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kc3-lang/angle/src/libGLESv2/Context.cpp

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  • Author : Geoff Lang
    Date : 2014-07-22 15:14:06
    Hash : 5d601382
    Message : Simplify formatutils.h by exposing the info structures. Removed all the separate query functions and simply expose the internal info structures. This reduces the number of std::map/std::set operations that were hidden behind the API. Moved the validation tables for ES3 format combinations and effective internal formats into validationES3.cpp so that formatutils.h only has generic GL format queries. BUG=angle:658 Change-Id: Ieb60d42b8eafcdb4f21dcbec130b39478ce5f7c5 Reviewed-on: https://chromium-review.googlesource.com/206835 Reviewed-by: Nicolas Capens <capn@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • src/libGLESv2/Context.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Context.cpp: Implements the gl::Context class, managing all GL state and performing
    // rendering operations. It is the GLES2 specific implementation of EGLContext.
    
    #include "libGLESv2/Context.h"
    
    #include "libGLESv2/main.h"
    #include "common/utilities.h"
    #include "libGLESv2/formatutils.h"
    #include "libGLESv2/Buffer.h"
    #include "libGLESv2/Fence.h"
    #include "libGLESv2/Framebuffer.h"
    #include "libGLESv2/FramebufferAttachment.h"
    #include "libGLESv2/Renderbuffer.h"
    #include "libGLESv2/Program.h"
    #include "libGLESv2/ProgramBinary.h"
    #include "libGLESv2/Query.h"
    #include "libGLESv2/Texture.h"
    #include "libGLESv2/ResourceManager.h"
    #include "libGLESv2/renderer/d3d/IndexDataManager.h"
    #include "libGLESv2/renderer/RenderTarget.h"
    #include "libGLESv2/renderer/Renderer.h"
    #include "libGLESv2/VertexArray.h"
    #include "libGLESv2/Sampler.h"
    #include "libGLESv2/validationES.h"
    #include "libGLESv2/TransformFeedback.h"
    
    #include "libEGL/Surface.h"
    
    #undef near
    #undef far
    
    namespace gl
    {
    
    Context::Context(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
        : mRenderer(renderer)
    {
        ASSERT(robustAccess == false);   // Unimplemented
    
        initCaps(clientVersion);
    
        mClientVersion = clientVersion;
    
        mFenceNVHandleAllocator.setBaseHandle(0);
    
        if (shareContext != NULL)
        {
            mResourceManager = shareContext->mResourceManager;
            mResourceManager->addRef();
        }
        else
        {
            mResourceManager = new ResourceManager(mRenderer);
        }
    
        // [OpenGL ES 2.0.24] section 3.7 page 83:
        // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
        // and cube map texture state vectors respectively associated with them.
        // In order that access to these initial textures not be lost, they are treated as texture
        // objects all of whose names are 0.
    
        mTexture2DZero.set(new Texture2D(mRenderer->createTexture2D(), 0));
        mTextureCubeMapZero.set(new TextureCubeMap(mRenderer->createTextureCube(), 0));
        mTexture3DZero.set(new Texture3D(mRenderer->createTexture3D(), 0));
        mTexture2DArrayZero.set(new Texture2DArray(mRenderer->createTexture2DArray(), 0));
    
        bindVertexArray(0);
        bindArrayBuffer(0);
        bindElementArrayBuffer(0);
        bindTextureCubeMap(0);
        bindTexture2D(0);
        bindReadFramebuffer(0);
        bindDrawFramebuffer(0);
        bindRenderbuffer(0);
    
        bindGenericUniformBuffer(0);
        for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
        {
            bindIndexedUniformBuffer(0, i, 0, -1);
        }
    
        bindGenericTransformFeedbackBuffer(0);
        for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
        {
            bindIndexedTransformFeedbackBuffer(0, i, 0, -1);
        }
    
        bindCopyReadBuffer(0);
        bindCopyWriteBuffer(0);
        bindPixelPackBuffer(0);
        bindPixelUnpackBuffer(0);
    
        // [OpenGL ES 3.0.2] section 2.14.1 pg 85:
        // In the initial state, a default transform feedback object is bound and treated as
        // a transform feedback object with a name of zero. That object is bound any time
        // BindTransformFeedback is called with id of zero
        mTransformFeedbackZero.set(new TransformFeedback(0));
        bindTransformFeedback(0);
    
        mInvalidEnum = false;
        mInvalidValue = false;
        mInvalidOperation = false;
        mOutOfMemory = false;
        mInvalidFramebufferOperation = false;
    
        mHasBeenCurrent = false;
        mContextLost = false;
        mResetStatus = GL_NO_ERROR;
        mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
        mRobustAccess = robustAccess;
    
        mNumCompressedTextureFormats = 0;
    
        mState.setContext(this);
    }
    
    Context::~Context()
    {
        GLuint currentProgram = mState.getCurrentProgramId();
        if (currentProgram != 0)
        {
            Program *programObject = mResourceManager->getProgram(currentProgram);
            if (programObject)
            {
                programObject->release();
            }
            currentProgram = 0;
        }
        mState.setCurrentProgram(0, NULL);
    
        while (!mFramebufferMap.empty())
        {
            deleteFramebuffer(mFramebufferMap.begin()->first);
        }
    
        while (!mFenceNVMap.empty())
        {
            deleteFenceNV(mFenceNVMap.begin()->first);
        }
    
        while (!mQueryMap.empty())
        {
            deleteQuery(mQueryMap.begin()->first);
        }
    
        while (!mVertexArrayMap.empty())
        {
            deleteVertexArray(mVertexArrayMap.begin()->first);
        }
    
        mTransformFeedbackZero.set(NULL);
        while (!mTransformFeedbackMap.empty())
        {
            deleteTransformFeedback(mTransformFeedbackMap.begin()->first);
        }
    
        for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
        {
            mIncompleteTextures[type].set(NULL);
        }
    
        mTexture2DZero.set(NULL);
        mTextureCubeMapZero.set(NULL);
        mTexture3DZero.set(NULL);
        mTexture2DArrayZero.set(NULL);
    
        mResourceManager->release();
    }
    
    void Context::makeCurrent(egl::Surface *surface)
    {
        if (!mHasBeenCurrent)
        {
            mSupportsVertexTexture = mRenderer->getVertexTextureSupport();
    
            mNumCompressedTextureFormats = 0;
            if (mExtensions.textureCompressionDXT1)
            {
                mNumCompressedTextureFormats += 2;
            }
            if (mExtensions.textureCompressionDXT3)
            {
                mNumCompressedTextureFormats += 1;
            }
            if (mExtensions.textureCompressionDXT5)
            {
                mNumCompressedTextureFormats += 1;
            }
    
            initRendererString();
            initExtensionStrings();
    
            mState.setViewportParams(0, 0, surface->getWidth(), surface->getHeight());
            mState.setScissorParams(0, 0, surface->getWidth(), surface->getHeight());
    
            mHasBeenCurrent = true;
        }
    
        // Wrap the existing swapchain resources into GL objects and assign them to the '0' names
        rx::SwapChain *swapchain = surface->getSwapChain();
    
        Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain);
        DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain);
        Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero);
    
        setFramebufferZero(framebufferZero);
    
        // Store the current client version in the renderer
        mRenderer->setCurrentClientVersion(mClientVersion);
    }
    
    // NOTE: this function should not assume that this context is current!
    void Context::markContextLost()
    {
        if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
            mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
        mContextLost = true;
    }
    
    bool Context::isContextLost()
    {
        return mContextLost;
    }
    
    GLuint Context::createBuffer()
    {
        return mResourceManager->createBuffer();
    }
    
    GLuint Context::createProgram()
    {
        return mResourceManager->createProgram();
    }
    
    GLuint Context::createShader(GLenum type)
    {
        return mResourceManager->createShader(type);
    }
    
    GLuint Context::createTexture()
    {
        return mResourceManager->createTexture();
    }
    
    GLuint Context::createRenderbuffer()
    {
        return mResourceManager->createRenderbuffer();
    }
    
    GLsync Context::createFenceSync(GLenum condition)
    {
        GLuint handle = mResourceManager->createFenceSync();
    
        gl::FenceSync *fenceSync = mResourceManager->getFenceSync(handle);
        ASSERT(fenceSync);
    
        fenceSync->set(condition);
    
        return reinterpret_cast<GLsync>(handle);
    }
    
    GLuint Context::createVertexArray()
    {
        GLuint handle = mVertexArrayHandleAllocator.allocate();
    
        // Although the spec states VAO state is not initialized until the object is bound,
        // we create it immediately. The resulting behaviour is transparent to the application,
        // since it's not currently possible to access the state until the object is bound.
        VertexArray *vertexArray = new VertexArray(mRenderer->createVertexArray(), handle, MAX_VERTEX_ATTRIBS);
        mVertexArrayMap[handle] = vertexArray;
        return handle;
    }
    
    GLuint Context::createSampler()
    {
        return mResourceManager->createSampler();
    }
    
    GLuint Context::createTransformFeedback()
    {
        GLuint handle = mTransformFeedbackAllocator.allocate();
        TransformFeedback *transformFeedback = new TransformFeedback(handle);
        transformFeedback->addRef();
        mTransformFeedbackMap[handle] = transformFeedback;
        return handle;
    }
    
    // Returns an unused framebuffer name
    GLuint Context::createFramebuffer()
    {
        GLuint handle = mFramebufferHandleAllocator.allocate();
    
        mFramebufferMap[handle] = NULL;
    
        return handle;
    }
    
    GLuint Context::createFenceNV()
    {
        GLuint handle = mFenceNVHandleAllocator.allocate();
    
        mFenceNVMap[handle] = new FenceNV(mRenderer);
    
        return handle;
    }
    
    // Returns an unused query name
    GLuint Context::createQuery()
    {
        GLuint handle = mQueryHandleAllocator.allocate();
    
        mQueryMap[handle] = NULL;
    
        return handle;
    }
    
    void Context::deleteBuffer(GLuint buffer)
    {
        if (mResourceManager->getBuffer(buffer))
        {
            detachBuffer(buffer);
        }
    
        mResourceManager->deleteBuffer(buffer);
    }
    
    void Context::deleteShader(GLuint shader)
    {
        mResourceManager->deleteShader(shader);
    }
    
    void Context::deleteProgram(GLuint program)
    {
        mResourceManager->deleteProgram(program);
    }
    
    void Context::deleteTexture(GLuint texture)
    {
        if (mResourceManager->getTexture(texture))
        {
            detachTexture(texture);
        }
    
        mResourceManager->deleteTexture(texture);
    }
    
    void Context::deleteRenderbuffer(GLuint renderbuffer)
    {
        if (mResourceManager->getRenderbuffer(renderbuffer))
        {
            detachRenderbuffer(renderbuffer);
        }
    
        mResourceManager->deleteRenderbuffer(renderbuffer);
    }
    
    void Context::deleteFenceSync(GLsync fenceSync)
    {
        // The spec specifies the underlying Fence object is not deleted until all current
        // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
        // and since our API is currently designed for being called from a single thread, we can delete
        // the fence immediately.
        mResourceManager->deleteFenceSync(reinterpret_cast<GLuint>(fenceSync));
    }
    
    void Context::deleteVertexArray(GLuint vertexArray)
    {
        auto vertexArrayObject = mVertexArrayMap.find(vertexArray);
    
        if (vertexArrayObject != mVertexArrayMap.end())
        {
            detachVertexArray(vertexArray);
    
            mVertexArrayHandleAllocator.release(vertexArrayObject->first);
            delete vertexArrayObject->second;
            mVertexArrayMap.erase(vertexArrayObject);
        }
    }
    
    void Context::deleteSampler(GLuint sampler)
    {
        if (mResourceManager->getSampler(sampler))
        {
            detachSampler(sampler);
        }
    
        mResourceManager->deleteSampler(sampler);
    }
    
    void Context::deleteTransformFeedback(GLuint transformFeedback)
    {
        TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(transformFeedback);
        if (iter != mTransformFeedbackMap.end())
        {
            detachTransformFeedback(transformFeedback);
            mTransformFeedbackAllocator.release(transformFeedback);
            iter->second->release();
            mTransformFeedbackMap.erase(iter);
        }
    }
    
    void Context::deleteFramebuffer(GLuint framebuffer)
    {
        FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
    
        if (framebufferObject != mFramebufferMap.end())
        {
            detachFramebuffer(framebuffer);
    
            mFramebufferHandleAllocator.release(framebufferObject->first);
            delete framebufferObject->second;
            mFramebufferMap.erase(framebufferObject);
        }
    }
    
    void Context::deleteFenceNV(GLuint fence)
    {
        FenceNVMap::iterator fenceObject = mFenceNVMap.find(fence);
    
        if (fenceObject != mFenceNVMap.end())
        {
            mFenceNVHandleAllocator.release(fenceObject->first);
            delete fenceObject->second;
            mFenceNVMap.erase(fenceObject);
        }
    }
    
    void Context::deleteQuery(GLuint query)
    {
        QueryMap::iterator queryObject = mQueryMap.find(query);
        if (queryObject != mQueryMap.end())
        {
            mQueryHandleAllocator.release(queryObject->first);
            if (queryObject->second)
            {
                queryObject->second->release();
            }
            mQueryMap.erase(queryObject);
        }
    }
    
    Buffer *Context::getBuffer(GLuint handle)
    {
        return mResourceManager->getBuffer(handle);
    }
    
    Shader *Context::getShader(GLuint handle) const
    {
        return mResourceManager->getShader(handle);
    }
    
    Program *Context::getProgram(GLuint handle) const
    {
        return mResourceManager->getProgram(handle);
    }
    
    Texture *Context::getTexture(GLuint handle) const
    {
        return mResourceManager->getTexture(handle);
    }
    
    Renderbuffer *Context::getRenderbuffer(GLuint handle)
    {
        return mResourceManager->getRenderbuffer(handle);
    }
    
    FenceSync *Context::getFenceSync(GLsync handle) const
    {
        return mResourceManager->getFenceSync(reinterpret_cast<GLuint>(handle));
    }
    
    VertexArray *Context::getVertexArray(GLuint handle) const
    {
        auto vertexArray = mVertexArrayMap.find(handle);
    
        if (vertexArray == mVertexArrayMap.end())
        {
            return NULL;
        }
        else
        {
            return vertexArray->second;
        }
    }
    
    Sampler *Context::getSampler(GLuint handle) const
    {
        return mResourceManager->getSampler(handle);
    }
    
    TransformFeedback *Context::getTransformFeedback(GLuint handle) const
    {
        if (handle == 0)
        {
            return mTransformFeedbackZero.get();
        }
        else
        {
            TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(handle);
            return (iter != mTransformFeedbackMap.end()) ? iter->second : NULL;
        }
    }
    
    bool Context::isSampler(GLuint samplerName) const
    {
        return mResourceManager->isSampler(samplerName);
    }
    
    void Context::bindArrayBuffer(unsigned int buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setArrayBufferBinding(getBuffer(buffer));
    }
    
    void Context::bindElementArrayBuffer(unsigned int buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.getVertexArray()->setElementArrayBuffer(getBuffer(buffer));
    }
    
    void Context::bindTexture2D(GLuint texture)
    {
        mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
    
        mState.setSamplerTexture(TEXTURE_2D, getTexture(texture));
    }
    
    void Context::bindTextureCubeMap(GLuint texture)
    {
        mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
    
        mState.setSamplerTexture(TEXTURE_CUBE, getTexture(texture));
    }
    
    void Context::bindTexture3D(GLuint texture)
    {
        mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
    
        mState.setSamplerTexture(TEXTURE_3D, getTexture(texture));
    }
    
    void Context::bindTexture2DArray(GLuint texture)
    {
        mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
    
        mState.setSamplerTexture(TEXTURE_2D_ARRAY, getTexture(texture));
    }
    
    void Context::bindReadFramebuffer(GLuint framebuffer)
    {
        if (!getFramebuffer(framebuffer))
        {
            mFramebufferMap[framebuffer] = new Framebuffer(mRenderer, framebuffer);
        }
    
        mState.setReadFramebufferBinding(getFramebuffer(framebuffer));
    }
    
    void Context::bindDrawFramebuffer(GLuint framebuffer)
    {
        if (!getFramebuffer(framebuffer))
        {
            mFramebufferMap[framebuffer] = new Framebuffer(mRenderer, framebuffer);
        }
    
        mState.setDrawFramebufferBinding(getFramebuffer(framebuffer));
    }
    
    void Context::bindRenderbuffer(GLuint renderbuffer)
    {
        mResourceManager->checkRenderbufferAllocation(renderbuffer);
    
        mState.setRenderbufferBinding(getRenderbuffer(renderbuffer));
    }
    
    void Context::bindVertexArray(GLuint vertexArray)
    {
        if (!getVertexArray(vertexArray))
        {
            VertexArray *vertexArrayObject = new VertexArray(mRenderer->createVertexArray(), vertexArray, MAX_VERTEX_ATTRIBS);
            mVertexArrayMap[vertexArray] = vertexArrayObject;
        }
    
        mState.setVertexArrayBinding(getVertexArray(vertexArray));
    }
    
    void Context::bindSampler(GLuint textureUnit, GLuint sampler)
    {
        ASSERT(textureUnit < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS); // TODO: Update for backend-determined array size
        mResourceManager->checkSamplerAllocation(sampler);
    
        mState.setSamplerBinding(textureUnit, getSampler(sampler));
    }
    
    void Context::bindGenericUniformBuffer(GLuint buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setGenericUniformBufferBinding(getBuffer(buffer));
    }
    
    void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setIndexedUniformBufferBinding(index, getBuffer(buffer), offset, size);
    }
    
    void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setGenericTransformFeedbackBufferBinding(getBuffer(buffer));
    }
    
    void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setIndexedTransformFeedbackBufferBinding(index, getBuffer(buffer), offset, size);
    }
    
    void Context::bindCopyReadBuffer(GLuint buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setCopyReadBufferBinding(getBuffer(buffer));
    }
    
    void Context::bindCopyWriteBuffer(GLuint buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setCopyWriteBufferBinding(getBuffer(buffer));
    }
    
    void Context::bindPixelPackBuffer(GLuint buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setPixelPackBufferBinding(getBuffer(buffer));
    }
    
    void Context::bindPixelUnpackBuffer(GLuint buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setPixelUnpackBufferBinding(getBuffer(buffer));
    }
    
    void Context::useProgram(GLuint program)
    {
        GLuint priorProgramId = mState.getCurrentProgramId();
        Program *priorProgram = mResourceManager->getProgram(priorProgramId);
    
        if (priorProgramId != program)
        {
            mState.setCurrentProgram(program, mResourceManager->getProgram(program));
    
            if (priorProgram)
            {
                priorProgram->release();
            }
        }
    }
    
    void Context::linkProgram(GLuint program)
    {
        Program *programObject = mResourceManager->getProgram(program);
    
        bool linked = programObject->link();
    
        // if the current program was relinked successfully we
        // need to install the new executables
        if (linked && program == mState.getCurrentProgramId())
        {
            mState.setCurrentProgramBinary(programObject->getProgramBinary());
        }
    }
    
    void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
    {
        Program *programObject = mResourceManager->getProgram(program);
    
        bool loaded = programObject->setProgramBinary(binary, length);
    
        // if the current program was reloaded successfully we
        // need to install the new executables
        if (loaded && program == mState.getCurrentProgramId())
        {
            mState.setCurrentProgramBinary(programObject->getProgramBinary());
        }
    
    }
    
    void Context::bindTransformFeedback(GLuint transformFeedback)
    {
        mState.setTransformFeedbackBinding(getTransformFeedback(transformFeedback));
    }
    
    void Context::beginQuery(GLenum target, GLuint query)
    {
        Query *queryObject = getQuery(query, true, target);
        ASSERT(queryObject);
    
        // set query as active for specified target
        mState.setActiveQuery(target, queryObject);
    
        // begin query
        queryObject->begin();
    }
    
    void Context::endQuery(GLenum target)
    {
        Query *queryObject = mState.getActiveQuery(target);
        ASSERT(queryObject);
    
        queryObject->end();
    
        mState.setActiveQuery(target, NULL);
    }
    
    void Context::setFramebufferZero(Framebuffer *buffer)
    {
        // First, check to see if the old default framebuffer
        // was set for draw or read framebuffer, and change
        // the bindings to point to the new one before deleting it.
        if (mState.getDrawFramebuffer()->id() == 0)
        {
            mState.setDrawFramebufferBinding(buffer);
        }
    
        if (mState.getReadFramebuffer()->id() == 0)
        {
            mState.setReadFramebufferBinding(buffer);
        }
    
        delete mFramebufferMap[0];
        mFramebufferMap[0] = buffer;
    }
    
    void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
    {
        ASSERT(getTextureCaps().get(internalformat).renderable);
    
        RenderbufferStorage *renderbuffer = NULL;
    
        const InternalFormat &formatInfo = GetInternalFormatInfo(internalformat);
        if (formatInfo.depthBits > 0 && formatInfo.stencilBits > 0)
        {
            renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
        }
        else if (formatInfo.depthBits > 0)
        {
            renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
        }
        else if (formatInfo.stencilBits > 0)
        {
            renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
        }
        else
        {
            renderbuffer = new gl::Colorbuffer(mRenderer, width, height, internalformat, samples);
        }
    
        mState.getCurrentRenderbuffer()->setStorage(renderbuffer);
    }
    
    Framebuffer *Context::getFramebuffer(unsigned int handle) const
    {
        FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle);
    
        if (framebuffer == mFramebufferMap.end())
        {
            return NULL;
        }
        else
        {
            return framebuffer->second;
        }
    }
    
    FenceNV *Context::getFenceNV(unsigned int handle)
    {
        FenceNVMap::iterator fence = mFenceNVMap.find(handle);
    
        if (fence == mFenceNVMap.end())
        {
            return NULL;
        }
        else
        {
            return fence->second;
        }
    }
    
    Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
    {
        QueryMap::iterator query = mQueryMap.find(handle);
    
        if (query == mQueryMap.end())
        {
            return NULL;
        }
        else
        {
            if (!query->second && create)
            {
                query->second = new Query(mRenderer, type, handle);
                query->second->addRef();
            }
            return query->second;
        }
    }
    
    Texture *Context::getTargetTexture(GLenum target) const
    {
        if (!ValidTextureTarget(this, target))
        {
            return NULL;
        }
    
        switch (target)
        {
          case GL_TEXTURE_2D:       return getTexture2D();
          case GL_TEXTURE_CUBE_MAP: return getTextureCubeMap();
          case GL_TEXTURE_3D:       return getTexture3D();
          case GL_TEXTURE_2D_ARRAY: return getTexture2DArray();
          default:                  return NULL;
        }
    }
    
    Texture2D *Context::getTexture2D() const
    {
        return static_cast<Texture2D*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_2D));
    }
    
    TextureCubeMap *Context::getTextureCubeMap() const
    {
        return static_cast<TextureCubeMap*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_CUBE));
    }
    
    Texture3D *Context::getTexture3D() const
    {
        return static_cast<Texture3D*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_3D));
    }
    
    Texture2DArray *Context::getTexture2DArray() const
    {
        return static_cast<Texture2DArray*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_2D_ARRAY));
    }
    
    Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
    {
        if (mState.getSamplerTextureId(sampler, type) == 0)
        {
            switch (type)
            {
              default: UNREACHABLE();
              case TEXTURE_2D:       return mTexture2DZero.get();
              case TEXTURE_CUBE:     return mTextureCubeMapZero.get();
              case TEXTURE_3D:       return mTexture3DZero.get();
              case TEXTURE_2D_ARRAY: return mTexture2DArrayZero.get();
            }
        }
        else
        {
            return mState.getSamplerTexture(sampler, type);
        }
    }
    
    void Context::getBooleanv(GLenum pname, GLboolean *params)
    {
        switch (pname)
        {
          case GL_SHADER_COMPILER:           *params = GL_TRUE;                             break;
          case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE;  break;
          default:
            mState.getBooleanv(pname, params);
            break;
        }
    }
    
    void Context::getFloatv(GLenum pname, GLfloat *params)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
        switch (pname)
        {
          case GL_ALIASED_LINE_WIDTH_RANGE:
            params[0] = mCaps.minAliasedLineWidth;
            params[1] = mCaps.maxAliasedLineWidth;
            break;
          case GL_ALIASED_POINT_SIZE_RANGE:
            params[0] = mCaps.minAliasedPointSize;
            params[1] = mCaps.maxAliasedPointSize;
            break;
          case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
            ASSERT(mExtensions.textureFilterAnisotropic);
            *params = mExtensions.maxTextureAnisotropy;
            break;
          default:
            mState.getFloatv(pname, params);
            break;
        }
    }
    
    void Context::getIntegerv(GLenum pname, GLint *params)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
    
        switch (pname)
        {
          case GL_MAX_VERTEX_ATTRIBS:                       *params = gl::MAX_VERTEX_ATTRIBS;                               break;
          case GL_MAX_VERTEX_UNIFORM_VECTORS:               *params = mRenderer->getMaxVertexUniformVectors();              break;
          case GL_MAX_VERTEX_UNIFORM_COMPONENTS:            *params = mRenderer->getMaxVertexUniformVectors() * 4;          break;
          case GL_MAX_VARYING_VECTORS:                      *params = mRenderer->getMaxVaryingVectors();                    break;
          case GL_MAX_VARYING_COMPONENTS:                   *params = mRenderer->getMaxVaryingVectors() * 4;                break;
          case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:         *params = mRenderer->getMaxCombinedTextureImageUnits();         break;
          case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:           *params = mRenderer->getMaxVertexTextureImageUnits();           break;
          case GL_MAX_TEXTURE_IMAGE_UNITS:                  *params = gl::MAX_TEXTURE_IMAGE_UNITS;                          break;
          case GL_MAX_FRAGMENT_UNIFORM_VECTORS:             *params = mRenderer->getMaxFragmentUniformVectors();            break;
          case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:          *params = mRenderer->getMaxFragmentUniformVectors() * 4;        break;
          case GL_MAX_RENDERBUFFER_SIZE:                    *params = mCaps.maxRenderbufferSize;                            break;
          case GL_MAX_COLOR_ATTACHMENTS_EXT:                *params = mCaps.maxColorAttachments;                            break;
          case GL_MAX_DRAW_BUFFERS_EXT:                     *params = mCaps.maxDrawBuffers;                                 break;
          case GL_NUM_SHADER_BINARY_FORMATS:                *params = 0;                                                    break;
          case GL_SHADER_BINARY_FORMATS:                    /* no shader binary formats are supported */                    break;
          //case GL_FRAMEBUFFER_BINDING:                    // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
          case GL_SUBPIXEL_BITS:                            *params = 4;                                                    break;
          case GL_MAX_TEXTURE_SIZE:                         *params = mCaps.max2DTextureSize;                               break;
          case GL_MAX_CUBE_MAP_TEXTURE_SIZE:                *params = mCaps.maxCubeMapTextureSize;                          break;
          case GL_MAX_3D_TEXTURE_SIZE:                      *params = mCaps.max3DTextureSize;                               break;
          case GL_MAX_ARRAY_TEXTURE_LAYERS:                 *params = mCaps.maxArrayTextureLayers;                          break;
          case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:          *params = getUniformBufferOffsetAlignment();                    break;
          case GL_MAX_UNIFORM_BUFFER_BINDINGS:              *params = getMaximumCombinedUniformBufferBindings();            break;
          case GL_MAX_VERTEX_UNIFORM_BLOCKS:                *params = mRenderer->getMaxVertexShaderUniformBuffers();        break;
          case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:              *params = mRenderer->getMaxFragmentShaderUniformBuffers();      break;
          case GL_MAX_COMBINED_UNIFORM_BLOCKS:              *params = getMaximumCombinedUniformBufferBindings();            break;
          case GL_MAJOR_VERSION:                            *params = mClientVersion;                                       break;
          case GL_MINOR_VERSION:                            *params = 0;                                                    break;
          case GL_MAX_ELEMENTS_INDICES:                     *params = mRenderer->getMaxRecommendedElementsIndices();        break;
          case GL_MAX_ELEMENTS_VERTICES:                    *params = mRenderer->getMaxRecommendedElementsVertices();       break;
          case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: *params = mRenderer->getMaxTransformFeedbackInterleavedComponents(); break;
          case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:       *params = mRenderer->getMaxTransformFeedbackBuffers();               break;
          case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:    *params = mRenderer->getMaxTransformFeedbackSeparateComponents();    break;
          case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
            params[0] = mNumCompressedTextureFormats;
            break;
          case GL_MAX_SAMPLES_ANGLE:                        *params = mExtensions.maxSamples;                               break;
          case GL_IMPLEMENTATION_COLOR_READ_TYPE:
          case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
            {
                GLenum internalFormat, format, type;
                getCurrentReadFormatType(&internalFormat, &format, &type);
                if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
                    *params = format;
                else
                    *params = type;
            }
            break;
          case GL_MAX_VIEWPORT_DIMS:
            {
                params[0] = mCaps.maxViewportWidth;
                params[1] = mCaps.maxViewportHeight;
            }
            break;
          case GL_COMPRESSED_TEXTURE_FORMATS:
            {
                if (mExtensions.textureCompressionDXT1)
                {
                    *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
                    *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
                }
                if (mExtensions.textureCompressionDXT3)
                {
                    *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
                }
                if (mExtensions.textureCompressionDXT5)
                {
                    *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
                }
            }
            break;
          case GL_RESET_NOTIFICATION_STRATEGY_EXT:
            *params = mResetStrategy;
            break;
          case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
            *params = 1;
            break;
          case GL_PROGRAM_BINARY_FORMATS_OES:
            *params = GL_PROGRAM_BINARY_ANGLE;
            break;
          case GL_NUM_EXTENSIONS:
            *params = static_cast<GLint>(mExtensionStrings.size());
            break;
          default:
            mState.getIntegerv(pname, params);
            break;
        }
    }
    
    void Context::getInteger64v(GLenum pname, GLint64 *params)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
        switch (pname)
        {
          case GL_MAX_ELEMENT_INDEX:
            *params = mCaps.maxElementIndex;
            break;
          case GL_MAX_UNIFORM_BLOCK_SIZE:
            *params = static_cast<GLint64>(mRenderer->getMaxUniformBufferSize());
            break;
          case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
            {
                GLint64 uniformBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexShaderUniformBuffers()) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4);
                GLint64 defaultBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexUniformVectors() * 4);
                *params = uniformBufferComponents + defaultBufferComponents;
            }
            break;
          case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
            {
                GLint64 uniformBufferComponents = static_cast<GLint64>(mRenderer->getMaxFragmentShaderUniformBuffers()) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4);
                GLint64 defaultBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexUniformVectors() * 4);
                *params = uniformBufferComponents + defaultBufferComponents;
            }
            break;
          case GL_MAX_SERVER_WAIT_TIMEOUT:
            // We do not wait for server fence objects internally, so report a max timeout of zero.
            *params = 0;
            break;
          default:
            UNREACHABLE();
            break;
        }
    }
    
    bool Context::getIndexedIntegerv(GLenum target, GLuint index, GLint *data)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
        // Indexed integer queries all refer to current state, so this function is a 
        // mere passthrough.
        return mState.getIndexedIntegerv(target, index, data);
    }
    
    bool Context::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
        // Indexed integer queries all refer to current state, so this function is a 
        // mere passthrough.
        return mState.getIndexedInteger64v(target, index, data);
    }
    
    bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
    {
        if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
        {
            *type = GL_INT;
            *numParams = 1;
            return true;
        }
    
        // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
        // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
        // to the fact that it is stored internally as a float, and so would require conversion
        // if returned from Context::getIntegerv. Since this conversion is already implemented
        // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
        // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
        // application.
        switch (pname)
        {
          case GL_COMPRESSED_TEXTURE_FORMATS:
            {
                *type = GL_INT;
                *numParams = mNumCompressedTextureFormats;
            }
            return true;
          case GL_SHADER_BINARY_FORMATS:
            {
                *type = GL_INT;
                *numParams = 0;
            }
            return true;
          case GL_MAX_VERTEX_ATTRIBS:
          case GL_MAX_VERTEX_UNIFORM_VECTORS:
          case GL_MAX_VARYING_VECTORS:
          case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
          case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
          case GL_MAX_TEXTURE_IMAGE_UNITS:
          case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
          case GL_MAX_RENDERBUFFER_SIZE:
          case GL_MAX_COLOR_ATTACHMENTS_EXT:
          case GL_MAX_DRAW_BUFFERS_EXT:
          case GL_NUM_SHADER_BINARY_FORMATS:
          case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
          case GL_ARRAY_BUFFER_BINDING:
          //case GL_FRAMEBUFFER_BINDING: // equivalent to DRAW_FRAMEBUFFER_BINDING_ANGLE
          case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:
          case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
          case GL_RENDERBUFFER_BINDING:
          case GL_CURRENT_PROGRAM:
          case GL_PACK_ALIGNMENT:
          case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
          case GL_UNPACK_ALIGNMENT:
          case GL_GENERATE_MIPMAP_HINT:
          case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
          case GL_RED_BITS:
          case GL_GREEN_BITS:
          case GL_BLUE_BITS:
          case GL_ALPHA_BITS:
          case GL_DEPTH_BITS:
          case GL_STENCIL_BITS:
          case GL_ELEMENT_ARRAY_BUFFER_BINDING:
          case GL_CULL_FACE_MODE:
          case GL_FRONT_FACE:
          case GL_ACTIVE_TEXTURE:
          case GL_STENCIL_FUNC:
          case GL_STENCIL_VALUE_MASK:
          case GL_STENCIL_REF:
          case GL_STENCIL_FAIL:
          case GL_STENCIL_PASS_DEPTH_FAIL:
          case GL_STENCIL_PASS_DEPTH_PASS:
          case GL_STENCIL_BACK_FUNC:
          case GL_STENCIL_BACK_VALUE_MASK:
          case GL_STENCIL_BACK_REF:
          case GL_STENCIL_BACK_FAIL:
          case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
          case GL_STENCIL_BACK_PASS_DEPTH_PASS:
          case GL_DEPTH_FUNC:
          case GL_BLEND_SRC_RGB:
          case GL_BLEND_SRC_ALPHA:
          case GL_BLEND_DST_RGB:
          case GL_BLEND_DST_ALPHA:
          case GL_BLEND_EQUATION_RGB:
          case GL_BLEND_EQUATION_ALPHA:
          case GL_STENCIL_WRITEMASK:
          case GL_STENCIL_BACK_WRITEMASK:
          case GL_STENCIL_CLEAR_VALUE:
          case GL_SUBPIXEL_BITS:
          case GL_MAX_TEXTURE_SIZE:
          case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
          case GL_SAMPLE_BUFFERS:
          case GL_SAMPLES:
          case GL_IMPLEMENTATION_COLOR_READ_TYPE:
          case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
          case GL_TEXTURE_BINDING_2D:
          case GL_TEXTURE_BINDING_CUBE_MAP:
          case GL_RESET_NOTIFICATION_STRATEGY_EXT:
          case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
          case GL_PROGRAM_BINARY_FORMATS_OES:
            {
                *type = GL_INT;
                *numParams = 1;
            }
            return true;
          case GL_MAX_SAMPLES_ANGLE:
            {
                if (mExtensions.framebufferMultisample)
                {
                    *type = GL_INT;
                    *numParams = 1;
                }
                else
                {
                    return false;
                }
            }
            return true;
          case GL_PIXEL_PACK_BUFFER_BINDING:
          case GL_PIXEL_UNPACK_BUFFER_BINDING:
            {
                if (mExtensions.pixelBufferObject)
                {
                    *type = GL_INT;
                    *numParams = 1;
                }
                else
                {
                    return false;
                }
            }
            return true;
          case GL_MAX_VIEWPORT_DIMS:
            {
                *type = GL_INT;
                *numParams = 2;
            }
            return true;
          case GL_VIEWPORT:
          case GL_SCISSOR_BOX:
            {
                *type = GL_INT;
                *numParams = 4;
            }
            return true;
          case GL_SHADER_COMPILER:
          case GL_SAMPLE_COVERAGE_INVERT:
          case GL_DEPTH_WRITEMASK:
          case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
          case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
          case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
          case GL_SAMPLE_COVERAGE:
          case GL_SCISSOR_TEST:
          case GL_STENCIL_TEST:
          case GL_DEPTH_TEST:
          case GL_BLEND:
          case GL_DITHER:
          case GL_CONTEXT_ROBUST_ACCESS_EXT:
            {
                *type = GL_BOOL;
                *numParams = 1;
            }
            return true;
          case GL_COLOR_WRITEMASK:
            {
                *type = GL_BOOL;
                *numParams = 4;
            }
            return true;
          case GL_POLYGON_OFFSET_FACTOR:
          case GL_POLYGON_OFFSET_UNITS:
          case GL_SAMPLE_COVERAGE_VALUE:
          case GL_DEPTH_CLEAR_VALUE:
          case GL_LINE_WIDTH:
            {
                *type = GL_FLOAT;
                *numParams = 1;
            }
            return true;
          case GL_ALIASED_LINE_WIDTH_RANGE:
          case GL_ALIASED_POINT_SIZE_RANGE:
          case GL_DEPTH_RANGE:
            {
                *type = GL_FLOAT;
                *numParams = 2;
            }
            return true;
          case GL_COLOR_CLEAR_VALUE:
          case GL_BLEND_COLOR:
            {
                *type = GL_FLOAT;
                *numParams = 4;
            }
            return true;
          case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
            if (!mExtensions.maxTextureAnisotropy)
            {
                return false;
            }
            *type = GL_FLOAT;
            *numParams = 1;
            return true;
        }
    
        if (mClientVersion < 3)
        {
            return false;
        }
    
        // Check for ES3.0+ parameter names
        switch (pname)
        {
          case GL_MAX_UNIFORM_BUFFER_BINDINGS:
          case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
          case GL_UNIFORM_BUFFER_BINDING:
          case GL_TRANSFORM_FEEDBACK_BINDING:
          case GL_COPY_READ_BUFFER_BINDING:
          case GL_COPY_WRITE_BUFFER_BINDING:
          case GL_TEXTURE_BINDING_3D:
          case GL_TEXTURE_BINDING_2D_ARRAY:
          case GL_MAX_3D_TEXTURE_SIZE:
          case GL_MAX_ARRAY_TEXTURE_LAYERS:
          case GL_MAX_VERTEX_UNIFORM_BLOCKS:
          case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
          case GL_MAX_COMBINED_UNIFORM_BLOCKS:
          case GL_MAX_VARYING_COMPONENTS:
          case GL_VERTEX_ARRAY_BINDING:
          case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
          case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
          case GL_NUM_EXTENSIONS:
          case GL_MAJOR_VERSION:
          case GL_MINOR_VERSION:
          case GL_MAX_ELEMENTS_INDICES:
          case GL_MAX_ELEMENTS_VERTICES:
          case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
          case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
          case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
            {
                *type = GL_INT;
                *numParams = 1;
            }
            return true;
    
          case GL_MAX_ELEMENT_INDEX:
          case GL_MAX_UNIFORM_BLOCK_SIZE:
          case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
          case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
          case GL_MAX_SERVER_WAIT_TIMEOUT:
            {
                *type = GL_INT_64_ANGLEX;
                *numParams = 1;
            }
            return true;
    
          case GL_TRANSFORM_FEEDBACK_ACTIVE:
          case GL_TRANSFORM_FEEDBACK_PAUSED:
            {
                *type = GL_BOOL;
                *numParams = 1;
            }
            return true;
        }
    
        return false;
    }
    
    bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams)
    {
        if (mClientVersion < 3)
        {
            return false;
        }
    
        switch (target)
        {
          case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
          case GL_UNIFORM_BUFFER_BINDING:
            {
                *type = GL_INT;
                *numParams = 1;
            }
            return true;
          case GL_TRANSFORM_FEEDBACK_BUFFER_START:
          case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
          case GL_UNIFORM_BUFFER_START:
          case GL_UNIFORM_BUFFER_SIZE:
            {
                *type = GL_INT_64_ANGLEX;
                *numParams = 1;
            }
        }
    
        return false;
    }
    
    // Applies the render target surface, depth stencil surface, viewport rectangle and
    // scissor rectangle to the renderer
    bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
    {
        Framebuffer *framebufferObject = mState.getDrawFramebuffer();
        ASSERT(framebufferObject && framebufferObject->completeness() == GL_FRAMEBUFFER_COMPLETE);
    
        mRenderer->applyRenderTarget(framebufferObject);
    
        float nearZ, farZ;
        mState.getDepthRange(&nearZ, &farZ);
        if (!mRenderer->setViewport(mState.getViewport(), nearZ, farZ, drawMode, mState.getRasterizerState().frontFace,
                                    ignoreViewport))
        {
            return false;
        }
    
        mRenderer->setScissorRectangle(mState.getScissor(), mState.isScissorTestEnabled());
    
        return true;
    }
    
    // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
    void Context::applyState(GLenum drawMode)
    {
        Framebuffer *framebufferObject = mState.getDrawFramebuffer();
        int samples = framebufferObject->getSamples();
    
        RasterizerState rasterizer = mState.getRasterizerState();
        rasterizer.pointDrawMode = (drawMode == GL_POINTS);
        rasterizer.multiSample = (samples != 0);
    
        mRenderer->setRasterizerState(rasterizer);
    
        unsigned int mask = 0;
        if (mState.isSampleCoverageEnabled())
        {
            GLclampf coverageValue;
            bool coverageInvert = false;
            mState.getSampleCoverageParams(&coverageValue, &coverageInvert);
            if (coverageValue != 0)
            {
    
                float threshold = 0.5f;
    
                for (int i = 0; i < samples; ++i)
                {
                    mask <<= 1;
    
                    if ((i + 1) * coverageValue >= threshold)
                    {
                        threshold += 1.0f;
                        mask |= 1;
                    }
                }
            }
    
            if (coverageInvert)
            {
                mask = ~mask;
            }
        }
        else
        {
            mask = 0xFFFFFFFF;
        }
        mRenderer->setBlendState(framebufferObject, mState.getBlendState(), mState.getBlendColor(), mask);
    
        mRenderer->setDepthStencilState(mState.getDepthStencilState(), mState.getStencilRef(), mState.getStencilBackRef(),
                                        rasterizer.frontFace == GL_CCW);
    }
    
    // Applies the shaders and shader constants to the Direct3D 9 device
    void Context::applyShaders(ProgramBinary *programBinary, bool transformFeedbackActive)
    {
        const VertexAttribute *vertexAttributes = mState.getVertexArray()->getVertexAttributes();
    
        VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS];
        VertexFormat::GetInputLayout(inputLayout, programBinary, vertexAttributes, mState.getVertexAttribCurrentValues());
    
        const Framebuffer *fbo = mState.getDrawFramebuffer();
    
        mRenderer->applyShaders(programBinary, inputLayout, fbo, mState.getRasterizerState().rasterizerDiscard, transformFeedbackActive);
    
        programBinary->applyUniforms();
    }
    
    size_t Context::getCurrentTexturesAndSamplerStates(ProgramBinary *programBinary, SamplerType type, Texture **outTextures,
                                                       TextureType *outTextureTypes, SamplerState *outSamplers)
    {
        size_t samplerRange = programBinary->getUsedSamplerRange(type);
        for (size_t i = 0; i < samplerRange; i++)
        {
            outTextureTypes[i] = programBinary->getSamplerTextureType(type, i);
            GLint textureUnit = programBinary->getSamplerMapping(type, i);   // OpenGL texture image unit index
            if (textureUnit != -1)
            {
                outTextures[i] = getSamplerTexture(textureUnit, outTextureTypes[i]);
                outTextures[i]->getSamplerStateWithNativeOffset(&outSamplers[i]);
                Sampler *samplerObject = mState.getSampler(textureUnit);
                if (samplerObject)
                {
                    samplerObject->getState(&outSamplers[i]);
                }
            }
            else
            {
                outTextures[i] = NULL;
            }
        }
    
        return samplerRange;
    }
    
    void Context::generateSwizzles(Texture *textures[], size_t count)
    {
        for (size_t i = 0; i < count; i++)
        {
            if (textures[i] && textures[i]->getSamplerState().swizzleRequired())
            {
                mRenderer->generateSwizzle(textures[i]);
            }
        }
    }
    
    // For each Direct3D sampler of either the pixel or vertex stage,
    // looks up the corresponding OpenGL texture image unit and texture type,
    // and sets the texture and its addressing/filtering state (or NULL when inactive).
    void Context::applyTextures(SamplerType shaderType, Texture *textures[], TextureType *textureTypes, SamplerState *samplers,
                                size_t textureCount, const FramebufferTextureSerialArray& framebufferSerials,
                                size_t framebufferSerialCount)
    {
        // Range of Direct3D samplers of given sampler type
        size_t samplerCount = (shaderType == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS
                                                            : mRenderer->getMaxVertexTextureImageUnits();
    
        for (size_t samplerIndex = 0; samplerIndex < textureCount; samplerIndex++)
        {
            Texture *texture = textures[samplerIndex];
            const SamplerState &sampler = samplers[samplerIndex];
            TextureType textureType = textureTypes[samplerIndex];
    
            if (texture)
            {
                // TODO: std::binary_search may become unavailable using older versions of GCC
                if (texture->isSamplerComplete(sampler) &&
                    !std::binary_search(framebufferSerials.begin(), framebufferSerials.begin() + framebufferSerialCount, texture->getTextureSerial()))
                {
                    mRenderer->setSamplerState(shaderType, samplerIndex, sampler);
                    mRenderer->setTexture(shaderType, samplerIndex, texture);
                }
                else
                {
                    Texture *incompleteTexture = getIncompleteTexture(textureType);
                    mRenderer->setTexture(shaderType, samplerIndex, incompleteTexture);
                }
            }
            else
            {
                mRenderer->setTexture(shaderType, samplerIndex, NULL);
            }
        }
    
        for (size_t samplerIndex = textureCount; samplerIndex < samplerCount; samplerIndex++)
        {
            mRenderer->setTexture(shaderType, samplerIndex, NULL);
        }
    }
    
    bool Context::applyUniformBuffers()
    {
        Program *programObject = getProgram(mState.getCurrentProgramId());
        ProgramBinary *programBinary = programObject->getProgramBinary();
    
        std::vector<gl::Buffer*> boundBuffers;
    
        for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < programBinary->getActiveUniformBlockCount(); uniformBlockIndex++)
        {
            GLuint blockBinding = programObject->getUniformBlockBinding(uniformBlockIndex);
    
            if (mState.getIndexedUniformBuffer(blockBinding)->id() == 0)
            {
                // undefined behaviour
                return false;
            }
            else
            {
                Buffer *uniformBuffer = mState.getIndexedUniformBuffer(blockBinding);
                ASSERT(uniformBuffer);
                boundBuffers.push_back(uniformBuffer);
            }
        }
    
        return programBinary->applyUniformBuffers(boundBuffers);
    }
    
    bool Context::applyTransformFeedbackBuffers()
    {
        TransformFeedback *curTransformFeedback = mState.getCurrentTransformFeedback();
        if (curTransformFeedback && curTransformFeedback->isStarted() && !curTransformFeedback->isPaused())
        {
            Buffer *transformFeedbackBuffers[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
            GLintptr transformFeedbackOffsets[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
            for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
            {
                transformFeedbackBuffers[i] = mState.getIndexedTransformFeedbackBuffer(i);
                transformFeedbackOffsets[i] = mState.getIndexedTransformFeedbackBufferOffset(i);
            }
            mRenderer->applyTransformFeedbackBuffers(transformFeedbackBuffers, transformFeedbackOffsets);
            return true;
        }
        else
        {
            return false;
        }
    }
    
    void Context::markTransformFeedbackUsage()
    {
        for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
        {
            Buffer *buffer = mState.getIndexedTransformFeedbackBuffer(i);
            if (buffer)
            {
                buffer->markTransformFeedbackUsage();
            }
        }
    }
    
    void Context::clear(GLbitfield mask)
    {
        if (mState.isRasterizerDiscardEnabled())
        {
            return;
        }
    
        ClearParameters clearParams = mState.getClearParameters(mask);
    
        if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
        {
            return;
        }
    
        mRenderer->clear(clearParams, mState.getDrawFramebuffer());
    }
    
    void Context::clearBufferfv(GLenum buffer, int drawbuffer, const float *values)
    {
        if (mState.isRasterizerDiscardEnabled())
        {
            return;
        }
    
        // glClearBufferfv can be called to clear the color buffer or depth buffer
        ClearParameters clearParams = mState.getClearParameters(0);
    
        if (buffer == GL_COLOR)
        {
            for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
            {
                clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
            }
            clearParams.colorFClearValue = ColorF(values[0], values[1], values[2], values[3]);
            clearParams.colorClearType = GL_FLOAT;
        }
    
        if (buffer == GL_DEPTH)
        {
            clearParams.clearDepth = true;
            clearParams.depthClearValue = values[0];
        }
    
        if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
        {
            return;
        }
    
        mRenderer->clear(clearParams, mState.getDrawFramebuffer());
    }
    
    void Context::clearBufferuiv(GLenum buffer, int drawbuffer, const unsigned int *values)
    {
        if (mState.isRasterizerDiscardEnabled())
        {
            return;
        }
    
        // glClearBufferuv can only be called to clear a color buffer
        ClearParameters clearParams = mState.getClearParameters(0);
        for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
        {
            clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
        }
        clearParams.colorUIClearValue = ColorUI(values[0], values[1], values[2], values[3]);
        clearParams.colorClearType = GL_UNSIGNED_INT;
    
        if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
        {
            return;
        }
    
        mRenderer->clear(clearParams, mState.getDrawFramebuffer());
    }
    
    void Context::clearBufferiv(GLenum buffer, int drawbuffer, const int *values)
    {
        if (mState.isRasterizerDiscardEnabled())
        {
            return;
        }
    
        // glClearBufferfv can be called to clear the color buffer or stencil buffer
        ClearParameters clearParams = mState.getClearParameters(0);
    
        if (buffer == GL_COLOR)
        {
            for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
            {
                clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
            }
            clearParams.colorIClearValue = ColorI(values[0], values[1], values[2], values[3]);
            clearParams.colorClearType = GL_INT;
        }
    
        if (buffer == GL_STENCIL)
        {
            clearParams.clearStencil = true;
            clearParams.stencilClearValue = values[1];
        }
    
        if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
        {
            return;
        }
    
        mRenderer->clear(clearParams, mState.getDrawFramebuffer());
    }
    
    void Context::clearBufferfi(GLenum buffer, int drawbuffer, float depth, int stencil)
    {
        if (mState.isRasterizerDiscardEnabled())
        {
            return;
        }
    
        // glClearBufferfi can only be called to clear a depth stencil buffer
        ClearParameters clearParams = mState.getClearParameters(0);
        clearParams.clearDepth = true;
        clearParams.depthClearValue = depth;
        clearParams.clearStencil = true;
        clearParams.stencilClearValue = stencil;
    
        if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
        {
            return;
        }
    
        mRenderer->clear(clearParams, mState.getDrawFramebuffer());
    }
    
    void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
                             GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
    {
        gl::Framebuffer *framebuffer = mState.getReadFramebuffer();
    
        GLenum sizedInternalFormat = GetSizedInternalFormat(format, type);
        const InternalFormat &sizedFormatInfo = GetInternalFormatInfo(sizedInternalFormat);
        GLuint outputPitch = sizedFormatInfo.computeRowPitch(type, width, mState.getPackAlignment());
    
        mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, mState.getPackState(), pixels);
    }
    
    void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
    {
        ASSERT(mState.getCurrentProgramId() != 0);
    
        ProgramBinary *programBinary = mState.getCurrentProgramBinary();
        programBinary->updateSamplerMapping();
    
        Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers);
    
        Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS];
        TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS];
        SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS];
        size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers);
    
        generateSwizzles(vsTextures, vsTextureCount);
        generateSwizzles(psTextures, psTextureCount);
    
        if (!mRenderer->applyPrimitiveType(mode, count))
        {
            return;
        }
    
        if (!applyRenderTarget(mode, false))
        {
            return;
        }
    
        applyState(mode);
    
        GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.getVertexArray()->getVertexAttributes(), mState.getVertexAttribCurrentValues(), first, count, instances);
        if (err != GL_NO_ERROR)
        {
            return gl::error(err);
        }
    
        bool transformFeedbackActive = applyTransformFeedbackBuffers();
    
        applyShaders(programBinary, transformFeedbackActive);
    
        FramebufferTextureSerialArray frameBufferSerials;
        size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials);
    
        applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount);
        applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount);
    
        if (!applyUniformBuffers())
        {
            return;
        }
    
        if (!skipDraw(mode))
        {
            mRenderer->drawArrays(mode, count, instances, transformFeedbackActive);
    
            if (transformFeedbackActive)
            {
                markTransformFeedbackUsage();
            }
        }
    }
    
    void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
    {
        ASSERT(mState.getCurrentProgramId() != 0);
    
        ProgramBinary *programBinary = mState.getCurrentProgramBinary();
        programBinary->updateSamplerMapping();
    
        Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers);
    
        Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS];
        TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS];
        SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS];
        size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers);
    
        generateSwizzles(vsTextures, vsTextureCount);
        generateSwizzles(psTextures, psTextureCount);
    
        if (!mRenderer->applyPrimitiveType(mode, count))
        {
            return;
        }
    
        if (!applyRenderTarget(mode, false))
        {
            return;
        }
    
        applyState(mode);
    
        VertexArray *vao = mState.getVertexArray();
        rx::TranslatedIndexData indexInfo;
        GLenum err = mRenderer->applyIndexBuffer(indices, vao->getElementArrayBuffer(), count, mode, type, &indexInfo);
        if (err != GL_NO_ERROR)
        {
            return gl::error(err);
        }
    
        GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
        err = mRenderer->applyVertexBuffer(programBinary, vao->getVertexAttributes(), mState.getVertexAttribCurrentValues(), indexInfo.minIndex, vertexCount, instances);
        if (err != GL_NO_ERROR)
        {
            return gl::error(err);
        }
    
        bool transformFeedbackActive = applyTransformFeedbackBuffers();
        // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation
        // layer.
        ASSERT(!transformFeedbackActive);
    
        applyShaders(programBinary, transformFeedbackActive);
    
        FramebufferTextureSerialArray frameBufferSerials;
        size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials);
    
        applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount);
        applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount);
    
        if (!applyUniformBuffers())
        {
            return;
        }
    
        if (!skipDraw(mode))
        {
            mRenderer->drawElements(mode, count, type, indices, vao->getElementArrayBuffer(), indexInfo, instances);
        }
    }
    
    // Implements glFlush when block is false, glFinish when block is true
    void Context::sync(bool block)
    {
        mRenderer->sync(block);
    }
    
    void Context::recordInvalidEnum()
    {
        mInvalidEnum = true;
    }
    
    void Context::recordInvalidValue()
    {
        mInvalidValue = true;
    }
    
    void Context::recordInvalidOperation()
    {
        mInvalidOperation = true;
    }
    
    void Context::recordOutOfMemory()
    {
        mOutOfMemory = true;
    }
    
    void Context::recordInvalidFramebufferOperation()
    {
        mInvalidFramebufferOperation = true;
    }
    
    // Get one of the recorded errors and clear its flag, if any.
    // [OpenGL ES 2.0.24] section 2.5 page 13.
    GLenum Context::getError()
    {
        if (mInvalidEnum)
        {
            mInvalidEnum = false;
    
            return GL_INVALID_ENUM;
        }
    
        if (mInvalidValue)
        {
            mInvalidValue = false;
    
            return GL_INVALID_VALUE;
        }
    
        if (mInvalidOperation)
        {
            mInvalidOperation = false;
    
            return GL_INVALID_OPERATION;
        }
    
        if (mOutOfMemory)
        {
            mOutOfMemory = false;
    
            return GL_OUT_OF_MEMORY;
        }
    
        if (mInvalidFramebufferOperation)
        {
            mInvalidFramebufferOperation = false;
    
            return GL_INVALID_FRAMEBUFFER_OPERATION;
        }
    
        return GL_NO_ERROR;
    }
    
    GLenum Context::getResetStatus()
    {
        if (mResetStatus == GL_NO_ERROR && !mContextLost)
        {
            // mResetStatus will be set by the markContextLost callback
            // in the case a notification is sent
            mRenderer->testDeviceLost(true);
        }
    
        GLenum status = mResetStatus;
    
        if (mResetStatus != GL_NO_ERROR)
        {
            ASSERT(mContextLost);
    
            if (mRenderer->testDeviceResettable())
            {
                mResetStatus = GL_NO_ERROR;
            }
        }
    
        return status;
    }
    
    bool Context::isResetNotificationEnabled()
    {
        return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
    }
    
    int Context::getClientVersion() const
    {
        return mClientVersion;
    }
    
    const Caps &Context::getCaps() const
    {
        return mCaps;
    }
    
    const TextureCapsMap &Context::getTextureCaps() const
    {
        return mTextureCaps;
    }
    
    const Extensions &Context::getExtensions() const
    {
        return mExtensions;
    }
    
    unsigned int Context::getMaximumCombinedTextureImageUnits() const
    {
        return mRenderer->getMaxCombinedTextureImageUnits();
    }
    
    unsigned int Context::getMaximumCombinedUniformBufferBindings() const
    {
        return mRenderer->getMaxVertexShaderUniformBuffers() +
               mRenderer->getMaxFragmentShaderUniformBuffers();
    }
    
    unsigned int Context::getMaxTransformFeedbackBufferBindings() const
    {
        return mRenderer->getMaxTransformFeedbackBuffers();
    }
    
    GLintptr Context::getUniformBufferOffsetAlignment() const
    {
        // setting a large alignment forces uniform buffers to bind with zero offset
        return static_cast<GLintptr>(std::numeric_limits<GLint>::max());
    }
    
    void Context::getCurrentReadFormatType(GLenum *internalFormat, GLenum *format, GLenum *type)
    {
        Framebuffer *framebuffer = mState.getReadFramebuffer();
        ASSERT(framebuffer && framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE);
    
        FramebufferAttachment *attachment = framebuffer->getReadColorbuffer();
        ASSERT(attachment);
    
        GLenum actualFormat = attachment->getActualFormat();
        const InternalFormat &actualFormatInfo = GetInternalFormatInfo(actualFormat);
    
        *internalFormat = actualFormat;
        *format = actualFormatInfo.format;
        *type = actualFormatInfo.type;
    }
    
    void Context::detachTexture(GLuint texture)
    {
        // Simple pass-through to State's detachTexture method, as textures do not require
        // allocation map management either here or in the resource manager at detach time.
        // Zero textures are held by the Context, and we don't attempt to request them from
        // the State.
        mState.detachTexture(texture);
    }
    
    void Context::detachBuffer(GLuint buffer)
    {
        // Buffer detachment is handled by Context, because the buffer must also be 
        // attached from any VAOs in existence, and Context holds the VAO map.
    
        // [OpenGL ES 2.0.24] section 2.9 page 22:
        // If a buffer object is deleted while it is bound, all bindings to that object in the current context
        // (i.e. in the thread that called Delete-Buffers) are reset to zero.
    
        mState.removeArrayBufferBinding(buffer);
    
        // mark as freed among the vertex array objects
        for (auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++)
        {
            vaoIt->second->detachBuffer(buffer);
        }
    }
    
    void Context::detachFramebuffer(GLuint framebuffer)
    {
        // Framebuffer detachment is handled by Context, because 0 is a valid
        // Framebuffer object, and a pointer to it must be passed from Context
        // to State at binding time.
    
        // [OpenGL ES 2.0.24] section 4.4 page 107:
        // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
        // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
    
        if (mState.removeReadFramebufferBinding(framebuffer))
        {
            bindReadFramebuffer(0);
        }
    
        if (mState.removeDrawFramebufferBinding(framebuffer))
        {
            bindDrawFramebuffer(0);
        }
    }
    
    void Context::detachRenderbuffer(GLuint renderbuffer)
    {
        mState.detachRenderbuffer(renderbuffer);
    }
    
    void Context::detachVertexArray(GLuint vertexArray)
    {
        // Vertex array detachment is handled by Context, because 0 is a valid 
        // VAO, and a pointer to it must be passed from Context to State at 
        // binding time.
    
        // [OpenGL ES 3.0.2] section 2.10 page 43:
        // If a vertex array object that is currently bound is deleted, the binding
        // for that object reverts to zero and the default vertex array becomes current.
        if (mState.removeVertexArrayBinding(vertexArray))
        {
            bindVertexArray(0);
        }
    }
    
    void Context::detachTransformFeedback(GLuint transformFeedback)
    {
        mState.detachTransformFeedback(transformFeedback);
    }
    
    void Context::detachSampler(GLuint sampler)
    {
        mState.detachSampler(sampler);
    }
    
    Texture *Context::getIncompleteTexture(TextureType type)
    {
        Texture *t = mIncompleteTextures[type].get();
    
        if (t == NULL)
        {
            const GLubyte color[] = { 0, 0, 0, 255 };
            const PixelUnpackState incompleteUnpackState(1);
    
            switch (type)
            {
              default:
                UNREACHABLE();
                // default falls through to TEXTURE_2D
    
              case TEXTURE_2D:
                {
                    Texture2D *incomplete2d = new Texture2D(mRenderer->createTexture2D(), Texture::INCOMPLETE_TEXTURE_ID);
                    incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
                    t = incomplete2d;
                }
                break;
    
              case TEXTURE_CUBE:
                {
                  TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer->createTextureCube(), Texture::INCOMPLETE_TEXTURE_ID);
    
                  incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
                  incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
                  incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
                  incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
                  incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
                  incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
    
                  t = incompleteCube;
                }
                break;
    
              case TEXTURE_3D:
                {
                    Texture3D *incomplete3d = new Texture3D(mRenderer->createTexture3D(), Texture::INCOMPLETE_TEXTURE_ID);
                    incomplete3d->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
    
                    t = incomplete3d;
                }
                break;
    
              case TEXTURE_2D_ARRAY:
                {
                    Texture2DArray *incomplete2darray = new Texture2DArray(mRenderer->createTexture2DArray(), Texture::INCOMPLETE_TEXTURE_ID);
                    incomplete2darray->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
    
                    t = incomplete2darray;
                }
                break;
            }
    
            mIncompleteTextures[type].set(t);
        }
    
        return t;
    }
    
    bool Context::skipDraw(GLenum drawMode)
    {
        if (drawMode == GL_POINTS)
        {
            // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
            // which affects varying interpolation. Since the value of gl_PointSize is
            // undefined when not written, just skip drawing to avoid unexpected results.
            if (!mState.getCurrentProgramBinary()->usesPointSize())
            {
                // This is stictly speaking not an error, but developers should be
                // notified of risking undefined behavior.
                ERR("Point rendering without writing to gl_PointSize.");
    
                return true;
            }
        }
        else if (IsTriangleMode(drawMode))
        {
            if (mState.getRasterizerState().cullFace && mState.getRasterizerState().cullMode == GL_FRONT_AND_BACK)
            {
                return true;
            }
        }
    
        return false;
    }
    
    void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
    {
        mState.getVertexArray()->setVertexAttribDivisor(index, divisor);
    }
    
    void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
    {
        mResourceManager->checkSamplerAllocation(sampler);
    
        Sampler *samplerObject = getSampler(sampler);
        ASSERT(samplerObject);
    
        switch (pname)
        {
          case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(param));       break;
          case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(param));       break;
          case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(param));           break;
          case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(param));           break;
          case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(param));           break;
          case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(static_cast<GLfloat>(param));         break;
          case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(static_cast<GLfloat>(param));         break;
          case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(param));  break;
          case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(param));  break;
          default:                       UNREACHABLE(); break;
        }
    }
    
    void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
    {
        mResourceManager->checkSamplerAllocation(sampler);
    
        Sampler *samplerObject = getSampler(sampler);
        ASSERT(samplerObject);
    
        switch (pname)
        {
          case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(uiround<GLenum>(param));       break;
          case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(uiround<GLenum>(param));       break;
          case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(uiround<GLenum>(param));           break;
          case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(uiround<GLenum>(param));           break;
          case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(uiround<GLenum>(param));           break;
          case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(param);                           break;
          case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(param);                           break;
          case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(uiround<GLenum>(param));  break;
          case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(uiround<GLenum>(param));  break;
          default:                       UNREACHABLE(); break;
        }
    }
    
    GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
    {
        mResourceManager->checkSamplerAllocation(sampler);
    
        Sampler *samplerObject = getSampler(sampler);
        ASSERT(samplerObject);
    
        switch (pname)
        {
          case GL_TEXTURE_MIN_FILTER:    return static_cast<GLint>(samplerObject->getMinFilter());
          case GL_TEXTURE_MAG_FILTER:    return static_cast<GLint>(samplerObject->getMagFilter());
          case GL_TEXTURE_WRAP_S:        return static_cast<GLint>(samplerObject->getWrapS());
          case GL_TEXTURE_WRAP_T:        return static_cast<GLint>(samplerObject->getWrapT());
          case GL_TEXTURE_WRAP_R:        return static_cast<GLint>(samplerObject->getWrapR());
          case GL_TEXTURE_MIN_LOD:       return uiround<GLint>(samplerObject->getMinLod());
          case GL_TEXTURE_MAX_LOD:       return uiround<GLint>(samplerObject->getMaxLod());
          case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLint>(samplerObject->getComparisonMode());
          case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLint>(samplerObject->getComparisonFunc());
          default:                       UNREACHABLE(); return 0;
        }
    }
    
    GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
    {
        mResourceManager->checkSamplerAllocation(sampler);
    
        Sampler *samplerObject = getSampler(sampler);
        ASSERT(samplerObject);
    
        switch (pname)
        {
          case GL_TEXTURE_MIN_FILTER:    return static_cast<GLfloat>(samplerObject->getMinFilter());
          case GL_TEXTURE_MAG_FILTER:    return static_cast<GLfloat>(samplerObject->getMagFilter());
          case GL_TEXTURE_WRAP_S:        return static_cast<GLfloat>(samplerObject->getWrapS());
          case GL_TEXTURE_WRAP_T:        return static_cast<GLfloat>(samplerObject->getWrapT());
          case GL_TEXTURE_WRAP_R:        return static_cast<GLfloat>(samplerObject->getWrapR());
          case GL_TEXTURE_MIN_LOD:       return samplerObject->getMinLod();
          case GL_TEXTURE_MAX_LOD:       return samplerObject->getMaxLod();
          case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLfloat>(samplerObject->getComparisonMode());
          case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLfloat>(samplerObject->getComparisonFunc());
          default:                       UNREACHABLE(); return 0;
        }
    }
    
    void Context::initRendererString()
    {
        std::ostringstream rendererString;
        rendererString << "ANGLE (";
        rendererString << mRenderer->getRendererDescription();
        rendererString << ")";
    
        mRendererString = MakeStaticString(rendererString.str());
    }
    
    const std::string &Context::getRendererString() const
    {
        return mRendererString;
    }
    
    void Context::initExtensionStrings()
    {
        mExtensionStrings = mExtensions.getStrings();
    
        std::ostringstream combinedStringStream;
        std::copy(mExtensionStrings.begin(), mExtensionStrings.end(), std::ostream_iterator<std::string>(combinedStringStream, " "));
        mExtensionString = combinedStringStream.str();
    }
    
    const std::string &Context::getExtensionString() const
    {
        return mExtensionString;
    }
    
    const std::string &Context::getExtensionString(size_t idx) const
    {
        return mExtensionStrings[idx];
    }
    
    size_t Context::getExtensionStringCount() const
    {
        return mExtensionStrings.size();
    }
    
    size_t Context::getBoundFramebufferTextureSerials(FramebufferTextureSerialArray *outSerialArray)
    {
        size_t serialCount = 0;
    
        Framebuffer *drawFramebuffer = mState.getDrawFramebuffer();
        for (unsigned int i = 0; i < IMPLEMENTATION_MAX_DRAW_BUFFERS; i++)
        {
            FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i);
            if (attachment && attachment->isTexture())
            {
                (*outSerialArray)[serialCount++] = attachment->getTextureSerial();
            }
        }
    
        FramebufferAttachment *depthStencilAttachment = drawFramebuffer->getDepthOrStencilbuffer();
        if (depthStencilAttachment && depthStencilAttachment->isTexture())
        {
            (*outSerialArray)[serialCount++] = depthStencilAttachment->getTextureSerial();
        }
    
        std::sort(outSerialArray->begin(), outSerialArray->begin() + serialCount);
    
        return serialCount;
    }
    
    void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                                  GLbitfield mask, GLenum filter)
    {
        Framebuffer *readFramebuffer = mState.getReadFramebuffer();
        Framebuffer *drawFramebuffer = mState.getDrawFramebuffer();
    
        bool blitRenderTarget = false;
        bool blitDepth = false;
        bool blitStencil = false;
        if ((mask & GL_COLOR_BUFFER_BIT) && readFramebuffer->getReadColorbuffer() && drawFramebuffer->getFirstColorbuffer())
        {
            blitRenderTarget = true;
        }
        if ((mask & GL_STENCIL_BUFFER_BIT) && readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
        {
            blitStencil = true;
        }
        if ((mask & GL_DEPTH_BUFFER_BIT) && readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
        {
            blitDepth = true;
        }
    
        gl::Rectangle srcRect(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0);
        gl::Rectangle dstRect(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0);
        if (blitRenderTarget || blitDepth || blitStencil)
        {
            const gl::Rectangle *scissor = mState.isScissorTestEnabled() ? &mState.getScissor() : NULL;
            mRenderer->blitRect(readFramebuffer, srcRect, drawFramebuffer, dstRect, scissor,
                                blitRenderTarget, blitDepth, blitStencil, filter);
        }
    }
    
    void Context::invalidateFrameBuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments,
                                        GLint x, GLint y, GLsizei width, GLsizei height)
    {
        Framebuffer *frameBuffer = NULL;
        switch (target)
        {
          case GL_FRAMEBUFFER:
          case GL_DRAW_FRAMEBUFFER:
            frameBuffer = mState.getDrawFramebuffer();
            break;
          case GL_READ_FRAMEBUFFER:
            frameBuffer = mState.getReadFramebuffer();
            break;
          default:
            UNREACHABLE();
        }
    
        if (frameBuffer && frameBuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
        {
            for (int i = 0; i < numAttachments; ++i)
            {
                rx::RenderTarget *renderTarget = NULL;
    
                if (attachments[i] >= GL_COLOR_ATTACHMENT0 && attachments[i] <= GL_COLOR_ATTACHMENT15)
                {
                    gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(attachments[i] - GL_COLOR_ATTACHMENT0);
                    if (attachment)
                    {
                        renderTarget = attachment->getRenderTarget();
                    }
                }
                else if (attachments[i] == GL_COLOR)
                {
                     gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(0);
                     if (attachment)
                     {
                         renderTarget = attachment->getRenderTarget();
                     }
                }
                else
                {
                    gl::FramebufferAttachment *attachment = NULL;
                    switch (attachments[i])
                    {
                      case GL_DEPTH_ATTACHMENT:
                      case GL_DEPTH:
                        attachment = frameBuffer->getDepthbuffer();
                        break;
                      case GL_STENCIL_ATTACHMENT:
                      case GL_STENCIL:
                        attachment = frameBuffer->getStencilbuffer();
                        break;
                      case GL_DEPTH_STENCIL_ATTACHMENT:
                        attachment = frameBuffer->getDepthOrStencilbuffer();
                        break;
                      default:
                        UNREACHABLE();
                    }
    
                    if (attachment)
                    {
                        renderTarget = attachment->getDepthStencil();
                    }
                }
    
                if (renderTarget)
                {
                    renderTarget->invalidate(x, y, width, height);
                }
            }
        }
    }
    
    bool Context::hasMappedBuffer(GLenum target) const
    {
        if (target == GL_ARRAY_BUFFER)
        {
            for (unsigned int attribIndex = 0; attribIndex < gl::MAX_VERTEX_ATTRIBS; attribIndex++)
            {
                const gl::VertexAttribute &vertexAttrib = mState.getVertexAttribState(attribIndex);
                gl::Buffer *boundBuffer = vertexAttrib.buffer.get();
                if (vertexAttrib.enabled && boundBuffer && boundBuffer->isMapped())
                {
                    return true;
                }
            }
        }
        else if (target == GL_ELEMENT_ARRAY_BUFFER)
        {
            Buffer *elementBuffer = mState.getTargetBuffer(target);
            return (elementBuffer && elementBuffer->isMapped());
        }
        else if (target == GL_TRANSFORM_FEEDBACK_BUFFER)
        {
            UNIMPLEMENTED();
        }
        else UNREACHABLE();
        return false;
    }
    
    void Context::initCaps(GLuint clientVersion)
    {
        mCaps = mRenderer->getRendererCaps();
    
        mExtensions = mRenderer->getRendererExtensions();
    
        if (clientVersion < 3)
        {
            // Disable ES3+ extensions
            mExtensions.colorBufferFloat = false;
        }
    
        if (clientVersion > 2)
        {
            // FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts
            //mExtensions.sRGB = false;
        }
    
        GLuint maxSamples = 0;
        const TextureCapsMap &rendererFormats = mRenderer->getRendererTextureCaps();
        for (TextureCapsMap::const_iterator i = rendererFormats.begin(); i != rendererFormats.end(); i++)
        {
            GLenum format = i->first;
            TextureCaps formatCaps = i->second;
    
            const InternalFormat &formatInfo = GetInternalFormatInfo(format);
            if (formatCaps.texturable && formatInfo.textureSupport(clientVersion, mExtensions))
            {
                // Update the format caps based on the client version and extensions
                formatCaps.renderable = formatInfo.renderSupport(clientVersion, mExtensions);
                formatCaps.filterable = formatInfo.filterSupport(clientVersion, mExtensions);
    
                // OpenGL ES does not support multisampling with integer formats
                if (formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT)
                {
                    formatCaps.sampleCounts.clear();
                }
                maxSamples = std::max(maxSamples, formatCaps.getMaxSamples());
    
                mTextureCaps.insert(format, formatCaps);
            }
        }
    
        mExtensions.maxSamples = maxSamples;
    }
    
    }
    
    extern "C"
    {
    gl::Context *glCreateContext(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
    {
        return new gl::Context(clientVersion, shareContext, renderer, notifyResets, robustAccess);
    }
    
    void glDestroyContext(gl::Context *context)
    {
        delete context;
    
        if (context == gl::getContext())
        {
            gl::makeCurrent(NULL, NULL, NULL);
        }
    }
    
    void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
    {
        gl::makeCurrent(context, display, surface);
    }
    
    gl::Context *glGetCurrentContext()
    {
        return gl::getContext();
    }
    
    }