Clean up specifying colors and texture scale in MipmapTest

Remove unnecessary scale parameter from MipmapTestES3, and use the
GLColor class and EXPECT_PIXEL_COLOR_EQ instead of EXPECT_PIXEL_EQ for
greater readability.

BUG=angleproject:596
TEST=angle_end2end_tests

Change-Id: I79c30ce85be5d554d89197f8f1ce7ab0c51c11b6
Reviewed-on: https://chromium-review.googlesource.com/344513
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
diff --git a/src/tests/gl_tests/MipmapTest.cpp b/src/tests/gl_tests/MipmapTest.cpp
index 94bc018..dca5ca1 100644
--- a/src/tests/gl_tests/MipmapTest.cpp
+++ b/src/tests/gl_tests/MipmapTest.cpp
@@ -209,10 +209,8 @@
         : mTextureArray(0),
           mTexture3D(0),
           mArrayProgram(0),
-          mTextureArrayScaleUniformLocation(-1),
           mTextureArraySliceUniformLocation(-1),
           m3DProgram(0),
-          mTexture3DScaleUniformLocation(-1),
           mTexture3DSliceUniformLocation(-1),
           mTexture3DLODUniformLocation(-1)
 
@@ -230,20 +228,20 @@
         // Don't put "#version ..." on its own line. See [cpp]p1:
         // "If there are sequences of preprocessing tokens within the list of arguments that
         //  would otherwise act as preprocessing directives, the behavior is undefined"
+        // clang-format off
         return SHADER_SOURCE
         (   #version 300 es\n
             precision highp float;
             in vec4 position;
             out vec2 texcoord;
 
-            uniform vec2 textureScale;
-
             void main()
             {
-                gl_Position = vec4(position.xy * textureScale, 0.0, 1.0);
+                gl_Position = vec4(position.xy, 0.0, 1.0);
                 texcoord = (position.xy * 0.5) + 0.5;
             }
         );
+        // clang-format on
     }
 
     void setUpArrayProgram()
@@ -268,14 +266,10 @@
             FAIL() << "shader compilation failed.";
         }
 
-        mTextureArrayScaleUniformLocation = glGetUniformLocation(mArrayProgram, "textureScale");
-        ASSERT_NE(-1, mTextureArrayScaleUniformLocation);
-
         mTextureArraySliceUniformLocation = glGetUniformLocation(mArrayProgram, "slice");
         ASSERT_NE(-1, mTextureArraySliceUniformLocation);
 
         glUseProgram(mArrayProgram);
-        glUniform2f(mTextureArrayScaleUniformLocation, 1.0f, 1.0f);
         glUseProgram(0);
         ASSERT_GL_NO_ERROR();
     }
@@ -303,9 +297,6 @@
             FAIL() << "shader compilation failed.";
         }
 
-        mTexture3DScaleUniformLocation = glGetUniformLocation(m3DProgram, "textureScale");
-        ASSERT_NE(-1, mTexture3DScaleUniformLocation);
-
         mTexture3DSliceUniformLocation = glGetUniformLocation(m3DProgram, "slice");
         ASSERT_NE(-1, mTexture3DSliceUniformLocation);
 
@@ -313,7 +304,6 @@
         ASSERT_NE(-1, mTexture3DLODUniformLocation);
 
         glUseProgram(m3DProgram);
-        glUniform2f(mTexture3DScaleUniformLocation, 1.0f, 1.0f);
         glUniform1f(mTexture3DLODUniformLocation, 0);
         glUseProgram(0);
         ASSERT_GL_NO_ERROR();
@@ -346,11 +336,9 @@
     GLuint mTexture3D;
 
     GLuint mArrayProgram;
-    GLint mTextureArrayScaleUniformLocation;
     GLint mTextureArraySliceUniformLocation;
 
     GLuint m3DProgram;
-    GLint mTexture3DScaleUniformLocation;
     GLint mTexture3DSliceUniformLocation;
     GLint mTexture3DLODUniformLocation;
 };
@@ -370,15 +358,15 @@
 
     // Draw a full-sized quad, and check it's blue.
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
 
     // Draw a half-sized quad, and check it's blue.
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
 
     // Draw a quarter-sized quad, and check it's blue.
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
 
     // Complete the texture by initializing the remaining levels.
     int n = 1;
@@ -395,22 +383,22 @@
 
     // Draw a full-sized quad, and check it's blue.
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
 
     // Draw a half-sized quad, and check it's blue. We've not enabled mipmaps yet, so our init data for level one shouldn't be used.
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
 
     // Enable mipmaps.
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
 
     // Draw a half-sized quad, and check it's green.
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
 
     // Draw a quarter-sized quad, and check it's black, since we've not passed any init data for level two.
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::black);
 
     // Pass in level two init data.
     glTexImage2D(GL_TEXTURE_2D, 2, GL_RGB, getWindowWidth() / 4, getWindowHeight() / 4, 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelTwoInitData);
@@ -418,45 +406,45 @@
 
     // Draw a full-sized quad, and check it's blue.
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
 
     // Draw a half-sized quad, and check it's green.
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
 
     // Draw a quarter-sized quad, and check it's red.
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 0, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
 
     // Now disable mipmaps again, and render multiple sized quads. They should all be blue, since level 0 is blue.
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
 
     // Now reset level 0 to white, keeping mipmaps disabled. Then, render various sized quads. They should be white.
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, getWindowWidth(), getWindowHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, mLevelZeroWhiteInitData);
     ASSERT_GL_NO_ERROR();
 
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::white);
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 255, 255, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::white);
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 255, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::white);
 
     // Then enable mipmaps again. The quads should be white, green, red respectively.
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
 
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 255, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::white);
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 255, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::green);
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 255, 0, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::red);
 }
 
 // This test generates (and uses) mipmaps on a texture using init data. D3D11 will use a non-renderable TextureStorage for this.
@@ -479,22 +467,22 @@
 
     // Now draw the texture to various different sized areas.
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
 
     // Use mip level 1
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
 
     // Use mip level 2
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
 
     ASSERT_GL_NO_ERROR();
 
     // Disable mips. Render a quad using the texture and ensure it's blue.
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
 
     // Clear level 0 of the texture to red.
     clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 1.0f, 0.0f, 0.0f, 1.0f);
@@ -504,15 +492,15 @@
 
     // Level 0 is now red, so this should render red.
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 255, 0, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::red);
 
     // Use mip level 1, blue.
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
 
     // Use mip level 2, blue.
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
 }
 
 // This test ensures that mips are correctly generated from a rendered image.
@@ -533,15 +521,15 @@
 
     // Now draw the texture to various different sized areas.
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
 
     // Use mip level 1
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 2, getWindowHeight() / 2);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 4, getWindowHeight() / 4, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 4, getWindowHeight() / 4, GLColor::blue);
 
     // Use mip level 2
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
 }
 
 // Test to ensure that rendering to a mipmapped texture works, regardless of whether mipmaps are enabled or not.
@@ -563,7 +551,7 @@
     // Now, draw the texture to a quad that's the same size as the texture. This draws to the default framebuffer.
     // The quad should be blue.
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
 
     // Now go back to the texture, and generate mips on it.
     glGenerateMipmap(GL_TEXTURE_2D);
@@ -572,7 +560,7 @@
     // Now try rendering the textured quad again. Note: we've not told GL to use the generated mips.
     // The quad should be blue.
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
 
     // Now tell GL to use the generated mips.
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
@@ -580,22 +568,22 @@
 
     // Now render the textured quad again. It should be still be blue.
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::blue);
 
     // Now render the textured quad to an area smaller than the texture (i.e. to force minification). This should be blue.
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
 
     // Now clear the texture to green. This just clears the top level. The lower mips should remain blue.
     clearTextureLevel0(GL_TEXTURE_2D, mTexture2D, 0.0f, 1.0f, 0.0f, 1.0f);
 
     // Render a textured quad equal in size to the texture. This should be green, since we just cleared level 0.
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 255, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
 
     // Render a small textured quad. This forces minification, so should render blue (the color of levels 1+).
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::blue);
 
     // Disable mipmaps again
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -603,11 +591,11 @@
 
     // Render a textured quad equal in size to the texture. This should be green, the color of level 0 in the texture.
     clearAndDrawQuad(m2DProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(getWindowWidth() / 2, getWindowHeight() / 2, 0, 255, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::green);
 
     // Render a small textured quad. This would force minification if mips were enabled, but they're not. Therefore, this should be green.
     clearAndDrawQuad(m2DProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(getWindowWidth() / 8, getWindowHeight() / 8, 0, 255, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 8, getWindowHeight() / 8, GLColor::green);
 }
 
 // This test ensures that the level-zero workaround for TextureCubes (on D3D11 Feature Level 9_3)
@@ -618,35 +606,35 @@
 
     // Draw. Since the negative-Y face's is blue, this should be blue.
     clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
 
     // Generate mipmaps, and render. This should be blue.
     glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
     clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
 
     // Draw using a smaller viewport (to force a lower LOD of the texture). This should still be blue.
     clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
 
     // Now clear the negative-Y face of the cube to red.
     clearTextureLevel0(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mTextureCube, 1.0f, 0.0f, 0.0f, 1.0f);
 
     // Draw using a full-size viewport. This should be red.
     clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
 
     // Draw using a quarter-size viewport, to force a lower LOD. This should be *BLUE*, since we only cleared level zero
     // of the negative-Y face to red, and left its mipmaps blue.
     clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
 
     // Disable mipmaps again, and draw a to a quarter-size viewport.
     // Since this should use level zero of the texture, this should be *RED*.
     glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
 }
 
 // This test ensures that rendering to level-zero of a TextureCube works as expected.
@@ -656,18 +644,18 @@
 
     // Draw. Since the negative-Y face's is blue, this should be blue.
     clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(0, 0, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
 
     // Now clear the negative-Y face of the cube to red.
     clearTextureLevel0(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, mTextureCube, 1.0f, 0.0f, 0.0f, 1.0f);
 
     // Draw using a full-size viewport. This should be red.
     clearAndDrawQuad(mCubeProgram, getWindowWidth(), getWindowHeight());
-    EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
 
     // Draw a to a quarter-size viewport. This should also be red.
     clearAndDrawQuad(mCubeProgram, getWindowWidth() / 4, getWindowHeight() / 4);
-    EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
 }
 
 // Creates a mipmapped 2D array texture with three layers, and calls ANGLE's GenerateMipmap.
@@ -682,20 +670,19 @@
     glTexStorage3D(GL_TEXTURE_2D_ARRAY, 5, GL_RGBA8, 16, 16, 3);
 
     // Fill the first layer with red
-    std::vector<GLubyte> pixels(4 * 16 * 16);
-    FillWithRGBA<GLubyte>(16u * 16u, 255u, 0u, 0u, 255u, pixels.data());
-
-    glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
+    std::vector<GLColor> pixelsRed(16 * 16, GLColor::red);
+    glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
+                    pixelsRed.data());
 
     // Fill the second layer with green
-    FillWithRGBA<GLubyte>(16u * 16u, 0u, 255u, 0u, 255u, pixels.data());
-
-    glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
+    std::vector<GLColor> pixelsGreen(16 * 16, GLColor::green);
+    glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
+                    pixelsGreen.data());
 
     // Fill the third layer with blue
-    FillWithRGBA<GLubyte>(16u * 16u, 0u, 0u, 255u, 255u, pixels.data());
-
-    glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 2, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
+    std::vector<GLColor> pixelsBlue(16 * 16, GLColor::blue);
+    glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 2, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
+                    pixelsBlue.data());
 
     glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
     glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -714,19 +701,19 @@
     glUniform1i(mTextureArraySliceUniformLocation, 0);
     drawQuad(mArrayProgram, "position", 0.5f);
     EXPECT_GL_NO_ERROR();
-    EXPECT_PIXEL_EQ(px, py, 255, 0, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
 
     // Draw the second slice
     glUniform1i(mTextureArraySliceUniformLocation, 1);
     drawQuad(mArrayProgram, "position", 0.5f);
     EXPECT_GL_NO_ERROR();
-    EXPECT_PIXEL_EQ(px, py, 0, 255, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
 
     // Draw the third slice
     glUniform1i(mTextureArraySliceUniformLocation, 2);
     drawQuad(mArrayProgram, "position", 0.5f);
     EXPECT_GL_NO_ERROR();
-    EXPECT_PIXEL_EQ(px, py, 0, 0, 255, 255);
+    EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::blue);
 }
 
 // Creates a mipmapped 3D texture with two layers, and calls ANGLE's GenerateMipmap.
@@ -741,15 +728,14 @@
     glTexStorage3D(GL_TEXTURE_3D, 5, GL_RGBA8, 16, 16, 2);
 
     // Fill the first layer with red
-    std::vector<GLubyte> pixels(4 * 16 * 16);
-    FillWithRGBA<GLubyte>(16u * 16u, 255u, 0u, 0u, 255u, pixels.data());
-
-    glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
+    std::vector<GLColor> pixelsRed(16 * 16, GLColor::red);
+    glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
+                    pixelsRed.data());
 
     // Fill the second layer with green
-    FillWithRGBA<GLubyte>(16u * 16u, 0u, 255u, 0u, 255u, pixels.data());
-
-    glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
+    std::vector<GLColor> pixelsGreen(16 * 16, GLColor::green);
+    glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 1, 16, 16, 1, GL_RGBA, GL_UNSIGNED_BYTE,
+                    pixelsGreen.data());
 
     glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
     glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -770,13 +756,13 @@
     glUniform1f(mTexture3DSliceUniformLocation, 0.25f);
     drawQuad(m3DProgram, "position", 0.5f);
     EXPECT_GL_NO_ERROR();
-    EXPECT_PIXEL_EQ(px, py, 255, 0, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::red);
 
     // Draw the second slice
     glUniform1f(mTexture3DSliceUniformLocation, 0.75f);
     drawQuad(m3DProgram, "position", 0.5f);
     EXPECT_GL_NO_ERROR();
-    EXPECT_PIXEL_EQ(px, py, 0, 255, 0, 255);
+    EXPECT_PIXEL_COLOR_EQ(px, py, GLColor::green);
 
     // Mipmap level 1
     // The second mipmap should only have one slice.
diff --git a/src/tests/test_utils/ANGLETest.cpp b/src/tests/test_utils/ANGLETest.cpp
index 183c37b..c91dd60 100644
--- a/src/tests/test_utils/ANGLETest.cpp
+++ b/src/tests/test_utils/ANGLETest.cpp
@@ -20,6 +20,7 @@
 const GLColor GLColor::blue  = GLColor(0u, 0u, 255u, 255u);
 const GLColor GLColor::cyan  = GLColor(0u, 255u, 255u, 255u);
 const GLColor GLColor::black = GLColor(0u, 0u, 0u, 255u);
+const GLColor GLColor::white = GLColor(255u, 255u, 255u, 255u);
 
 namespace
 {
diff --git a/src/tests/test_utils/ANGLETest.h b/src/tests/test_utils/ANGLETest.h
index 0a4108a..9d850a6 100644
--- a/src/tests/test_utils/ANGLETest.h
+++ b/src/tests/test_utils/ANGLETest.h
@@ -58,6 +58,7 @@
     static const GLColor blue;
     static const GLColor cyan;
     static const GLColor black;
+    static const GLColor white;
 };
 
 // Useful to cast any type to GLubyte.
@@ -72,18 +73,6 @@
 std::ostream &operator<<(std::ostream &ostream, const GLColor &color);
 GLColor ReadColor(GLint x, GLint y);
 
-template <typename T>
-void FillWithRGBA(size_t pixelCount, T red, T green, T blue, T alpha, T *outArray)
-{
-    for (size_t i = 0u; i < pixelCount; ++i)
-    {
-        outArray[i * 4u]      = red;
-        outArray[i * 4u + 1u] = green;
-        outArray[i * 4u + 2u] = blue;
-        outArray[i * 4u + 3u] = alpha;
-    }
-}
-
 }  // namespace angle
 
 #define EXPECT_PIXEL_EQ(x, y, r, g, b, a) \