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kc3-lang/angle/src/libANGLE/State.h

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  • Author : Jeff Vigil
    Date : 2021-03-25 15:40:58
    Hash : d2b659f9
    Message : EGL: implement EGL_EXT_protected_content Context Add Validation check to Contexts and Surfaces Add Vulkan protected memory features and properties Add protected member to Surfaces and Contexts Implement hasProtectedContent in Vulkan Add QueueFamily helper, extent DeviceQueueMap Protected Swapchains always on for Android Add EGLProtectedContentTest Test: angle_end2end_test --gtest_filter=EGLProtectedContentTest Bug: angleproject:3965 Change-Id: I9352b1e594f71bb4e89cee7137a468940d186b1b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2800413 Commit-Queue: Mohan Maiya <m.maiya@samsung.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/State.h
  • //
    // Copyright 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.
    //
    
    // State.h: Defines the State class, encapsulating raw GL state
    
    #ifndef LIBANGLE_STATE_H_
    #define LIBANGLE_STATE_H_
    
    #include <bitset>
    #include <memory>
    
    #include "common/Color.h"
    #include "common/angleutils.h"
    #include "common/bitset_utils.h"
    #include "libANGLE/Debug.h"
    #include "libANGLE/GLES1State.h"
    #include "libANGLE/Overlay.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/ProgramExecutable.h"
    #include "libANGLE/ProgramPipeline.h"
    #include "libANGLE/RefCountObject.h"
    #include "libANGLE/Renderbuffer.h"
    #include "libANGLE/Sampler.h"
    #include "libANGLE/Texture.h"
    #include "libANGLE/TransformFeedback.h"
    #include "libANGLE/Version.h"
    #include "libANGLE/VertexArray.h"
    #include "libANGLE/angletypes.h"
    
    namespace egl
    {
    class ShareGroup;
    }  // namespace egl
    
    namespace gl
    {
    class BufferManager;
    struct Caps;
    class Context;
    class FramebufferManager;
    class MemoryObjectManager;
    class ProgramPipelineManager;
    class Query;
    class RenderbufferManager;
    class SamplerManager;
    class SemaphoreManager;
    class ShaderProgramManager;
    class SyncManager;
    class TextureManager;
    class VertexArray;
    
    static constexpr Version ES_1_0 = Version(1, 0);
    static constexpr Version ES_1_1 = Version(1, 1);
    static constexpr Version ES_2_0 = Version(2, 0);
    static constexpr Version ES_3_0 = Version(3, 0);
    static constexpr Version ES_3_1 = Version(3, 1);
    static constexpr Version ES_3_2 = Version(3, 2);
    
    template <typename T>
    using BufferBindingMap     = angle::PackedEnumMap<BufferBinding, T>;
    using BoundBufferMap       = BufferBindingMap<BindingPointer<Buffer>>;
    using SamplerBindingVector = std::vector<BindingPointer<Sampler>>;
    using TextureBindingVector = std::vector<BindingPointer<Texture>>;
    using TextureBindingMap    = angle::PackedEnumMap<TextureType, TextureBindingVector>;
    using ActiveQueryMap       = angle::PackedEnumMap<QueryType, BindingPointer<Query>>;
    using BufferVector         = std::vector<OffsetBindingPointer<Buffer>>;
    
    class ActiveTexturesCache final : angle::NonCopyable
    {
      public:
        ActiveTexturesCache();
        ~ActiveTexturesCache();
    
        Texture *operator[](size_t textureIndex) const { return mTextures[textureIndex]; }
    
        void clear();
        void set(size_t textureIndex, Texture *texture);
        void reset(size_t textureIndex);
        bool empty() const;
    
      private:
        ActiveTextureArray<Texture *> mTextures;
    };
    
    class State : angle::NonCopyable
    {
      public:
        State(const State *shareContextState,
              egl::ShareGroup *shareGroup,
              TextureManager *shareTextures,
              SemaphoreManager *shareSemaphores,
              const OverlayType *overlay,
              const EGLenum clientType,
              const Version &clientVersion,
              bool debug,
              bool bindGeneratesResource,
              bool clientArraysEnabled,
              bool robustResourceInit,
              bool programBinaryCacheEnabled,
              EGLenum contextPriority,
              bool hasProtectedContent);
        ~State();
    
        void initialize(Context *context);
        void reset(const Context *context);
    
        // Getters
        ContextID getContextID() const { return mID; }
        EGLenum getClientType() const { return mClientType; }
        EGLenum getContextPriority() const { return mContextPriority; }
        bool hasProtectedContent() const { return mHasProtectedContent; }
        GLint getClientMajorVersion() const { return mClientVersion.major; }
        GLint getClientMinorVersion() const { return mClientVersion.minor; }
        const Version &getClientVersion() const { return mClientVersion; }
        const Caps &getCaps() const { return mCaps; }
        const TextureCapsMap &getTextureCaps() const { return mTextureCaps; }
        const Extensions &getExtensions() const { return mExtensions; }
        const Limitations &getLimitations() const { return mLimitations; }
        egl::ShareGroup *getShareGroup() const { return mShareGroup; }
    
        bool isWebGL() const { return mExtensions.webglCompatibility; }
    
        bool isWebGL1() const { return (isWebGL() && mClientVersion.major == 2); }
    
        const TextureCaps &getTextureCap(GLenum internalFormat) const
        {
            return mTextureCaps.get(internalFormat);
        }
    
        // State chunk getters
        bool allActiveDrawBufferChannelsMasked() const;
        bool anyActiveDrawBufferChannelMasked() const;
        const RasterizerState &getRasterizerState() const;
        const BlendState &getBlendState() const { return mBlendState; }
        const BlendStateExt &getBlendStateExt() const { return mBlendStateExt; }
        const DepthStencilState &getDepthStencilState() const;
    
        // Clear behavior setters & state parameter block generation function
        void setColorClearValue(float red, float green, float blue, float alpha);
        void setDepthClearValue(float depth);
        void setStencilClearValue(int stencil);
    
        const ColorF &getColorClearValue() const { return mColorClearValue; }
        float getDepthClearValue() const { return mDepthClearValue; }
        int getStencilClearValue() const { return mStencilClearValue; }
    
        // Write mask manipulation
        void setColorMask(bool red, bool green, bool blue, bool alpha);
        void setColorMaskIndexed(bool red, bool green, bool blue, bool alpha, GLuint index);
        void setDepthMask(bool mask);
    
        // Discard toggle & query
        bool isRasterizerDiscardEnabled() const { return mRasterizer.rasterizerDiscard; }
        void setRasterizerDiscard(bool enabled);
    
        // Primitive restart
        bool isPrimitiveRestartEnabled() const { return mPrimitiveRestart; }
        void setPrimitiveRestart(bool enabled);
    
        // Face culling state manipulation
        bool isCullFaceEnabled() const { return mRasterizer.cullFace; }
        void setCullFace(bool enabled);
        void setCullMode(CullFaceMode mode);
        void setFrontFace(GLenum front);
    
        // Depth test state manipulation
        bool isDepthTestEnabled() const { return mDepthStencil.depthTest; }
        bool isDepthWriteEnabled() const { return mDepthStencil.depthTest && mDepthStencil.depthMask; }
        void setDepthTest(bool enabled);
        void setDepthFunc(GLenum depthFunc);
        void setDepthRange(float zNear, float zFar);
        float getNearPlane() const { return mNearZ; }
        float getFarPlane() const { return mFarZ; }
    
        // Clip control extension
        void setClipControl(GLenum origin, GLenum depth);
        bool isClipControlDepthZeroToOne() const { return mClipControlDepth == GL_ZERO_TO_ONE_EXT; }
        gl::ClipSpaceOrigin getClipSpaceOrigin() const
        {
            return mClipControlOrigin == GL_UPPER_LEFT_EXT ? ClipSpaceOrigin::UpperLeft
                                                           : ClipSpaceOrigin::LowerLeft;
        }
    
        // Blend state manipulation
        bool isBlendEnabled() const { return mBlendStateExt.mEnabledMask.test(0); }
        bool isBlendEnabledIndexed(GLuint index) const
        {
            ASSERT(static_cast<size_t>(index) < mBlendStateExt.mMaxDrawBuffers);
            return mBlendStateExt.mEnabledMask.test(index);
        }
        DrawBufferMask getBlendEnabledDrawBufferMask() const { return mBlendStateExt.mEnabledMask; }
        void setBlend(bool enabled);
        void setBlendIndexed(bool enabled, GLuint index);
        void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);
        void setBlendFactorsIndexed(GLenum sourceRGB,
                                    GLenum destRGB,
                                    GLenum sourceAlpha,
                                    GLenum destAlpha,
                                    GLuint index);
        void setBlendColor(float red, float green, float blue, float alpha);
        void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);
        void setBlendEquationIndexed(GLenum rgbEquation, GLenum alphaEquation, GLuint index);
        const ColorF &getBlendColor() const { return mBlendColor; }
    
        // Stencil state maniupulation
        bool isStencilTestEnabled() const { return mDepthStencil.stencilTest; }
        void setStencilTest(bool enabled);
        void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);
        void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask);
        void setStencilWritemask(GLuint stencilWritemask);
        void setStencilBackWritemask(GLuint stencilBackWritemask);
        void setStencilOperations(GLenum stencilFail,
                                  GLenum stencilPassDepthFail,
                                  GLenum stencilPassDepthPass);
        void setStencilBackOperations(GLenum stencilBackFail,
                                      GLenum stencilBackPassDepthFail,
                                      GLenum stencilBackPassDepthPass);
        GLint getStencilRef() const { return mStencilRef; }
        GLint getStencilBackRef() const { return mStencilBackRef; }
    
        // Depth bias/polygon offset state manipulation
        bool isPolygonOffsetFillEnabled() const { return mRasterizer.polygonOffsetFill; }
        void setPolygonOffsetFill(bool enabled);
        void setPolygonOffsetParams(GLfloat factor, GLfloat units);
    
        // Multisample coverage state manipulation
        bool isSampleAlphaToCoverageEnabled() const { return mSampleAlphaToCoverage; }
        void setSampleAlphaToCoverage(bool enabled);
        bool isSampleCoverageEnabled() const { return mSampleCoverage; }
        void setSampleCoverage(bool enabled);
        void setSampleCoverageParams(GLclampf value, bool invert);
        GLclampf getSampleCoverageValue() const { return mSampleCoverageValue; }
        bool getSampleCoverageInvert() const { return mSampleCoverageInvert; }
    
        // Multisample mask state manipulation.
        bool isSampleMaskEnabled() const { return mSampleMask; }
        void setSampleMaskEnabled(bool enabled);
        void setSampleMaskParams(GLuint maskNumber, GLbitfield mask);
        GLbitfield getSampleMaskWord(GLuint maskNumber) const
        {
            ASSERT(maskNumber < mMaxSampleMaskWords);
            return mSampleMaskValues[maskNumber];
        }
        std::array<GLbitfield, MAX_SAMPLE_MASK_WORDS> getSampleMaskValues() const
        {
            return mSampleMaskValues;
        }
        GLuint getMaxSampleMaskWords() const { return mMaxSampleMaskWords; }
    
        // Multisampling/alpha to one manipulation.
        void setSampleAlphaToOne(bool enabled);
        bool isSampleAlphaToOneEnabled() const { return mSampleAlphaToOne; }
        void setMultisampling(bool enabled);
        bool isMultisamplingEnabled() const { return mMultiSampling; }
    
        void setSampleShading(bool enabled);
        bool isSampleShadingEnabled() const { return mIsSampleShadingEnabled; }
        void setMinSampleShading(float value);
        float getMinSampleShading() const { return mMinSampleShading; }
    
        // Scissor test state toggle & query
        bool isScissorTestEnabled() const { return mScissorTest; }
        void setScissorTest(bool enabled);
        void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);
        const Rectangle &getScissor() const { return mScissor; }
    
        // Dither state toggle & query
        bool isDitherEnabled() const { return mRasterizer.dither; }
        void setDither(bool enabled);
    
        // Generic state toggle & query
        void setEnableFeature(GLenum feature, bool enabled);
        void setEnableFeatureIndexed(GLenum feature, bool enabled, GLuint index);
        bool getEnableFeature(GLenum feature) const;
        bool getEnableFeatureIndexed(GLenum feature, GLuint index) const;
    
        // Line width state setter
        void setLineWidth(GLfloat width);
        float getLineWidth() const { return mLineWidth; }
    
        // Hint setters
        void setGenerateMipmapHint(GLenum hint);
        GLenum getGenerateMipmapHint() const;
        void setTextureFilteringHint(GLenum hint);
        GLenum getTextureFilteringHint() const;
        GLenum getFragmentShaderDerivativeHint() const { return mFragmentShaderDerivativeHint; }
        void setFragmentShaderDerivativeHint(GLenum hint);
    
        // GL_CHROMIUM_bind_generates_resource
        bool isBindGeneratesResourceEnabled() const { return mBindGeneratesResource; }
    
        // GL_ANGLE_client_arrays
        bool areClientArraysEnabled() const { return mClientArraysEnabled; }
    
        // Viewport state setter/getter
        void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);
        const Rectangle &getViewport() const { return mViewport; }
    
        // Texture binding & active texture unit manipulation
        void setActiveSampler(unsigned int active);
        unsigned int getActiveSampler() const { return static_cast<unsigned int>(mActiveSampler); }
    
        void setSamplerTexture(const Context *context, TextureType type, Texture *texture);
        Texture *getTargetTexture(TextureType type) const;
    
        Texture *getSamplerTexture(unsigned int sampler, TextureType type) const
        {
            ASSERT(sampler < mSamplerTextures[type].size());
            return mSamplerTextures[type][sampler].get();
        }
    
        TextureID getSamplerTextureId(unsigned int sampler, TextureType type) const;
        void detachTexture(const Context *context, const TextureMap &zeroTextures, TextureID texture);
        void initializeZeroTextures(const Context *context, const TextureMap &zeroTextures);
    
        void invalidateTextureBindings(TextureType type);
    
        // Sampler object binding manipulation
        void setSamplerBinding(const Context *context, GLuint textureUnit, Sampler *sampler);
        SamplerID getSamplerId(GLuint textureUnit) const
        {
            ASSERT(textureUnit < mSamplers.size());
            return mSamplers[textureUnit].id();
        }
    
        Sampler *getSampler(GLuint textureUnit) const { return mSamplers[textureUnit].get(); }
    
        const SamplerBindingVector &getSamplers() const { return mSamplers; }
    
        void detachSampler(const Context *context, SamplerID sampler);
    
        // Renderbuffer binding manipulation
        void setRenderbufferBinding(const Context *context, Renderbuffer *renderbuffer);
        RenderbufferID getRenderbufferId() const { return mRenderbuffer.id(); }
        Renderbuffer *getCurrentRenderbuffer() const { return mRenderbuffer.get(); }
        void detachRenderbuffer(const Context *context, RenderbufferID renderbuffer);
    
        // Framebuffer binding manipulation
        void setReadFramebufferBinding(Framebuffer *framebuffer);
        void setDrawFramebufferBinding(Framebuffer *framebuffer);
        Framebuffer *getTargetFramebuffer(GLenum target) const;
        Framebuffer *getReadFramebuffer() const { return mReadFramebuffer; }
        Framebuffer *getDrawFramebuffer() const { return mDrawFramebuffer; }
        Framebuffer *getDefaultFramebuffer() const;
    
        bool removeReadFramebufferBinding(FramebufferID framebuffer);
        bool removeDrawFramebufferBinding(FramebufferID framebuffer);
    
        // Vertex array object binding manipulation
        void setVertexArrayBinding(const Context *context, VertexArray *vertexArray);
        bool removeVertexArrayBinding(const Context *context, VertexArrayID vertexArray);
        VertexArrayID getVertexArrayId() const;
    
        VertexArray *getVertexArray() const
        {
            ASSERT(mVertexArray != nullptr);
            return mVertexArray;
        }
    
        // If both a Program and a ProgramPipeline are bound, the Program will
        // always override the ProgramPipeline.
        const ProgramExecutable *getProgramExecutable() const { return mExecutable; }
    
        // Program binding manipulation
        angle::Result setProgram(const Context *context, Program *newProgram);
    
        Program *getProgram() const
        {
            ASSERT(!mProgram || !mProgram->isLinking());
            return mProgram;
        }
    
        Program *getLinkedProgram(const Context *context) const
        {
            if (mProgram)
            {
                mProgram->resolveLink(context);
            }
            return mProgram;
        }
    
        ProgramPipeline *getProgramPipeline() const { return mProgramPipeline.get(); }
    
        // Transform feedback object (not buffer) binding manipulation
        void setTransformFeedbackBinding(const Context *context, TransformFeedback *transformFeedback);
        TransformFeedback *getCurrentTransformFeedback() const { return mTransformFeedback.get(); }
    
        ANGLE_INLINE bool isTransformFeedbackActive() const
        {
            TransformFeedback *curTransformFeedback = mTransformFeedback.get();
            return curTransformFeedback && curTransformFeedback->isActive();
        }
        ANGLE_INLINE bool isTransformFeedbackActiveUnpaused() const
        {
            TransformFeedback *curTransformFeedback = mTransformFeedback.get();
            return curTransformFeedback && curTransformFeedback->isActive() &&
                   !curTransformFeedback->isPaused();
        }
    
        bool removeTransformFeedbackBinding(const Context *context,
                                            TransformFeedbackID transformFeedback);
    
        // Query binding manipulation
        bool isQueryActive(QueryType type) const;
        bool isQueryActive(Query *query) const;
        void setActiveQuery(const Context *context, QueryType type, Query *query);
        QueryID getActiveQueryId(QueryType type) const;
        Query *getActiveQuery(QueryType type) const;
    
        // Program Pipeline binding manipulation
        angle::Result useProgramStages(const Context *context,
                                       ProgramPipeline *programPipeline,
                                       GLbitfield stages,
                                       Program *shaderProgram);
        angle::Result setProgramPipelineBinding(const Context *context, ProgramPipeline *pipeline);
        void detachProgramPipeline(const Context *context, ProgramPipelineID pipeline);
    
        //// Typed buffer binding point manipulation ////
        ANGLE_INLINE void setBufferBinding(const Context *context, BufferBinding target, Buffer *buffer)
        {
            (this->*(kBufferSetters[target]))(context, buffer);
        }
    
        ANGLE_INLINE Buffer *getTargetBuffer(BufferBinding target) const
        {
            switch (target)
            {
                case BufferBinding::ElementArray:
                    return getVertexArray()->getElementArrayBuffer();
                default:
                    return mBoundBuffers[target].get();
            }
        }
    
        ANGLE_INLINE Buffer *getArrayBuffer() const { return getTargetBuffer(BufferBinding::Array); }
    
        angle::Result setIndexedBufferBinding(const Context *context,
                                              BufferBinding target,
                                              GLuint index,
                                              Buffer *buffer,
                                              GLintptr offset,
                                              GLsizeiptr size);
    
        size_t getAtomicCounterBufferCount() const { return mAtomicCounterBuffers.size(); }
    
        ANGLE_INLINE bool hasValidAtomicCounterBuffer() const
        {
            return mBoundAtomicCounterBuffersMask.any();
        }
    
        const OffsetBindingPointer<Buffer> &getIndexedUniformBuffer(size_t index) const;
        const OffsetBindingPointer<Buffer> &getIndexedAtomicCounterBuffer(size_t index) const;
        const OffsetBindingPointer<Buffer> &getIndexedShaderStorageBuffer(size_t index) const;
    
        const angle::BitSet<gl::IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS> &getUniformBuffersMask()
            const
        {
            return mBoundUniformBuffersMask;
        }
        const angle::BitSet<gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS>
            &getAtomicCounterBuffersMask() const
        {
            return mBoundAtomicCounterBuffersMask;
        }
        const angle::BitSet<gl::IMPLEMENTATION_MAX_SHADER_STORAGE_BUFFER_BINDINGS>
            &getShaderStorageBuffersMask() const
        {
            return mBoundShaderStorageBuffersMask;
        }
    
        // Detach a buffer from all bindings
        angle::Result detachBuffer(Context *context, const Buffer *buffer);
    
        // Vertex attrib manipulation
        void setEnableVertexAttribArray(unsigned int attribNum, bool enabled);
        void setVertexAttribf(GLuint index, const GLfloat values[4]);
        void setVertexAttribu(GLuint index, const GLuint values[4]);
        void setVertexAttribi(GLuint index, const GLint values[4]);
    
        ANGLE_INLINE void setVertexAttribPointer(const Context *context,
                                                 unsigned int attribNum,
                                                 Buffer *boundBuffer,
                                                 GLint size,
                                                 VertexAttribType type,
                                                 bool normalized,
                                                 GLsizei stride,
                                                 const void *pointer)
        {
            mVertexArray->setVertexAttribPointer(context, attribNum, boundBuffer, size, type,
                                                 normalized, stride, pointer);
            mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
        }
    
        ANGLE_INLINE void setVertexAttribIPointer(const Context *context,
                                                  unsigned int attribNum,
                                                  Buffer *boundBuffer,
                                                  GLint size,
                                                  VertexAttribType type,
                                                  GLsizei stride,
                                                  const void *pointer)
        {
            mVertexArray->setVertexAttribIPointer(context, attribNum, boundBuffer, size, type, stride,
                                                  pointer);
            mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
        }
    
        void setVertexAttribDivisor(const Context *context, GLuint index, GLuint divisor);
        const VertexAttribCurrentValueData &getVertexAttribCurrentValue(size_t attribNum) const
        {
            ASSERT(attribNum < mVertexAttribCurrentValues.size());
            return mVertexAttribCurrentValues[attribNum];
        }
    
        const std::vector<VertexAttribCurrentValueData> &getVertexAttribCurrentValues() const
        {
            return mVertexAttribCurrentValues;
        }
    
        const void *getVertexAttribPointer(unsigned int attribNum) const;
    
        void bindVertexBuffer(const Context *context,
                              GLuint bindingIndex,
                              Buffer *boundBuffer,
                              GLintptr offset,
                              GLsizei stride);
        void setVertexAttribFormat(GLuint attribIndex,
                                   GLint size,
                                   VertexAttribType type,
                                   bool normalized,
                                   bool pureInteger,
                                   GLuint relativeOffset);
    
        void setVertexAttribBinding(const Context *context, GLuint attribIndex, GLuint bindingIndex)
        {
            mVertexArray->setVertexAttribBinding(context, attribIndex, bindingIndex);
            mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
        }
    
        void setVertexBindingDivisor(GLuint bindingIndex, GLuint divisor);
    
        // Pixel pack state manipulation
        void setPackAlignment(GLint alignment);
        GLint getPackAlignment() const { return mPack.alignment; }
        void setPackReverseRowOrder(bool reverseRowOrder);
        bool getPackReverseRowOrder() const { return mPack.reverseRowOrder; }
        void setPackRowLength(GLint rowLength);
        GLint getPackRowLength() const { return mPack.rowLength; }
        void setPackSkipRows(GLint skipRows);
        GLint getPackSkipRows() const { return mPack.skipRows; }
        void setPackSkipPixels(GLint skipPixels);
        GLint getPackSkipPixels() const { return mPack.skipPixels; }
        const PixelPackState &getPackState() const { return mPack; }
        PixelPackState &getPackState() { return mPack; }
    
        // Pixel unpack state manipulation
        void setUnpackAlignment(GLint alignment);
        GLint getUnpackAlignment() const { return mUnpack.alignment; }
        void setUnpackRowLength(GLint rowLength);
        GLint getUnpackRowLength() const { return mUnpack.rowLength; }
        void setUnpackImageHeight(GLint imageHeight);
        GLint getUnpackImageHeight() const { return mUnpack.imageHeight; }
        void setUnpackSkipImages(GLint skipImages);
        GLint getUnpackSkipImages() const { return mUnpack.skipImages; }
        void setUnpackSkipRows(GLint skipRows);
        GLint getUnpackSkipRows() const { return mUnpack.skipRows; }
        void setUnpackSkipPixels(GLint skipPixels);
        GLint getUnpackSkipPixels() const { return mUnpack.skipPixels; }
        const PixelUnpackState &getUnpackState() const { return mUnpack; }
        PixelUnpackState &getUnpackState() { return mUnpack; }
    
        // Debug state
        const Debug &getDebug() const { return mDebug; }
        Debug &getDebug() { return mDebug; }
    
        // CHROMIUM_framebuffer_mixed_samples coverage modulation
        void setCoverageModulation(GLenum components);
        GLenum getCoverageModulation() const { return mCoverageModulation; }
    
        // GL_EXT_sRGB_write_control
        void setFramebufferSRGB(bool sRGB);
        bool getFramebufferSRGB() const { return mFramebufferSRGB; }
    
        // GL_KHR_parallel_shader_compile
        void setMaxShaderCompilerThreads(GLuint count);
        GLuint getMaxShaderCompilerThreads() const { return mMaxShaderCompilerThreads; }
    
        // GL_EXT_tessellation_shader
        void setPatchVertices(GLuint value);
        GLuint getPatchVertices() const { return mPatchVertices; }
    
        // State query functions
        void getBooleanv(GLenum pname, GLboolean *params) const;
        void getFloatv(GLenum pname, GLfloat *params) const;
        angle::Result getIntegerv(const Context *context, GLenum pname, GLint *params) const;
        void getPointerv(const Context *context, GLenum pname, void **params) const;
        void getIntegeri_v(GLenum target, GLuint index, GLint *data) const;
        void getInteger64i_v(GLenum target, GLuint index, GLint64 *data) const;
        void getBooleani_v(GLenum target, GLuint index, GLboolean *data) const;
    
        bool isRobustResourceInitEnabled() const { return mRobustResourceInit; }
    
        // Sets the dirty bit for the program executable.
        angle::Result onProgramExecutableChange(const Context *context, Program *program);
        // Sets the dirty bit for the program pipeline executable.
        angle::Result onProgramPipelineExecutableChange(const Context *context,
                                                        ProgramPipeline *program);
    
        enum DirtyBitType
        {
            // Note: process draw framebuffer binding first, so that other dirty bits whose effect
            // depend on the current draw framebuffer are not processed while the old framebuffer is
            // still bound.
            DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING,
            DIRTY_BIT_READ_FRAMEBUFFER_BINDING,
            DIRTY_BIT_SCISSOR_TEST_ENABLED,
            DIRTY_BIT_SCISSOR,
            DIRTY_BIT_VIEWPORT,
            DIRTY_BIT_DEPTH_RANGE,
            DIRTY_BIT_BLEND_ENABLED,
            DIRTY_BIT_BLEND_COLOR,
            DIRTY_BIT_BLEND_FUNCS,
            DIRTY_BIT_BLEND_EQUATIONS,
            DIRTY_BIT_COLOR_MASK,
            DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED,
            DIRTY_BIT_SAMPLE_COVERAGE_ENABLED,
            DIRTY_BIT_SAMPLE_COVERAGE,
            DIRTY_BIT_SAMPLE_MASK_ENABLED,
            DIRTY_BIT_SAMPLE_MASK,
            DIRTY_BIT_DEPTH_TEST_ENABLED,
            DIRTY_BIT_DEPTH_FUNC,
            DIRTY_BIT_DEPTH_MASK,
            DIRTY_BIT_STENCIL_TEST_ENABLED,
            DIRTY_BIT_STENCIL_FUNCS_FRONT,
            DIRTY_BIT_STENCIL_FUNCS_BACK,
            DIRTY_BIT_STENCIL_OPS_FRONT,
            DIRTY_BIT_STENCIL_OPS_BACK,
            DIRTY_BIT_STENCIL_WRITEMASK_FRONT,
            DIRTY_BIT_STENCIL_WRITEMASK_BACK,
            DIRTY_BIT_CULL_FACE_ENABLED,
            DIRTY_BIT_CULL_FACE,
            DIRTY_BIT_FRONT_FACE,
            DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED,
            DIRTY_BIT_POLYGON_OFFSET,
            DIRTY_BIT_RASTERIZER_DISCARD_ENABLED,
            DIRTY_BIT_LINE_WIDTH,
            DIRTY_BIT_PRIMITIVE_RESTART_ENABLED,
            DIRTY_BIT_CLEAR_COLOR,
            DIRTY_BIT_CLEAR_DEPTH,
            DIRTY_BIT_CLEAR_STENCIL,
            DIRTY_BIT_UNPACK_STATE,
            DIRTY_BIT_UNPACK_BUFFER_BINDING,
            DIRTY_BIT_PACK_STATE,
            DIRTY_BIT_PACK_BUFFER_BINDING,
            DIRTY_BIT_DITHER_ENABLED,
            DIRTY_BIT_RENDERBUFFER_BINDING,
            DIRTY_BIT_VERTEX_ARRAY_BINDING,
            DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING,
            DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING,
            // TODO(jmadill): Fine-grained dirty bits for each index.
            DIRTY_BIT_PROGRAM_BINDING,  // Must be before DIRTY_BIT_PROGRAM_EXECUTABLE
            DIRTY_BIT_PROGRAM_EXECUTABLE,
            // TODO(jmadill): Fine-grained dirty bits for each texture/sampler.
            DIRTY_BIT_SAMPLER_BINDINGS,
            DIRTY_BIT_TEXTURE_BINDINGS,
            DIRTY_BIT_IMAGE_BINDINGS,
            DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING,
            DIRTY_BIT_UNIFORM_BUFFER_BINDINGS,
            DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING,
            DIRTY_BIT_ATOMIC_COUNTER_BUFFER_BINDING,
            DIRTY_BIT_MULTISAMPLING,
            DIRTY_BIT_SAMPLE_ALPHA_TO_ONE,
            DIRTY_BIT_COVERAGE_MODULATION,                  // CHROMIUM_framebuffer_mixed_samples
            DIRTY_BIT_FRAMEBUFFER_SRGB_WRITE_CONTROL_MODE,  // GL_EXT_sRGB_write_control
            DIRTY_BIT_CURRENT_VALUES,
            DIRTY_BIT_PROVOKING_VERTEX,
            DIRTY_BIT_SAMPLE_SHADING,
            DIRTY_BIT_PATCH_VERTICES,
            DIRTY_BIT_EXTENDED,  // clip distances, mipmap generation hint, derivative hint,
                                 // EXT_clip_control
            DIRTY_BIT_INVALID,
            DIRTY_BIT_MAX = DIRTY_BIT_INVALID,
        };
    
        static_assert(DIRTY_BIT_MAX <= 64, "State dirty bits must be capped at 64");
    
        enum ExtendedDirtyBitType
        {
            EXTENDED_DIRTY_BIT_CLIP_CONTROL,            // EXT_clip_control
            EXTENDED_DIRTY_BIT_CLIP_DISTANCES,          // clip distances
            EXTENDED_DIRTY_BIT_MIPMAP_GENERATION_HINT,  // mipmap generation hint
            EXTENDED_DIRTY_BIT_SHADER_DERIVATIVE_HINT,  // shader derivative hint
            EXTENDED_DIRTY_BIT_INVALID,
            EXTENDED_DIRTY_BIT_MAX = EXTENDED_DIRTY_BIT_INVALID,
        };
    
        static_assert(EXTENDED_DIRTY_BIT_MAX <= 32, "State extended dirty bits must be capped at 32");
    
        // TODO(jmadill): Consider storing dirty objects in a list instead of by binding.
        enum DirtyObjectType
        {
            DIRTY_OBJECT_ACTIVE_TEXTURES,  // Top-level dirty bit. Also see mDirtyActiveTextures.
            DIRTY_OBJECT_TEXTURES_INIT,
            DIRTY_OBJECT_IMAGES_INIT,
            DIRTY_OBJECT_READ_ATTACHMENTS,
            DIRTY_OBJECT_DRAW_ATTACHMENTS,
            DIRTY_OBJECT_VERTEX_ARRAY,
            DIRTY_OBJECT_TEXTURES,  // Top-level dirty bit. Also see mDirtyTextures.
            DIRTY_OBJECT_IMAGES,    // Top-level dirty bit. Also see mDirtyImages.
            DIRTY_OBJECT_SAMPLERS,  // Top-level dirty bit. Also see mDirtySamplers.
            DIRTY_OBJECT_READ_FRAMEBUFFER,
            DIRTY_OBJECT_DRAW_FRAMEBUFFER,
            DIRTY_OBJECT_PROGRAM,
            DIRTY_OBJECT_UNKNOWN,
            DIRTY_OBJECT_MAX = DIRTY_OBJECT_UNKNOWN,
        };
    
        using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
        const DirtyBits &getDirtyBits() const { return mDirtyBits; }
        void clearDirtyBits() { mDirtyBits.reset(); }
        void clearDirtyBits(const DirtyBits &bitset) { mDirtyBits &= ~bitset; }
        void setAllDirtyBits()
        {
            mDirtyBits.set();
            mDirtyCurrentValues.set();
        }
    
        using ExtendedDirtyBits = angle::BitSet32<EXTENDED_DIRTY_BIT_MAX>;
        const ExtendedDirtyBits &getExtendedDirtyBits() const { return mExtendedDirtyBits; }
        // TODO(https://anglebug.com/5631): Handle extended dirty bits on non-vulkan backends
        ExtendedDirtyBits getAndResetExtendedDirtyBits() const;
        void clearExtendedDirtyBits() { mExtendedDirtyBits.reset(); }
    
        using DirtyObjects = angle::BitSet<DIRTY_OBJECT_MAX>;
        void clearDirtyObjects() { mDirtyObjects.reset(); }
        void setAllDirtyObjects() { mDirtyObjects.set(); }
        angle::Result syncDirtyObjects(const Context *context,
                                       const DirtyObjects &bitset,
                                       Command command);
        angle::Result syncDirtyObject(const Context *context, GLenum target);
        void setObjectDirty(GLenum target);
        void setTextureDirty(size_t textureUnitIndex);
        void setSamplerDirty(size_t samplerIndex);
    
        ANGLE_INLINE void setReadFramebufferDirty()
        {
            mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
            mDirtyObjects.set(DIRTY_OBJECT_READ_ATTACHMENTS);
        }
    
        ANGLE_INLINE void setDrawFramebufferDirty()
        {
            mDirtyObjects.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER);
            mDirtyObjects.set(DIRTY_OBJECT_DRAW_ATTACHMENTS);
        }
    
        // This actually clears the current value dirty bits.
        // TODO(jmadill): Pass mutable dirty bits into Impl.
        AttributesMask getAndResetDirtyCurrentValues() const;
    
        void setImageUnit(const Context *context,
                          size_t unit,
                          Texture *texture,
                          GLint level,
                          GLboolean layered,
                          GLint layer,
                          GLenum access,
                          GLenum format);
    
        const ImageUnit &getImageUnit(size_t unit) const { return mImageUnits[unit]; }
        const ActiveTexturesCache &getActiveTexturesCache() const { return mActiveTexturesCache; }
        ComponentTypeMask getCurrentValuesTypeMask() const { return mCurrentValuesTypeMask; }
    
        // "onActiveTextureChange" is called when a texture binding changes.
        void onActiveTextureChange(const Context *context, size_t textureUnit);
    
        // "onActiveTextureStateChange" is called when the Texture changed but the binding did not.
        void onActiveTextureStateChange(const Context *context, size_t textureUnit);
    
        void onImageStateChange(const Context *context, size_t unit);
    
        void onUniformBufferStateChange(size_t uniformBufferIndex);
    
        bool isCurrentTransformFeedback(const TransformFeedback *tf) const
        {
            return tf == mTransformFeedback.get();
        }
        bool isCurrentVertexArray(const VertexArray *va) const { return va == mVertexArray; }
    
        GLES1State &gles1() { return mGLES1State; }
        const GLES1State &gles1() const { return mGLES1State; }
    
        // Helpers for setting bound buffers. They should all have the same signature.
        // Not meant to be called externally. Used for local helpers in State.cpp.
        template <BufferBinding Target>
        void setGenericBufferBindingWithBit(const Context *context, Buffer *buffer);
    
        template <BufferBinding Target>
        void setGenericBufferBinding(const Context *context, Buffer *buffer);
    
        using BufferBindingSetter = void (State::*)(const Context *, Buffer *);
    
        ANGLE_INLINE bool validateSamplerFormats() const
        {
            return (!mExecutable || !(mTexturesIncompatibleWithSamplers.intersects(
                                        mExecutable->getActiveSamplersMask())));
        }
    
        ProvokingVertexConvention getProvokingVertex() const { return mProvokingVertex; }
        void setProvokingVertex(ProvokingVertexConvention val)
        {
            mDirtyBits.set(State::DIRTY_BIT_PROVOKING_VERTEX);
            mProvokingVertex = val;
        }
    
        ANGLE_INLINE void setReadFramebufferBindingDirty()
        {
            mDirtyBits.set(State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING);
        }
    
        ANGLE_INLINE void setDrawFramebufferBindingDirty()
        {
            mDirtyBits.set(State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING);
        }
    
        using ClipDistanceEnableBits = angle::BitSet32<IMPLEMENTATION_MAX_CLIP_DISTANCES>;
        const ClipDistanceEnableBits &getEnabledClipDistances() const { return mClipDistancesEnabled; }
        void setClipDistanceEnable(int idx, bool enable);
    
        const OverlayType *getOverlay() const { return mOverlay; }
    
        // Not for general use.
        const BufferManager &getBufferManagerForCapture() const { return *mBufferManager; }
        const BoundBufferMap &getBoundBuffersForCapture() const { return mBoundBuffers; }
        const TextureManager &getTextureManagerForCapture() const { return *mTextureManager; }
        const TextureBindingMap &getBoundTexturesForCapture() const { return mSamplerTextures; }
        const RenderbufferManager &getRenderbufferManagerForCapture() const
        {
            return *mRenderbufferManager;
        }
        const FramebufferManager &getFramebufferManagerForCapture() const
        {
            return *mFramebufferManager;
        }
        const ShaderProgramManager &getShaderProgramManagerForCapture() const
        {
            return *mShaderProgramManager;
        }
        const SyncManager &getSyncManagerForCapture() const { return *mSyncManager; }
        const SamplerManager &getSamplerManagerForCapture() const { return *mSamplerManager; }
        const SamplerBindingVector &getSamplerBindingsForCapture() const { return mSamplers; }
    
        const ActiveQueryMap &getActiveQueriesForCapture() const { return mActiveQueries; }
    
        bool hasConstantAlphaBlendFunc() const
        {
            return (mBlendFuncConstantAlphaDrawBuffers & mBlendStateExt.mEnabledMask).any();
        }
    
        bool hasSimultaneousConstantColorAndAlphaBlendFunc() const
        {
            return (mBlendFuncConstantColorDrawBuffers & mBlendStateExt.mEnabledMask).any() &&
                   hasConstantAlphaBlendFunc();
        }
    
        bool noSimultaneousConstantColorAndAlphaBlendFunc() const
        {
            return mNoSimultaneousConstantColorAndAlphaBlendFunc;
        }
    
        bool canEnableEarlyFragmentTestsOptimization() const
        {
            return !isSampleAlphaToCoverageEnabled();
        }
    
        const BufferVector &getOffsetBindingPointerUniformBuffers() const { return mUniformBuffers; }
    
        const BufferVector &getOffsetBindingPointerAtomicCounterBuffers() const
        {
            return mAtomicCounterBuffers;
        }
    
        const BufferVector &getOffsetBindingPointerShaderStorageBuffers() const
        {
            return mShaderStorageBuffers;
        }
    
        ActiveTextureMask getTexturesIncompatibleWithSamplers() const
        {
            return mTexturesIncompatibleWithSamplers;
        }
    
        bool isProgramBinaryCacheEnabled() const { return mProgramBinaryCacheEnabled; }
    
        bool isTextureRectangleEnabled() const { return mTextureRectangleEnabled; }
    
        DrawBufferMask getBlendFuncConstantAlphaDrawBuffers() const
        {
            return mBlendFuncConstantAlphaDrawBuffers;
        }
    
        DrawBufferMask getBlendFuncConstantColorDrawBuffers() const
        {
            return mBlendFuncConstantColorDrawBuffers;
        }
    
        const std::vector<ImageUnit> &getImageUnits() const { return mImageUnits; }
    
        const ProgramPipelineManager *getProgramPipelineManagerForCapture() const
        {
            return mProgramPipelineManager;
        }
    
      private:
        friend class Context;
    
        void unsetActiveTextures(const ActiveTextureMask &textureMask);
        void setActiveTextureDirty(size_t textureIndex, Texture *texture);
        void updateTextureBinding(const Context *context, size_t textureIndex, Texture *texture);
        void updateActiveTextureStateOnSync(const Context *context,
                                            size_t textureIndex,
                                            const Sampler *sampler,
                                            Texture *texture);
        Texture *getTextureForActiveSampler(TextureType type, size_t index);
    
        bool hasConstantColor(GLenum sourceRGB, GLenum destRGB) const;
        bool hasConstantAlpha(GLenum sourceRGB, GLenum destRGB) const;
    
        // Functions to synchronize dirty states
        angle::Result syncActiveTextures(const Context *context, Command command);
        angle::Result syncTexturesInit(const Context *context, Command command);
        angle::Result syncImagesInit(const Context *context, Command command);
        angle::Result syncReadAttachments(const Context *context, Command command);
        angle::Result syncDrawAttachments(const Context *context, Command command);
        angle::Result syncReadFramebuffer(const Context *context, Command command);
        angle::Result syncDrawFramebuffer(const Context *context, Command command);
        angle::Result syncVertexArray(const Context *context, Command command);
        angle::Result syncTextures(const Context *context, Command command);
        angle::Result syncImages(const Context *context, Command command);
        angle::Result syncSamplers(const Context *context, Command command);
        angle::Result syncProgram(const Context *context, Command command);
    
        using DirtyObjectHandler = angle::Result (State::*)(const Context *context, Command command);
        static constexpr DirtyObjectHandler kDirtyObjectHandlers[DIRTY_OBJECT_MAX] = {
            &State::syncActiveTextures,  &State::syncTexturesInit,    &State::syncImagesInit,
            &State::syncReadAttachments, &State::syncDrawAttachments, &State::syncVertexArray,
            &State::syncTextures,        &State::syncImages,          &State::syncSamplers,
            &State::syncReadFramebuffer, &State::syncDrawFramebuffer, &State::syncProgram};
    
        // Robust init must happen before Framebuffer init for the Vulkan back-end.
        static_assert(DIRTY_OBJECT_ACTIVE_TEXTURES < DIRTY_OBJECT_TEXTURES_INIT, "init order");
        static_assert(DIRTY_OBJECT_TEXTURES_INIT < DIRTY_OBJECT_DRAW_FRAMEBUFFER, "init order");
        static_assert(DIRTY_OBJECT_IMAGES_INIT < DIRTY_OBJECT_DRAW_FRAMEBUFFER, "init order");
        static_assert(DIRTY_OBJECT_DRAW_ATTACHMENTS < DIRTY_OBJECT_DRAW_FRAMEBUFFER, "init order");
        static_assert(DIRTY_OBJECT_READ_ATTACHMENTS < DIRTY_OBJECT_READ_FRAMEBUFFER, "init order");
    
        static_assert(DIRTY_OBJECT_ACTIVE_TEXTURES == 0, "check DIRTY_OBJECT_ACTIVE_TEXTURES index");
        static_assert(DIRTY_OBJECT_TEXTURES_INIT == 1, "check DIRTY_OBJECT_TEXTURES_INIT index");
        static_assert(DIRTY_OBJECT_IMAGES_INIT == 2, "check DIRTY_OBJECT_IMAGES_INIT index");
        static_assert(DIRTY_OBJECT_READ_ATTACHMENTS == 3, "check DIRTY_OBJECT_READ_ATTACHMENTS index");
        static_assert(DIRTY_OBJECT_DRAW_ATTACHMENTS == 4, "check DIRTY_OBJECT_DRAW_ATTACHMENTS index");
        static_assert(DIRTY_OBJECT_VERTEX_ARRAY == 5, "check DIRTY_OBJECT_VERTEX_ARRAY index");
        static_assert(DIRTY_OBJECT_TEXTURES == 6, "check DIRTY_OBJECT_TEXTURES index");
        static_assert(DIRTY_OBJECT_IMAGES == 7, "check DIRTY_OBJECT_IMAGES index");
        static_assert(DIRTY_OBJECT_SAMPLERS == 8, "check DIRTY_OBJECT_SAMPLERS index");
        static_assert(DIRTY_OBJECT_READ_FRAMEBUFFER == 9, "check DIRTY_OBJECT_READ_FRAMEBUFFER index");
        static_assert(DIRTY_OBJECT_DRAW_FRAMEBUFFER == 10, "check DIRTY_OBJECT_DRAW_FRAMEBUFFER index");
        static_assert(DIRTY_OBJECT_PROGRAM == 11, "check DIRTY_OBJECT_PROGRAM index");
    
        // Container (FBO) object must handled after the texture so that if texture code adds dirty bit
        // to container object, they will be picked up in the same draw call.
        static_assert(DIRTY_OBJECT_TEXTURES < DIRTY_OBJECT_READ_FRAMEBUFFER,
                      "State::syncDirtyObjects order");
        static_assert(DIRTY_OBJECT_TEXTURES < DIRTY_OBJECT_DRAW_FRAMEBUFFER,
                      "State::syncDirtyObjects order");
    
        // Dispatch table for buffer update functions.
        static const angle::PackedEnumMap<BufferBinding, BufferBindingSetter> kBufferSetters;
    
        ContextID mID;
    
        EGLenum mClientType;
        EGLenum mContextPriority;
        bool mHasProtectedContent;
        Version mClientVersion;
    
        // Caps to use for validation
        Caps mCaps;
        TextureCapsMap mTextureCaps;
        Extensions mExtensions;
        Limitations mLimitations;
    
        egl::ShareGroup *mShareGroup;
    
        // Resource managers.
        BufferManager *mBufferManager;
        ShaderProgramManager *mShaderProgramManager;
        TextureManager *mTextureManager;
        RenderbufferManager *mRenderbufferManager;
        SamplerManager *mSamplerManager;
        SyncManager *mSyncManager;
        FramebufferManager *mFramebufferManager;
        ProgramPipelineManager *mProgramPipelineManager;
        MemoryObjectManager *mMemoryObjectManager;
        SemaphoreManager *mSemaphoreManager;
    
        // Cached values from Context's caps
        GLuint mMaxDrawBuffers;
        GLuint mMaxCombinedTextureImageUnits;
    
        ColorF mColorClearValue;
        GLfloat mDepthClearValue;
        int mStencilClearValue;
    
        RasterizerState mRasterizer;
        bool mScissorTest;
        Rectangle mScissor;
    
        BlendState mBlendState;  // Buffer zero blend state legacy struct
        BlendStateExt mBlendStateExt;
        ColorF mBlendColor;
        bool mSampleAlphaToCoverage;
        bool mSampleCoverage;
        GLfloat mSampleCoverageValue;
        bool mSampleCoverageInvert;
        bool mSampleMask;
        GLuint mMaxSampleMaskWords;
        std::array<GLbitfield, MAX_SAMPLE_MASK_WORDS> mSampleMaskValues;
        bool mIsSampleShadingEnabled;
        float mMinSampleShading;
    
        DepthStencilState mDepthStencil;
        GLint mStencilRef;
        GLint mStencilBackRef;
    
        GLfloat mLineWidth;
    
        GLenum mGenerateMipmapHint;
        GLenum mTextureFilteringHint;
        GLenum mFragmentShaderDerivativeHint;
    
        const bool mBindGeneratesResource;
        const bool mClientArraysEnabled;
    
        Rectangle mViewport;
        float mNearZ;
        float mFarZ;
    
        GLenum mClipControlOrigin;
        GLenum mClipControlDepth;
    
        Framebuffer *mReadFramebuffer;
        Framebuffer *mDrawFramebuffer;
        BindingPointer<Renderbuffer> mRenderbuffer;
        Program *mProgram;
        BindingPointer<ProgramPipeline> mProgramPipeline;
        ProgramExecutable *mExecutable;
    
        // GL_ANGLE_provoking_vertex
        ProvokingVertexConvention mProvokingVertex;
    
        using VertexAttribVector = std::vector<VertexAttribCurrentValueData>;
        VertexAttribVector mVertexAttribCurrentValues;  // From glVertexAttrib
        VertexArray *mVertexArray;
        ComponentTypeMask mCurrentValuesTypeMask;
    
        // Texture and sampler bindings
        size_t mActiveSampler;  // Active texture unit selector - GL_TEXTURE0
    
        TextureBindingMap mSamplerTextures;
    
        // Active Textures Cache
        // ---------------------
        // The active textures cache gives ANGLE components access to a complete array of textures
        // on a draw call. gl::State implements angle::Observer and watches gl::Texture for state
        // changes via the onSubjectStateChange method above. We update the cache before draws.
        // See Observer.h and the design doc linked there for more info on Subject/Observer events.
        //
        // On state change events (re-binding textures, samplers, programs etc) we clear the cache
        // and flag dirty bits. nullptr indicates unbound or incomplete.
        ActiveTexturesCache mActiveTexturesCache;
        std::vector<angle::ObserverBinding> mCompleteTextureBindings;
    
        ActiveTextureMask mTexturesIncompatibleWithSamplers;
    
        SamplerBindingVector mSamplers;
    
        // It would be nice to merge the image and observer binding. Same for textures.
        std::vector<ImageUnit> mImageUnits;
    
        ActiveQueryMap mActiveQueries;
    
        // Stores the currently bound buffer for each binding point. It has an entry for the element
        // array buffer but it should not be used. Instead this bind point is owned by the current
        // vertex array object.
        BoundBufferMap mBoundBuffers;
    
        BufferVector mUniformBuffers;
        BufferVector mAtomicCounterBuffers;
        BufferVector mShaderStorageBuffers;
    
        angle::BitSet<gl::IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS> mBoundUniformBuffersMask;
        angle::BitSet<gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS>
            mBoundAtomicCounterBuffersMask;
        angle::BitSet<gl::IMPLEMENTATION_MAX_SHADER_STORAGE_BUFFER_BINDINGS>
            mBoundShaderStorageBuffersMask;
    
        BindingPointer<TransformFeedback> mTransformFeedback;
    
        PixelUnpackState mUnpack;
        PixelPackState mPack;
    
        bool mPrimitiveRestart;
    
        Debug mDebug;
    
        bool mMultiSampling;
        bool mSampleAlphaToOne;
    
        GLenum mCoverageModulation;
    
        // GL_EXT_sRGB_write_control
        bool mFramebufferSRGB;
    
        // GL_ANGLE_robust_resource_initialization
        const bool mRobustResourceInit;
    
        // GL_ANGLE_program_cache_control
        const bool mProgramBinaryCacheEnabled;
    
        // GL_ANGLE_webgl_compatibility
        bool mTextureRectangleEnabled;
    
        // GL_KHR_parallel_shader_compile
        GLuint mMaxShaderCompilerThreads;
    
        // GL_APPLE_clip_distance/GL_EXT_clip_cull_distance
        ClipDistanceEnableBits mClipDistancesEnabled;
    
        // GL_EXT_tessellation_shader
        GLuint mPatchVertices;
    
        // GLES1 emulation: state specific to GLES1
        GLES1State mGLES1State;
    
        DirtyBits mDirtyBits;
        mutable ExtendedDirtyBits mExtendedDirtyBits;
        DirtyObjects mDirtyObjects;
        mutable AttributesMask mDirtyCurrentValues;
        ActiveTextureMask mDirtyActiveTextures;
        ActiveTextureMask mDirtyTextures;
        ActiveTextureMask mDirtySamplers;
        ImageUnitMask mDirtyImages;
    
        // The Overlay object, used by the backend to render the overlay.
        const OverlayType *mOverlay;
    
        // OES_draw_buffers_indexed
        DrawBufferMask mBlendFuncConstantAlphaDrawBuffers;
        DrawBufferMask mBlendFuncConstantColorDrawBuffers;
        bool mNoSimultaneousConstantColorAndAlphaBlendFunc;
    };
    
    ANGLE_INLINE angle::Result State::syncDirtyObjects(const Context *context,
                                                       const DirtyObjects &bitset,
                                                       Command command)
    {
        const DirtyObjects &dirtyObjects = mDirtyObjects & bitset;
    
        for (size_t dirtyObject : dirtyObjects)
        {
            ANGLE_TRY((this->*kDirtyObjectHandlers[dirtyObject])(context, command));
        }
    
        mDirtyObjects &= ~dirtyObjects;
        return angle::Result::Continue;
    }
    
    }  // namespace gl
    
    #endif  // LIBANGLE_STATE_H_