You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: draw_parameters.rs
    path of file: ./repos/glium/tests
    
    the code of the file until where you have to start completion: #[macro_use]
extern crate glium;

use glium::Surface;
use glium::index::PrimitiveType;

mod support;

#[test]
fn color_mask() {
    let display = support::build_display();

    let params = glium::DrawParameters {
        color_mask: (false, true, true, true),
        .. Default::default()
    };

    let (vb, ib, program) = support::build_fullscreen_red_pipeline(&display);

    let texture = support::build_renderable_texture(&display);
    texture.as_surface().clear_color(0.0, 0.0, 0.0, 0.0);
    texture.as_surface().draw(&vb, &ib, &program, &glium::uniforms::EmptyUniforms, &params).unwrap();

    let data: Vec<Vec<(u8, u8, u8, u8)>> = texture.read();
    for row in data.iter() {
        for pixel in row.iter() {
            assert_eq!(pixel, &(0, 0, 0, 255));
        }
    }

    display.assert_no_error(None);
}

#[test]
fn viewport_to
    
fn cull_counterclockwise_trianglestrip() {
    let display = support::build_display();

    let vertex_buffer = {
        #[derive(Copy, Clone)]
        struct Vertex {
            position: [f32; 2],
        }

        implement_vertex!(Vertex, position);

        glium::VertexBuffer::new(&display, &[
            Vertex { position: [-1.0,  1.0] },      // top-left
            Vertex { position: [ 1.0,  1.0] },      // top-right
            Vertex { position: [-1.0, -1.0] },      // bottom-left
            Vertex { position: [ 1.0, -1.0] }       // bottom-right
        ]).unwrap()
    };

    // both triangles are clockwise
    let index_buffer = glium::IndexBuffer::new(&display, PrimitiveType::TriangleStrip,
                                               &[0u16, 1, 2, 3]).unwrap();

    let program = program!(&display,
        140 => {
            vertex: "
                #version 140

                in vec2 position;

                void main() {
                    gl_Position = vec4(position, 0.0, 1.0);
                }
            ",
            fragment: "
                #version 140

                out vec4 color;
                void main() {
                    color = vec4(1.0, 0.0, 0.0, 1.0);
                }
            "
        },
        110 => {
            vertex: "
                #version 110

                attribute vec2 position;

                void main() {
                    gl_Position = vec4(position, 0.0, 1.0);
                }
            ",
            fragment: "
                #version 110

                void main() {
                    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                }
            "
        },
        100 => {
            vertex: "
                #version 100

                attribute lowp vec2 position;

                void main() {
                    gl_Position = vec4(position, 0.0, 1.0);
                }
            ",
            fragment: "
                #version 100

                void main() {
                    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
                }
            "
        },
    ).unwrap();

    let texture = support::build_renderable_texture(&display);
    texture.as_surface().clear_color(0.0, 0.0, 0.0, 0.0);
    texture.as_surface().draw(&vertex_buffer, &index_buffer, &program, &glium::uniforms::EmptyUniforms,
        &glium::DrawParameters {
            backface_culling: glium::BackfaceCullingMode::CullCounterClockwise,
            .. Default::default()
        }).unwrap();

    let read_back: Vec<Vec<(u8, u8, u8, u8)>> = texture.read();
    assert_eq!(read_back[0][0], (255, 0, 0, 255));
    assert_eq!(read_back.last().unwrap().last().unwrap(), &(255, 0, 0, 255));

    display.assert_no_error(None);
}