",			"",	GL_R8,			63, 30, 1, 1));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_r8_63_2",			"",	GL_R8,			63, 30, 1, 2));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_r8_63_4",			"",	GL_R8,			63, 30, 1, 4));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_r8_63_8",			"",	GL_R8,			63, 30, 1, 8));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_rgba4_51_1",		"",	GL_RGBA4,		51, 30, 1, 1));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_rgba4_51_2",		"",	GL_RGBA4,		51, 30, 1, 2));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_rgba4_51_4",		"",	GL_RGBA4,		51, 30, 1, 4));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_rgba4_51_8",		"",	GL_RGBA4,		51, 30, 1, 8));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_rgb8_39_1",			"",	GL_RGB8,		39, 43, 1, 1));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_rgb8_39_2",			"",	GL_RGB8,		39, 43, 1, 2));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_rgb8_39_4",			"",	GL_RGB8,		39, 43, 1, 4));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_rgb8_39_8",			"",	GL_RGB8,		39, 43, 1, 8));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_rgba8_47_1",		"",	GL_RGBA8,		47, 27, 1, 1));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_rgba8_47_2",		"",	GL_RGBA8,		47, 27, 1, 2));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_rgba8_47_4",		"",	GL_RGBA8,		47, 27, 1, 4));
		alignGroup->addChild(new TexImage2DAlignCase	(m_context, "2d_rgba8_47_8",		"",	GL_RGBA8,		47, 27, 1, 8));

		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_r8_4_8",			"",	GL_R8,			 4, 3, 8));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_r8_63_1",			"",	GL_R8,			63, 1, 1));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_r8_63_2",			"",	GL_R8,			63, 1, 2));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_r8_63_4",			"",	GL_R8,			63, 1, 4));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_r8_63_8",			"",	GL_R8,			63, 1, 8));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_rgba4_51_1",		"",	GL_RGBA4,		51, 1, 1));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_rgba4_51_2",		"",	GL_RGBA4,		51, 1, 2));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_rgba4_51_4",		"",	GL_RGBA4,		51, 1, 4));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_rgba4_51_8",		"",	GL_RGBA4,		51, 1, 8));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_rgb8_39_1",		"",	GL_RGB8,		39, 1, 1));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_rgb8_39_2",		"",	GL_RGB8,		39, 1, 2));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_rgb8_39_4",		"",	GL_RGB8,		39, 1, 4));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_rgb8_39_8",		"",	GL_RGB8,		39, 1, 8));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_rgba8_47_1",		"",	GL_RGBA8,		47, 1, 1));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_rgba8_47_2",		"",	GL_RGBA8,		47, 1, 2));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_rgba8_47_4",		"",	GL_RGBA8,		47, 1, 4));
		alignGroup->addChild(new TexImageCubeAlignCase	(m_context, "cube_rgba8_47_8",		"",	GL_RGBA8,		47, 1, 8));
	}

	// glTexImage2D() unpack parameter cases.
	{
		tcu::TestCaseGroup* paramGroup = new tcu::TestCaseGroup(m_testCtx, "teximage2d_unpack_params", "glTexImage2D() pixel transfer mode cases");
		addChild(paramGroup);

		static const struct
		{
			const char*	name;
			deUint32	format;
			int			width;
			int			height;
			int			rowLength;
			int			skipRows;
			int			skipPixels;
			int			alignment;
		} cases[] =
		{
			{ "rgb8_alignment",		GL_RGB8,	31,	30,	0,	0,	0,	2 },
			{ "rgb8_row_length",	GL_RGB8,	31,	30,	50,	0,	0,	4 },
			{ "rgb8_skip_rows",		GL_RGB8,	31,	30,	0,	3,	0,	4 },
			{ "rgb8_skip_pixels",	GL_RGB8,	31,	30,	36,	0,	5,	4 },
			{ "r8_complex1",		GL_R8,		31, 30, 64, 1,	3,	1 },
			{ "r8_complex2",		GL_R8,		31, 30, 64, 1,	3,	2 },
			{ "r8_complex3",		GL_R8,		31, 30, 64, 1,	3,	4 },
			{ "r8_complex4",		GL_R8,		31, 30, 64, 1,	3,	8 },
			{ "rgba8_complex1",		GL_RGBA8,	56,	61,	69,	0,	0,	8 },
			{ "rgba8_complex2",		GL_RGBA8,	56,	61,	69,	0,	7,	8 },
			{ "rgba8_complex3",		GL_RGBA8,	56,	61,	69,	3,	0,	8 },
			{ "rgba8_complex4",		GL_RGBA8,	56,	61,	69,	3,	7,	8 },
			{ "rgba32f_complex",	GL_RGBA32F,	19,	10,	27,	1,	7,	8 }
		};

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(cases); ndx++)
			paramGroup->addChild(new TexImage2DParamsCase(m_context, cases[ndx].name, "",
														  cases[ndx].format,
														  cases[ndx].width,
														  cases[ndx].height,
														  cases[ndx].rowLength,
														  cases[ndx].skipRows,
														  cases[ndx].skipPixels,
														  cases[ndx].alignment));
	}

	// glTexImage2D() pbo cases.
	{
		tcu::TestCaseGroup* pboGroup = new tcu::TestCaseGroup(m_testCtx, "teximage2d_pbo", "glTexImage2D() from PBO");
		addChild(pboGroup);

		// Parameter cases
		static const struct
		{
			const char*	name;
			deUint32	format;
			int			width;
			int			height;
			int			rowLength;
			int			skipRows;
			int			skipPixels;
			int			alignment;
			int			offset;
		} parameterCases[] =
		{
			{ "rgb8_offset",		GL_RGB8,	31,	30,	0,	0,	0,	4,	67 },
			{ "rgb8_alignment",		GL_RGB8,	31,	30,	0,	0,	0,	2,	0 },
			{ "rgb8_row_length",	GL_RGB8,	31,	30,	50,	0,	0,	4,	0 },
			{ "rgb8_skip_rows",		GL_RGB8,	31,	30,	0,	3,	0,	4,	0 },
			{ "rgb8_skip_pixels",	GL_RGB8,	31,	30,	36,	0,	5,	4,	0 }
		};

		for (int formatNdx = 0; formatNdx < DE_LENGTH_OF_ARRAY(colorFormats); formatNdx++)
		{
			const string	fmtName		= colorFormats[formatNdx].name;
			const deUint32	format		= colorFormats[formatNdx].internalFormat;
			const int		tex2DWidth	= 65;
			const int		tex2DHeight	= 37;
			const int		texCubeSize	= 64;

			pboGroup->addChild(new TexImage2DBufferCase		(m_context,	(fmtName + "_2d").c_str(),		"", format, tex2DWidth, tex2DHeight, 0, 0, 0, 4, 0));
			pboGroup->addChild(new TexImageCubeBufferCase	(m_context,	(fmtName + "_cube").c_str(),	"", format, texCubeSize, 0, 0, 0, 4, 0));
		}

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(parameterCases); ndx++)
		{
			pboGroup->addChild(new TexImage2DBufferCase(m_context, (string(parameterCases[ndx].name) + "_2d").c_str(), "",
														parameterCases[ndx].format,
														parameterCases[ndx].width,
														parameterCases[ndx].height,
														parameterCases[ndx].rowLength,
														parameterCases[ndx].skipRows,
														parameterCases[ndx].skipPixels,
														parameterCases[ndx].alignment,
														parameterCases[ndx].offset));
			pboGroup->addChild(new TexImageCubeBufferCase(m_context, (string(parameterCases[ndx].name) + "_cube").c_str(), "",
														parameterCases[ndx].format,
														parameterCases[ndx].width,
														parameterCases[ndx].rowLength,
														parameterCases[ndx].skipRows,
														parameterCases[ndx].skipPixels,
														parameterCases[ndx].alignment,
														parameterCases[ndx].offset));
		}
	}

	// glTexImage2D() depth cases.
	{
		tcu::TestCaseGroup* shadow2dGroup = new tcu::TestCaseGroup(m_testCtx, "teximage2d_depth", "glTexImage2D() with depth or depth/stencil format");
		addChild(shadow2dGroup);

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(depthStencilFormats); ndx++)
		{
			const int tex2DWidth	= 64;
			const int tex2DHeight	= 128;

			shadow2dGroup->addChild(new TexImage2DDepthCase(m_context, depthStencilFormats[ndx].name, "", depthStencilFormats[ndx].internalFormat, tex2DWidth, tex2DHeight));
		}
	}

	// glTexImage2D() depth cases with pbo.
	{
		tcu::TestCaseGroup* shadow2dGroup = new tcu::TestCaseGroup(m_testCtx, "teximage2d_depth_pbo", "glTexImage2D() with depth or depth/stencil format with pbo");
		addChild(shadow2dGroup);

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(depthStencilFormats); ndx++)
		{
			const int tex2DWidth	= 64;
			const int tex2DHeight	= 128;

			shadow2dGroup->addChild(new TexImage2DDepthBufferCase(m_context, depthStencilFormats[ndx].name, "", depthStencilFormats[ndx].internalFormat, tex2DWidth, tex2DHeight));
		}
	}

	// Basic TexSubImage2D usage.
	{
		tcu::TestCaseGroup* basicTexSubImageGroup = new tcu::TestCaseGroup(m_testCtx, "basic_texsubimage2d", "Basic glTexSubImage2D() usage");
		addChild(basicTexSubImageGroup);
		for (int formatNdx = 0; formatNdx < DE_LENGTH_OF_ARRAY(colorFormats); formatNdx++)
		{
			const char*	fmtName		= colorFormats[formatNdx].name;
			deUint32	format		= colorFormats[formatNdx].internalFormat;
			const int	tex2DWidth	= 64;
			const int	tex2DHeight	= 128;
			const int	texCubeSize	= 64;

			basicTexSubImageGroup->addChild(new BasicTexSubImage2DCase		(m_context,	(string(fmtName) + "_2d").c_str(),		"",	format, tex2DWidth, tex2DHeight));
			basicTexSubImageGroup->addChild(new BasicTexSubImageCubeCase	(m_context,	(string(fmtName) + "_cube").c_str(),	"",	format, texCubeSize));
		}
	}

	// TexSubImage2D to empty texture.
	{
		tcu::TestCaseGroup* texSubImageEmptyTexGroup = new tcu::TestCaseGroup(m_testCtx, "texsubimage2d_empty_tex", "glTexSubImage2D() to texture that has storage but no data");
		addChild(texSubImageEmptyTexGroup);
		for (int formatNdx = 0; formatNdx < DE_LENGTH_OF_ARRAY(unsizedFormats); formatNdx++)
		{
			const char*	fmtName		= unsizedFormats[formatNdx].name;
			deUint32	format		= unsizedFormats[formatNdx].format;
			deUint32	dataType	= unsizedFormats[formatNdx].dataType;
			const int	tex2DWidth	= 64;
			const int	tex2DHeight	= 32;
			const int	texCubeSize	= 32;

			texSubImageEmptyTexGroup->addChild(new TexSubImage2DEmptyTexCase	(m_context,	(string(fmtName) + "_2d").c_str(),		"",	format, dataType, tex2DWidth, tex2DHeight));
			texSubImageEmptyTexGroup->addChild(new TexSubImageCubeEmptyTexCase	(m_context,	(string(fmtName) + "_cube").c_str(),	"",	format, dataType, texCubeSize));
		}
	}

	// TexSubImage2D alignment cases.
	{
		tcu::TestCaseGroup* alignGroup = new tcu::TestCaseGroup(m_testCtx, "texsubimage2d_align", "glTexSubImage2D() unpack alignment tests");
		addChild(alignGroup);

		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_r8_1_1",			"",	GL_R8,			64, 64, 13, 17,  1,  6, 1));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_r8_1_2",			"",	GL_R8,			64, 64, 13, 17,  1,  6, 2));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_r8_1_4",			"",	GL_R8,			64, 64, 13, 17,  1,  6, 4));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_r8_1_8",			"",	GL_R8,			64, 64, 13, 17,  1,  6, 8));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_r8_63_1",			"",	GL_R8,			64, 64,  1,  9, 63, 30, 1));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_r8_63_2",			"",	GL_R8,			64, 64,  1,  9, 63, 30, 2));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_r8_63_4",			"",	GL_R8,			64, 64,  1,  9, 63, 30, 4));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_r8_63_8",			"",	GL_R8,			64, 64,  1,  9, 63, 30, 8));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_rgba4_51_1",		"",	GL_RGBA4,		64, 64,  7, 29, 51, 30, 1));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_rgba4_51_2",		"",	GL_RGBA4,		64, 64,  7, 29, 51, 30, 2));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_rgba4_51_4",		"",	GL_RGBA4,		64, 64,  7, 29, 51, 30, 4));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_rgba4_51_8",		"",	GL_RGBA4,		64, 64,  7, 29, 51, 30, 8));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_rgb8_39_1",			"",	GL_RGB8,		64, 64, 11,  8, 39, 43, 1));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_rgb8_39_2",			"",	GL_RGB8,		64, 64, 11,  8, 39, 43, 2));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_rgb8_39_4",			"",	GL_RGB8,		64, 64, 11,  8, 39, 43, 4));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_rgb8_39_8",			"",	GL_RGB8,		64, 64, 11,  8, 39, 43, 8));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_rgba8_47_1",		"",	GL_RGBA8,		64, 64, 10,  1, 47, 27, 1));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_rgba8_47_2",		"",	GL_RGBA8,		64, 64, 10,  1, 47, 27, 2));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_rgba8_47_4",		"",	GL_RGBA8,		64, 64, 10,  1, 47, 27, 4));
		alignGroup->addChild(new TexSubImage2DAlignCase		(m_context, "2d_rgba8_47_8",		"",	GL_RGBA8,		64, 64, 10,  1, 47, 27, 8));

		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_r8_1_1",			"",	GL_R8,			64, 13, 17,  1,  6, 1));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_r8_1_2",			"",	GL_R8,			64, 13, 17,  1,  6, 2));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_r8_1_4",			"",	GL_R8,			64, 13, 17,  1,  6, 4));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_r8_1_8",			"",	GL_R8,			64, 13, 17,  1,  6, 8));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_r8_63_1",			"",	GL_R8,			64,  1,  9, 63, 30, 1));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_r8_63_2",			"",	GL_R8,			64,  1,  9, 63, 30, 2));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_r8_63_4",			"",	GL_R8,			64,  1,  9, 63, 30, 4));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_r8_63_8",			"",	GL_R8,			64,  1,  9, 63, 30, 8));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_rgba4_51_1",		"",	GL_RGBA4,		64,  7, 29, 51, 30, 1));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_rgba4_51_2",		"",	GL_RGBA4,		64,  7, 29, 51, 30, 2));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_rgba4_51_4",		"",	GL_RGBA4,		64,  7, 29, 51, 30, 4));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_rgba4_51_8",		"",	GL_RGBA4,		64,  7, 29, 51, 30, 8));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_rgb8_39_1",		"",	GL_RGB8,		64, 11,  8, 39, 43, 1));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_rgb8_39_2",		"",	GL_RGB8,		64, 11,  8, 39, 43, 2));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_rgb8_39_4",		"",	GL_RGB8,		64, 11,  8, 39, 43, 4));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_rgb8_39_8",		"",	GL_RGB8,		64, 11,  8, 39, 43, 8));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_rgba8_47_1",		"",	GL_RGBA8,		64, 10,  1, 47, 27, 1));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_rgba8_47_2",		"",	GL_RGBA8,		64, 10,  1, 47, 27, 2));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_rgba8_47_4",		"",	GL_RGBA8,		64, 10,  1, 47, 27, 4));
		alignGroup->addChild(new TexSubImageCubeAlignCase	(m_context, "cube_rgba8_47_8",		"",	GL_RGBA8,		64, 10,  1, 47, 27, 8));
	}

	// glTexSubImage2D() pixel transfer mode cases.
	{
		tcu::TestCaseGroup* paramGroup = new tcu::TestCaseGroup(m_testCtx, "texsubimage2d_unpack_params", "glTexSubImage2D() pixel transfer mode cases");
		addChild(paramGroup);

		static const struct
		{
			const char*	name;
			deUint32	format;
			int			width;
			int			height;
			int			subX;
			int			subY;
			int			subW;
			int			subH;
			int			rowLength;
			int			skipRows;
			int			skipPixels;
			int			alignment;
		} cases[] =
		{
			{ "rgb8_alignment",		GL_RGB8,	54,	60,	11,	7,	31,	30,	0,	0,	0,	2 },
			{ "rgb8_row_length",	GL_RGB8,	54,	60,	11,	7,	31,	30,	50,	0,	0,	4 },
			{ "rgb8_skip_rows",		GL_RGB8,	54,	60,	11,	7,	31,	30,	0,	3,	0,	4 },
			{ "rgb8_skip_pixels",	GL_RGB8,	54,	60,	11,	7,	31,	30,	36,	0,	5,	4 },
			{ "r8_complex1",		GL_R8,		54,	60,	11,	7,	31, 30, 64, 1,	3,	1 },
			{ "r8_complex2",		GL_R8,		54,	60,	11,	7,	31, 30, 64, 1,	3,	2 },
			{ "r8_complex3",		GL_R8,		54,	60,	11,	7,	31, 30, 64, 1,	3,	4 },
			{ "r8_complex4",		GL_R8,		54,	60,	11,	7,	31, 30, 64, 1,	3,	8 },
			{ "rgba8_complex1",		GL_RGBA8,	92,	84,	13,	19,	56,	61,	69,	0,	0,	8 },
			{ "rgba8_complex2",		GL_RGBA8,	92,	84,	13,	19,	56,	61,	69,	0,	7,	8 },
			{ "rgba8_complex3",		GL_RGBA8,	92,	84,	13,	19,	56,	61,	69,	3,	0,	8 },
			{ "rgba8_complex4",		GL_RGBA8,	92,	84,	13,	19,	56,	61,	69,	3,	7,	8 },
			{ "rgba32f_complex",	GL_RGBA32F,	92,	84,	13,	19,	56,	61,	69,	3,	7,	8 }
		};

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(cases); ndx++)
			paramGroup->addChild(new TexSubImage2DParamsCase(m_context, cases[ndx].name, "",
															 cases[ndx].format,
															 cases[ndx].width,
															 cases[ndx].height,
															 cases[ndx].subX,
															 cases[ndx].subY,
															 cases[ndx].subW,
															 cases[ndx].subH,
															 cases[ndx].rowLength,
															 cases[ndx].skipRows,
															 cases[ndx].skipPixels,
															 cases[ndx].alignment));
	}

	// glTexSubImage2D() PBO cases.
	{
		tcu::TestCaseGroup* pboGroup = new tcu::TestCaseGroup(m_testCtx, "texsubimage2d_pbo", "glTexSubImage2D() pixel buffer object tests");
		addChild(pboGroup);

		static const struct
		{
			const char*	name;
			deUint32	format;
			int			width;
			int			height;
			int			subX;
			int			subY;
			int			subW;
			int			subH;
			int			rowLength;
			int			skipRows;
			int			skipPixels;
			int			alignment;
			int			offset;
		} paramCases[] =
		{
			{ "rgb8_offset",		GL_RGB8,	54,	60,	11,	7,	31,	30,	0,	0,	0,	4,	67 },
			{ "rgb8_alignment",		GL_RGB8,	54,	60,	11,	7,	31,	30,	0,	0,	0,	2,	0 },
			{ "rgb8_row_length",	GL_RGB8,	54,	60,	11,	7,	31,	30,	50,	0,	0,	4,	0 },
			{ "rgb8_skip_rows",		GL_RGB8,	54,	60,	11,	7,	31,	30,	0,	3,	0,	4,	0 },
			{ "rgb8_skip_pixels",	GL_RGB8,	54,	60,	11,	7,	31,	30,	36,	0,	5,	4,	0 }
		};

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(colorFormats); ndx++)
		{
			pboGroup->addChild(new TexSubImage2DBufferCase(m_context, (std::string(colorFormats[ndx].name) + "_2d").c_str(), "",
														   colorFormats[ndx].internalFormat,
														   54,	// Width
														   60,	// Height
														   11,	// Sub X
														   7,	// Sub Y
														   31,	// Sub W
														   30,	// Sub H
														   0,	// Row len
														   0,	// Skip rows
														   0,	// Skip pixels
														   4,	// Alignment
														   0	/* offset */));
			pboGroup->addChild(new TexSubImageCubeBufferCase(m_context, (std::string(colorFormats[ndx].name) + "_cube").c_str(), "",
														   colorFormats[ndx].internalFormat,
														   64,	// Size
														   11,	// Sub X
														   7,	// Sub Y
														   31,	// Sub W
														   30,	// Sub H
														   0,	// Row len
														   0,	// Skip rows
														   0,	// Skip pixels
														   4,	// Alignment
														   0	/* offset */));
		}

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(paramCases); ndx++)
		{
			pboGroup->addChild(new TexSubImage2DBufferCase(m_context, (std::string(paramCases[ndx].name) + "_2d").c_str(), "",
														   paramCases[ndx].format,
														   paramCases[ndx].width,
														   paramCases[ndx].height,
														   paramCases[ndx].subX,
														   paramCases[ndx].subY,
														   paramCases[ndx].subW,
														   paramCases[ndx].subH,
														   paramCases[ndx].rowLength,
														   paramCases[ndx].skipRows,
														   paramCases[ndx].skipPixels,
														   paramCases[ndx].alignment,
														   paramCases[ndx].offset));
			pboGroup->addChild(new TexSubImageCubeBufferCase(m_context, (std::string(paramCases[ndx].name) + "_cube").c_str(), "",
														   paramCases[ndx].format,
														   paramCases[ndx].width,
														   paramCases[ndx].subX,
														   paramCases[ndx].subY,
														   paramCases[ndx].subW,
														   paramCases[ndx].subH,
														   paramCases[ndx].rowLength,
														   paramCases[ndx].skipRows,
														   paramCases[ndx].skipPixels,
														   paramCases[ndx].alignment,
														   paramCases[ndx].offset));
		}
	}

	// glTexSubImage2D() depth cases.
	{
		tcu::TestCaseGroup* shadow2dGroup = new tcu::TestCaseGroup(m_testCtx, "texsubimage2d_depth", "glTexSubImage2D() with depth or depth/stencil format");
		addChild(shadow2dGroup);

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(depthStencilFormats); ndx++)
		{
			const int	tex2DWidth	= 64;
			const int	tex2DHeight	= 32;

			shadow2dGroup->addChild(new TexSubImage2DDepthCase(m_context, depthStencilFormats[ndx].name, "", depthStencilFormats[ndx].internalFormat, tex2DWidth, tex2DHeight));
		}
	}

	// Basic glCopyTexImage2D() cases
	{
		tcu::TestCaseGroup* copyTexImageGroup = new tcu::TestCaseGroup(m_testCtx, "basic_copyteximage2d", "Basic glCopyTexImage2D() usage");
		addChild(copyTexImageGroup);

		copyTexImageGroup->addChild(new BasicCopyTexImage2DCase		(m_context, "2d_alpha",				"",	GL_ALPHA,			128, 64));
		copyTexImageGroup->addChild(new BasicCopyTexImage2DCase		(m_context, "2d_luminance",			"",	GL_LUMINANCE,		128, 64));
		copyTexImageGroup->addChild(new BasicCopyTexImage2DCase		(m_context, "2d_luminance_alpha",	"",	GL_LUMINANCE_ALPHA,	128, 64));
		copyTexImageGroup->addChild(new BasicCopyTexImage2DCase		(m_context, "2d_rgb",				"",	GL_RGB,				128, 64));
		copyTexImageGroup->addChild(new BasicCopyTexImage2DCase		(m_context, "2d_rgba",				"",	GL_RGBA,			128, 64));

		copyTexImageGroup->addChild(new BasicCopyTexImageCubeCase	(m_context, "cube_alpha",			"",	GL_ALPHA,			64));
		copyTexImageGroup->addChild(new BasicCopyTexImageCubeCase	(m_context, "cube_luminance",		"",	GL_LUMINANCE,		64));
		copyTexImageGroup->addChild(new BasicCopyTexImageCubeCase	(m_context, "cube_luminance_alpha",	"",	GL_LUMINANCE_ALPHA,	64));
		copyTexImageGroup->addChild(new BasicCopyTexImageCubeCase	(m_context, "cube_rgb",				"",	GL_RGB,				64));
		copyTexImageGroup->addChild(new BasicCopyTexImageCubeCase	(m_context, "cube_rgba",			"",	GL_RGBA,			64));
	}

	// Basic glCopyTexSubImage2D() cases
	{
		tcu::TestCaseGroup* copyTexSubImageGroup = new tcu::TestCaseGroup(m_testCtx, "basic_copytexsubimage2d", "Basic glCopyTexSubImage2D() usage");
		addChild(copyTexSubImageGroup);

		copyTexSubImageGroup->addChild(new BasicCopyTexSubImage2DCase	(m_context, "2d_alpha",				"",	GL_ALPHA,			GL_UNSIGNED_BYTE, 128, 64));
		copyTexSubImageGroup->addChild(new BasicCopyTexSubImage2DCase	(m_context, "2d_luminance",			"",	GL_LUMINANCE,		GL_UNSIGNED_BYTE, 128, 64));
		copyTexSubImageGroup->addChild(new BasicCopyTexSubImage2DCase	(m_context, "2d_luminance_alpha",	"",	GL_LUMINANCE_ALPHA,	GL_UNSIGNED_BYTE, 128, 64));
		copyTexSubImageGroup->addChild(new BasicCopyTexSubImage2DCase	(m_context, "2d_rgb",				"",	GL_RGB,				GL_UNSIGNED_BYTE, 128, 64));
		copyTexSubImageGroup->addChild(new BasicCopyTexSubImage2DCase	(m_context, "2d_rgba",				"",	GL_RGBA,			GL_UNSIGNED_BYTE, 128, 64));

		copyTexSubImageGroup->addChild(new BasicCopyTexSubImageCubeCase	(m_context, "cube_alpha",			"",	GL_ALPHA,			GL_UNSIGNED_BYTE, 64));
		copyTexSubImageGroup->addChild(new BasicCopyTexSubImageCubeCase	(m_context, "cube_luminance",		"",	GL_LUMINANCE,		GL_UNSIGNED_BYTE, 64));
		copyTexSubImageGroup->addChild(new BasicCopyTexSubImageCubeCase	(m_context, "cube_luminance_alpha",	"",	GL_LUMINANCE_ALPHA,	GL_UNSIGNED_BYTE, 64));
		copyTexSubImageGroup->addChild(new BasicCopyTexSubImageCubeCase	(m_context, "cube_rgb",				"",	GL_RGB,				GL_UNSIGNED_BYTE, 64));
		copyTexSubImageGroup->addChild(new BasicCopyTexSubImageCubeCase	(m_context, "cube_rgba",			"",	GL_RGBA,			GL_UNSIGNED_BYTE, 64));
	}

	// Basic TexImage3D usage.
	{
		tcu::TestCaseGroup* basicTexImageGroup = new tcu::TestCaseGroup(m_testCtx, "basic_teximage3d", "Basic glTexImage3D() usage");
		addChild(basicTexImageGroup);
		for (int formatNdx = 0; formatNdx < DE_LENGTH_OF_ARRAY(colorFormats); formatNdx++)
		{
			const char*	fmtName				= colorFormats[formatNdx].name;
			deUint32	format				= colorFormats[formatNdx].internalFormat;
			const int	tex2DArrayWidth		= 57;
			const int	tex2DArrayHeight	= 44;
			const int	tex2DArrayLevels	= 5;
			const int	tex3DWidth			= 63;
			const int	tex3DHeight			= 29;
			const int	tex3DDepth			= 11;

			basicTexImageGroup->addChild(new BasicTexImage2DArrayCase	(m_context,	(string(fmtName) + "_2d_array").c_str(),	"",	format, tex2DArrayWidth, tex2DArrayHeight, tex2DArrayLevels));
			basicTexImageGroup->addChild(new BasicTexImage3DCase		(m_context,	(string(fmtName) + "_3d").c_str(),			"",	format, tex3DWidth, tex3DHeight, tex3DDepth));
		}
	}

	// glTexImage3D() unpack params cases.
	{
		tcu::TestCaseGroup* paramGroup = new tcu::TestCaseGroup(m_testCtx, "teximage3d_unpack_params", "glTexImage3D() unpack parameters");
		addChild(paramGroup);

		static const struct
		{
			const char*	name;
			deUint32	format;
			int			width;
			int			height;
			int			depth;
			int			imageHeight;
			int			rowLength;
			int			skipImages;
			int			skipRows;
			int			skipPixels;
			int			alignment;
		} cases[] =
		{
			{ "rgb8_image_height",	GL_RGB8,	23,	19,	8,	26,	0,	0,	0,	0,	4 },
			{ "rgb8_row_length",	GL_RGB8,	23,	19,	8,	0,	27,	0,	0,	0,	4 },
			{ "rgb8_skip_images",	GL_RGB8,	23,	19,	8,	0,	0,	3,	0,	0,	4 },
			{ "rgb8_skip_rows",		GL_RGB8,	23,	19,	8,	22,	0,	0,	3,	0,	4 },
			{ "rgb8_skip_pixels",	GL_RGB8,	23,	19,	8,	0,	25,	0,	0,	2,	4 },
			{ "r8_complex1",		GL_R8,		13, 17, 11,	23,	15,	2,	3,	1,	1 },
			{ "r8_complex2",		GL_R8,		13, 17, 11,	23,	15,	2,	3,	1,	2 },
			{ "r8_complex3",		GL_R8,		13, 17, 11,	23,	15,	2,	3,	1,	4 },
			{ "r8_complex4",		GL_R8,		13, 17, 11,	23,	15,	2,	3,	1,	8 },
			{ "rgba8_complex1",		GL_RGBA8,	11,	20,	8,	25,	14,	0,	0,	0,	8 },
			{ "rgba8_complex2",		GL_RGBA8,	11,	20,	8,	25,	14,	0,	2,	0,	8 },
			{ "rgba8_complex3",		GL_RGBA8,	11,	20,	8,	25,	14,	0,	0,	3,	8 },
			{ "rgba8_complex4",		GL_RGBA8,	11,	20,	8,	25,	14,	0,	2,	3,	8 },
			{ "rgba32f_complex",	GL_RGBA32F,	11,	20,	8,	25,	14,	0,	2,	3,	8 }
		};

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(cases); ndx++)
			paramGroup->addChild(new TexImage3DParamsCase(m_context, cases[ndx].name, "",
														  cases[ndx].format,
														  cases[ndx].width,
														  cases[ndx].height,
														  cases[ndx].depth,
														  cases[ndx].imageHeight,
														  cases[ndx].rowLength,
														  cases[ndx].skipImages,
														  cases[ndx].skipRows,
														  cases[ndx].skipPixels,
														  cases[ndx].alignment));
	}

	// glTexImage3D() pbo cases.
	{
		tcu::TestCaseGroup* pboGroup = new tcu::TestCaseGroup(m_testCtx, "teximage3d_pbo", "glTexImage3D() from PBO");
		addChild(pboGroup);

		// Parameter cases
		static const struct
		{
			const char*	name;
			deUint32	format;
			int			width;
			int			height;
			int			depth;
			int			imageHeight;
			int			rowLength;
			int			skipImages;
			int			skipRows;
			int			skipPixels;
			int			alignment;
			int			offset;
		} parameterCases[] =
		{
			{ "rgb8_offset",		GL_RGB8,	23,	19,	8,	0,	0,	0,	0,	0,	1,	67 },
			{ "rgb8_alignment",		GL_RGB8,	23,	19,	8,	0,	0,	0,	0,	0,	2,	0 },
			{ "rgb8_image_height",	GL_RGB8,	23,	19,	8,	26,	0,	0,	0,	0,	4,	0 },
			{ "rgb8_row_length",	GL_RGB8,	23,	19,	8,	0,	27,	0,	0,	0,	4,	0 },
			{ "rgb8_skip_images",	GL_RGB8,	23,	19,	8,	0,	0,	3,	0,	0,	4,	0 },
			{ "rgb8_skip_rows",		GL_RGB8,	23,	19,	8,	22,	0,	0,	3,	0,	4,	0 },
			{ "rgb8_skip_pixels",	GL_RGB8,	23,	19,	8,	0,	25,	0,	0,	2,	4,	0 }
		};

		for (int formatNdx = 0; formatNdx < DE_LENGTH_OF_ARRAY(colorFormats); formatNdx++)
		{
			const string	fmtName		= colorFormats[formatNdx].name;
			const deUint32	format		= colorFormats[formatNdx].internalFormat;
			const int		tex3DWidth	= 11;
			const int		tex3DHeight	= 20;
			const int		tex3DDepth	= 8;

			pboGroup->addChild(new TexImage2DArrayBufferCase	(m_context, (fmtName + "_2d_array").c_str(),	"", format, tex3DWidth, tex3DHeight, tex3DDepth, 0, 0, 0, 0, 0, 4, 0));
			pboGroup->addChild(new TexImage3DBufferCase			(m_context, (fmtName + "_3d").c_str(),			"", format, tex3DWidth, tex3DHeight, tex3DDepth, 0, 0, 0, 0, 0, 4, 0));
		}

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(parameterCases); ndx++)
		{
			pboGroup->addChild(new TexImage2DArrayBufferCase(m_context, (string(parameterCases[ndx].name) + "_2d_array").c_str(), "",
														parameterCases[ndx].format,
														parameterCases[ndx].width,
														parameterCases[ndx].depth,
														parameterCases[ndx].height,
														parameterCases[ndx].imageHeight,
														parameterCases[ndx].rowLength,
														parameterCases[ndx].skipImages,
														parameterCases[ndx].skipRows,
														parameterCases[ndx].skipPixels,
														parameterCases[ndx].alignment,
														parameterCases[ndx].offset));
			pboGroup->addChild(new TexImage3DBufferCase(m_context, (string(parameterCases[ndx].name) + "_3d").c_str(), "",
														parameterCases[ndx].format,
														parameterCases[ndx].width,
														parameterCases[ndx].depth,
														parameterCases[ndx].height,
														parameterCases[ndx].imageHeight,
														parameterCases[ndx].rowLength,
														parameterCases[ndx].skipImages,
														parameterCases[ndx].skipRows,
														parameterCases[ndx].skipPixels,
														parameterCases[ndx].alignment,
														parameterCases[ndx].offset));
		}
	}

	// glTexImage3D() depth cases.
	{
		tcu::TestCaseGroup* shadow3dGroup = new tcu::TestCaseGroup(m_testCtx, "teximage3d_depth", "glTexImage3D() with depth or depth/stencil format");
		addChild(shadow3dGroup);

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(depthStencilFormats); ndx++)
		{
			const int	tex3DWidth	= 32;
			const int	tex3DHeight	= 64;
			const int	tex3DDepth	= 8;

			shadow3dGroup->addChild(new TexImage2DArrayDepthCase(m_context, (std::string(depthStencilFormats[ndx].name) + "_2d_array").c_str(), "", depthStencilFormats[ndx].internalFormat, tex3DWidth, tex3DHeight, tex3DDepth));
		}
	}

	// glTexImage3D() depth cases with pbo.
	{
		tcu::TestCaseGroup* shadow3dGroup = new tcu::TestCaseGroup(m_testCtx, "teximage3d_depth_pbo", "glTexImage3D() with depth or depth/stencil format with pbo");
		addChild(shadow3dGroup);

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(depthStencilFormats); ndx++)
		{
			const int	tex3DWidth	= 32;
			const int	tex3DHeight	= 64;
			const int	tex3DDepth	= 8;

			shadow3dGroup->addChild(new TexImage2DArrayDepthBufferCase(m_context, (std::string(depthStencilFormats[ndx].name) + "_2d_array").c_str(), "", depthStencilFormats[ndx].internalFormat, tex3DWidth, tex3DHeight, tex3DDepth));
		}
	}

	// Basic TexSubImage3D usage.
	{
		tcu::TestCaseGroup* basicTexSubImageGroup = new tcu::TestCaseGroup(m_testCtx, "basic_texsubimage3d", "Basic glTexSubImage3D() usage");
		addChild(basicTexSubImageGroup);
		for (int formatNdx = 0; formatNdx < DE_LENGTH_OF_ARRAY(colorFormats); formatNdx++)
		{
			const char*	fmtName		= colorFormats[formatNdx].name;
			deUint32	format		= colorFormats[formatNdx].internalFormat;
			const int	tex3DWidth	= 32;
			const int	tex3DHeight	= 64;
			const int	tex3DDepth	= 8;

			basicTexSubImageGroup->addChild(new BasicTexSubImage3DCase(m_context, (string(fmtName) + "_3d").c_str(), "", format, tex3DWidth, tex3DHeight, tex3DDepth));
		}
	}

	// glTexSubImage3D() unpack params cases.
	{
		tcu::TestCaseGroup* paramGroup = new tcu::TestCaseGroup(m_testCtx, "texsubimage3d_unpack_params", "glTexSubImage3D() unpack parameters");
		addChild(paramGroup);

		static const struct
		{
			const char*	name;
			deUint32	format;
			int			width;
			int			height;
			int			depth;
			int			subX;
			int			subY;
			int			subZ;
			int			subW;
			int			subH;
			int			subD;
			int			imageHeight;
			int			rowLength;
			int			skipImages;
			int			skipRows;
			int			skipPixels;
			int			alignment;
		} cases[] =
		{
			{ "rgb8_image_height",	GL_RGB8,	26, 25, 10,	1,	2,	1,	23,	19,	8,	26,	0,	0,	0,	0,	4 },
			{ "rgb8_row_length",	GL_RGB8,	26, 25, 10,	1,	2,	1,	23,	19,	8,	0,	27,	0,	0,	0,	4 },
			{ "rgb8_skip_images",	GL_RGB8,	26, 25, 10,	1,	2,	1,	23,	19,	8,	0,	0,	3,	0,	0,	4 },
			{ "rgb8_skip_rows",		GL_RGB8,	26, 25, 10,	1,	2,	1,	23,	19,	8,	22,	0,	0,	3,	0,	4 },
			{ "rgb8_skip_pixels",	GL_RGB8,	26, 25, 10,	1,	2,	1,	23,	19,	8,	0,	25,	0,	0,	2,	4 },
			{ "r8_complex1",		GL_R8,		15,	20,	11,	1,	1,	0,	13, 17, 11,	23,	15,	2,	3,	1,	1 },
			{ "r8_complex2",		GL_R8,		15,	20,	11,	1,	1,	0,	13, 17, 11,	23,	15,	2,	3,	1,	2 },
			{ "r8_complex3",		GL_R8,		15,	20,	11,	1,	1,	0,	13, 17, 11,	23,	15,	2,	3,	1,	4 },
			{ "r8_complex4",		GL_R8,		15,	20,	11,	1,	1,	0,	13, 17, 11,	23,	15,	2,	3,	1,	8 },
			{ "rgba8_complex1",		GL_RGBA8,	15,	25,	10,	0,	5,	1,	11,	20,	8,	25,	14,	0,	0,	0,	8 },
			{ "rgba8_complex2",		GL_RGBA8,	15,	25,	10,	0,	5,	1,	11,	20,	8,	25,	14,	0,	2,	0,	8 },
			{ "rgba8_complex3",		GL_RGBA8,	15,	25,	10,	0,	5,	1,	11,	20,	8,	25,	14,	0,	0,	3,	8 },
			{ "rgba8_complex4",		GL_RGBA8,	15,	25,	10,	0,	5,	1,	11,	20,	8,	25,	14,	0,	2,	3,	8 },
			{ "rgba32f_complex",	GL_RGBA32F,	15,	25,	10,	0,	5,	1,	11,	20,	8,	25,	14,	0,	2,	3,	8 }
		};

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(cases); ndx++)
			paramGroup->addChild(new TexSubImage3DParamsCase(m_context, cases[ndx].name, "",
															 cases[ndx].format,
															 cases[ndx].width,
															 cases[ndx].height,
															 cases[ndx].depth,
															 cases[ndx].subX,
															 cases[ndx].subY,
															 cases[ndx].subZ,
															 cases[ndx].subW,
															 cases[ndx].subH,
															 cases[ndx].subD,
															 cases[ndx].imageHeight,
															 cases[ndx].rowLength,
															 cases[ndx].skipImages,
															 cases[ndx].skipRows,
															 cases[ndx].skipPixels,
															 cases[ndx].alignment));
	}

	// glTexSubImage3D() PBO cases.
	{
		tcu::TestCaseGroup* pboGroup = new tcu::TestCaseGroup(m_testCtx, "texsubimage3d_pbo", "glTexSubImage3D() pixel buffer object tests");
		addChild(pboGroup);

		static const struct
		{
			const char*	name;
			deUint32	format;
			int			width;
			int			height;
			int			depth;
			int			subX;
			int			subY;
			int			subZ;
			int			subW;
			int			subH;
			int			subD;
			int			imageHeight;
			int			rowLength;
			int			skipImages;
			int			skipRows;
			int			skipPixels;
			int			alignment;
			int			offset;
		} paramCases[] =
		{
			{ "rgb8_offset",		GL_RGB8,	26, 25, 10,	1,	2,	1,	23,	19,	8,	0,	0,	0,	0,	0,	4,	67 },
			{ "rgb8_image_height",	GL_RGB8,	26, 25, 10,	1,	2,	1,	23,	19,	8,	26,	0,	0,	0,	0,	4,	0 },
			{ "rgb8_row_length",	GL_RGB8,	26, 25, 10,	1,	2,	1,	23,	19,	8,	0,	27,	0,	0,	0,	4,	0 },
			{ "rgb8_skip_images",	GL_RGB8,	26, 25, 10,	1,	2,	1,	23,	19,	8,	0,	0,	3,	0,	0,	4,	0 },
			{ "rgb8_skip_rows",		GL_RGB8,	26, 25, 10,	1,	2,	1,	23,	19,	8,	22,	0,	0,	3,	0,	4,	0 },
			{ "rgb8_skip_pixels",	GL_RGB8,	26, 25, 10,	1,	2,	1,	23,	19,	8,	0,	25,	0,	0,	2,	4,	0 }
		};

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(colorFormats); ndx++)
		{
			pboGroup->addChild(new TexSubImage2DArrayBufferCase(m_context, (std::string(colorFormats[ndx].name) + "_2d_array").c_str(), "",
														   colorFormats[ndx].internalFormat,
														   26,	// Width
														   25,	// Height
														   10,	// Depth
														   1,	// Sub X
														   2,	// Sub Y
														   0,	// Sub Z
														   23,	// Sub W
														   19,	// Sub H
														   8,	// Sub D
														   0,	// Image height
														   0,	// Row length
														   0,	// Skip images
														   0,	// Skip rows
														   0,	// Skip pixels
														   4,	// Alignment
														   0	/* offset */));
			pboGroup->addChild(new TexSubImage3DBufferCase(m_context, (std::string(colorFormats[ndx].name) + "_3d").c_str(), "",
														   colorFormats[ndx].internalFormat,
														   26,	// Width
														   25,	// Height
														   10,	// Depth
														   1,	// Sub X
														   2,	// Sub Y
														   0,	// Sub Z
														   23,	// Sub W
														   19,	// Sub H
														   8,	// Sub D
														   0,	// Image height
														   0,	// Row length
														   0,	// Skip images
														   0,	// Skip rows
														   0,	// Skip pixels
														   4,	// Alignment
														   0	/* offset */));
		}

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(paramCases); ndx++)
		{
			pboGroup->addChild(new TexSubImage2DArrayBufferCase(m_context, (std::string(paramCases[ndx].name) + "_2d_array").c_str(), "",
														   paramCases[ndx].format,
														   paramCases[ndx].width,
														   paramCases[ndx].height,
														   paramCases[ndx].depth,
														   paramCases[ndx].subX,
														   paramCases[ndx].subY,
														   paramCases[ndx].subZ,
														   paramCases[ndx].subW,
														   paramCases[ndx].subH,
														   paramCases[ndx].subD,
														   paramCases[ndx].imageHeight,
														   paramCases[ndx].rowLength,
														   paramCases[ndx].skipImages,
														   paramCases[ndx].skipRows,
														   paramCases[ndx].skipPixels,
														   paramCases[ndx].alignment,
														   paramCases[ndx].offset));
			pboGroup->addChild(new TexSubImage3DBufferCase(m_context, (std::string(paramCases[ndx].name) + "_3d").c_str(), "",
														   paramCases[ndx].format,
														   paramCases[ndx].width,
														   paramCases[ndx].height,
														   paramCases[ndx].depth,
														   paramCases[ndx].subX,
														   paramCases[ndx].subY,
														   paramCases[ndx].subZ,
														   paramCases[ndx].subW,
														   paramCases[ndx].subH,
														   paramCases[ndx].subD,
														   paramCases[ndx].imageHeight,
														   paramCases[ndx].rowLength,
														   paramCases[ndx].skipImages,
														   paramCases[ndx].skipRows,
														   paramCases[ndx].skipPixels,
														   paramCases[ndx].alignment,
														   paramCases[ndx].offset));
		}
	}

	// glTexSubImage3D() depth cases.
	{
		tcu::TestCaseGroup* shadow3dGroup = new tcu::TestCaseGroup(m_testCtx, "texsubimage3d_depth", "glTexSubImage3D() with depth or depth/stencil format");
		addChild(shadow3dGroup);

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(depthStencilFormats); ndx++)
		{
			const int	tex2DArrayWidth		= 57;
			const int	tex2DArrayHeight	= 44;
			const int	tex2DArrayLevels	= 5;

			shadow3dGroup->addChild(new TexSubImage2DArrayDepthCase(m_context, (std::string(depthStencilFormats[ndx].name) + "_2d_array").c_str(), "", depthStencilFormats[ndx].internalFormat, tex2DArrayWidth, tex2DArrayHeight, tex2DArrayLevels));
		}
	}

	// glTexStorage2D() cases.
	{
		tcu::TestCaseGroup* texStorageGroup = new tcu::TestCaseGroup(m_testCtx, "texstorage2d", "Basic glTexStorage2D() usage");
		addChild(texStorageGroup);

		// All formats.
		tcu::TestCaseGroup* formatGroup = new tcu::TestCaseGroup(m_testCtx, "format", "glTexStorage2D() with all formats");
		texStorageGroup->addChild(formatGroup);

		// Color formats.
		for (int formatNdx = 0; formatNdx < DE_LENGTH_OF_ARRAY(colorFormats); formatNdx++)
		{
			const char*	fmtName			= colorFormats[formatNdx].name;
			deUint32	internalFormat	= colorFormats[formatNdx].internalFormat;
			const int	tex2DWidth		= 117;
			const int	tex2DHeight		= 97;
			int			tex2DLevels		= maxLevelCount(tex2DWidth, tex2DHeight);
			const int	cubeSize		= 57;
			int			cubeLevels		= maxLevelCount(cubeSize, cubeSize);

			formatGroup->addChild(new BasicTexStorage2DCase		(m_context, (string(fmtName) + "_2d").c_str(),		"", internalFormat, tex2DWidth, tex2DHeight, tex2DLevels));
			formatGroup->addChild(new BasicTexStorageCubeCase	(m_context, (string(fmtName) + "_cube").c_str(),	"", internalFormat, cubeSize, cubeLevels));
		}

		// Depth / stencil formats.
		for (int formatNdx = 0; formatNdx < DE_LENGTH_OF_ARRAY(depthStencilFormats); formatNdx++)
		{
			const char*	fmtName			= depthStencilFormats[formatNdx].name;
			deUint32	internalFormat	= depthStencilFormats[formatNdx].internalFormat;
			const int	tex2DWidth		= 117;
			const int	tex2DHeight		= 97;
			int			tex2DLevels		= maxLevelCount(tex2DWidth, tex2DHeight);
			const int	cubeSize		= 57;
			int			cubeLevels		= maxLevelCount(cubeSize, cubeSize);

			formatGroup->addChild(new BasicTexStorage2DCase		(m_context, (string(fmtName) + "_2d").c_str(),		"", internalFormat, tex2DWidth, tex2DHeight, tex2DLevels));
			formatGroup->addChild(new BasicTexStorageCubeCase	(m_context, (string(fmtName) + "_cube").c_str(),	"", internalFormat, cubeSize, cubeLevels));
		}

		// Sizes.
		static const struct
		{
			int				width;
			int				height;
			int				levels;
		} tex2DSizes[] =
		{
			//	W	H	L
			{	1,	1,	1 },
			{	2,	2,	2 },
			{	64,	32,	7 },
			{	32,	64,	4 },
			{	57,	63,	1 },
			{	57,	63,	2 },
			{	57,	63,	6 }
		};
		static const struct
		{
			int		size;
			int		levels;
		} cubeSizes[] =
		{
			//	S	L
			{	1,	1 },
			{	2,	2 },
			{	57,	1 },
			{	57,	2 },
			{	57,	6 },
			{	64,	4 },
			{	64,	7 },
		};

		tcu::TestCaseGroup* sizeGroup = new tcu::TestCaseGroup(m_testCtx, "size", "glTexStorage2D() with various sizes");
		texStorageGroup->addChild(sizeGroup);

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(tex2DSizes); ndx++)
		{
			const deUint32		format		= GL_RGBA8;
			int					width		= tex2DSizes[ndx].width;
			int					height		= tex2DSizes[ndx].height;
			int					levels		= tex2DSizes[ndx].levels;
			string				name		= string("2d_") + de::toString(width) + "x" + de::toString(height) + "_" + de::toString(levels) + "_levels";

			sizeGroup->addChild(new BasicTexStorage2DCase(m_context, name.c_str(), "", format, width, height, levels));
		}

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(cubeSizes); ndx++)
		{
			const deUint32		format		= GL_RGBA8;
			int					size		= cubeSizes[ndx].size;
			int					levels		= cubeSizes[ndx].levels;
			string				name		= string("cube_") + de::toString(size) + "x" + de::toString(size) + "_" + de::toString(levels) + "_levels";

			sizeGroup->addChild(new BasicTexStorageCubeCase(m_context, name.c_str(), "", format, size, levels));
		}
	}

	// glTexStorage3D() cases.
	{
		tcu::TestCaseGroup* texStorageGroup = new tcu::TestCaseGroup(m_testCtx, "texstorage3d", "Basic glTexStorage3D() usage");
		addChild(texStorageGroup);

		// All formats.
		tcu::TestCaseGroup* formatGroup = new tcu::TestCaseGroup(m_testCtx, "format", "glTexStorage3D() with all formats");
		texStorageGroup->addChild(formatGroup);

		// Color formats.
		for (int formatNdx = 0; formatNdx < DE_LENGTH_OF_ARRAY(colorFormats); formatNdx++)
		{
			const char*	fmtName				= colorFormats[formatNdx].name;
			deUint32	internalFormat		= colorFormats[formatNdx].internalFormat;
			const int	tex2DArrayWidth		= 57;
			const int	tex2DArrayHeight	= 13;
			const int	tex2DArrayLayers	= 7;
			int			tex2DArrayLevels	= maxLevelCount(tex2DArrayWidth, tex2DArrayHeight);
			const int	tex3DWidth			= 59;
			const int	tex3DHeight			= 37;
			const int	tex3DDepth			= 11;
			int			tex3DLevels			= maxLevelCount(tex3DWidth, tex3DHeight, tex3DDepth);

			formatGroup->addChild(new BasicTexStorage2DArrayCase	(m_context, (string(fmtName) + "_2d_array").c_str(),	"", internalFormat, tex2DArrayWidth, tex2DArrayHeight, tex2DArrayLayers, tex2DArrayLevels));
			formatGroup->addChild(new BasicTexStorage3DCase			(m_context, (string(fmtName) + "_3d").c_str(),			"", internalFormat, tex3DWidth, tex3DHeight, tex3DDepth, tex3DLevels));
		}

		// Depth/stencil formats (only 2D texture array is supported).
		for (int formatNdx = 0; formatNdx < DE_LENGTH_OF_ARRAY(depthStencilFormats); formatNdx++)
		{
			const char*	fmtName				= depthStencilFormats[formatNdx].name;
			deUint32	internalFormat		= depthStencilFormats[formatNdx].internalFormat;
			const int	tex2DArrayWidth		= 57;
			const int	tex2DArrayHeight	= 13;
			const int	tex2DArrayLayers	= 7;
			int			tex2DArrayLevels	= maxLevelCount(tex2DArrayWidth, tex2DArrayHeight);

			formatGroup->addChild(new BasicTexStorage2DArrayCase	(m_context, (string(fmtName) + "_2d_array").c_str(),	"", internalFormat, tex2DArrayWidth, tex2DArrayHeight, tex2DArrayLayers, tex2DArrayLevels));
		}

		// Sizes.
		static const struct
		{
			int				width;
			int				height;
			int				layers;
			int				levels;
		} tex2DArraySizes[] =
		{
			//	W	H	La	Le
			{	1,	1,	1,	1 },
			{	2,	2,	2,	2 },
			{	64,	32,	3,	7 },
			{	32,	64,	3,	4 },
			{	57,	63,	5,	1 },
			{	57,	63,	5,	2 },
			{	57,	63,	5,	6 }
		};
		static const struct
		{
			int				width;
			int				height;
			int				depth;
			int				levels;
		} tex3DSizes[] =
		{
			//	W	H	D	L
			{	1,	1,	1,	1 },
			{	2,	2,	2,	2 },
			{	64,	32,	16,	7 },
			{	32,	64,	16,	4 },
			{	32,	16,	64,	4 },
			{	57,	63,	11,	1 },
			{	57,	63,	11,	2 },
			{	57,	63,	11,	6 }
		};

		tcu::TestCaseGroup* sizeGroup = new tcu::TestCaseGroup(m_testCtx, "size", "glTexStorage2D() with various sizes");
		texStorageGroup->addChild(sizeGroup);

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(tex2DArraySizes); ndx++)
		{
			const deUint32		format		= GL_RGBA8;
			int					width		= tex2DArraySizes[ndx].width;
			int					height		= tex2DArraySizes[ndx].height;
			int					layers		= tex2DArraySizes[ndx].layers;
			int					levels		= tex2DArraySizes[ndx].levels;
			string				name		= string("2d_array_") + de::toString(width) + "x" + de::toString(height) + "x" + de::toString(layers) + "_" + de::toString(levels) + "_levels";

			sizeGroup->addChild(new BasicTexStorage2DArrayCase(m_context, name.c_str(), "", format, width, height, layers, levels));
		}

		for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(tex3DSizes); ndx++)
		{
			const deUint32		format		= GL_RGBA8;
			int					width		= tex3DSizes[ndx].width;
			int					height		= tex3DSizes[ndx].height;
			int					depth		= tex3DSizes[ndx].depth;
			int					levels		= tex3DSizes[ndx].levels;
			string				name		= string("3d_") + de::toString(width) + "x" + de::toString(height) + "x" + de::toString(depth) + "_" + de::toString(levels) + "_levels";

			sizeGroup->addChild(new BasicTexStorage3DCase(m_context, name.c_str(), "", format, width, height, depth, levels));
		}
	}
}

} // Functional
} // gles3
} // deqp