Edit

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

Branch :

  • Show log

    Commit

  • Author : Geoff Lang
    Date : 2015-03-27 15:17:18
    Hash : 045536bf
    Message : Store current transform feedback buffer bindings in the object itself. BUG=angleproject:763 Change-Id: I76565f68fa8145da29713de2a517a39a8d50a24b Reviewed-on: https://chromium-review.googlesource.com/263061 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/Context.cpp
  • //
    // 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 "libANGLE/Context.h"
    
    #include <iterator>
    #include <sstream>
    
    #include "common/platform.h"
    #include "common/utilities.h"
    #include "libANGLE/Buffer.h"
    #include "libANGLE/Compiler.h"
    #include "libANGLE/Display.h"
    #include "libANGLE/Fence.h"
    #include "libANGLE/Framebuffer.h"
    #include "libANGLE/FramebufferAttachment.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/Query.h"
    #include "libANGLE/Renderbuffer.h"
    #include "libANGLE/ResourceManager.h"
    #include "libANGLE/Sampler.h"
    #include "libANGLE/Surface.h"
    #include "libANGLE/Texture.h"
    #include "libANGLE/TransformFeedback.h"
    #include "libANGLE/VertexArray.h"
    #include "libANGLE/formatutils.h"
    #include "libANGLE/validationES.h"
    #include "libANGLE/renderer/Renderer.h"
    
    namespace gl
    {
    
    Context::Context(const egl::Config *config, int clientVersion, const Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
        : mRenderer(renderer)
    {
        ASSERT(robustAccess == false);   // Unimplemented
    
        initCaps(clientVersion);
        mState.initialize(mCaps, clientVersion);
    
        mClientVersion = clientVersion;
    
        mConfigID = config->configID;
        mClientType = EGL_OPENGL_ES_API;
        mRenderBuffer = EGL_NONE;
    
        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.
    
        Texture *zeroTexture2D = new Texture(mRenderer->createTexture(GL_TEXTURE_2D), 0, GL_TEXTURE_2D);
        mZeroTextures[GL_TEXTURE_2D].set(zeroTexture2D);
    
        Texture *zeroTextureCube = new Texture(mRenderer->createTexture(GL_TEXTURE_CUBE_MAP), 0, GL_TEXTURE_CUBE_MAP);
        mZeroTextures[GL_TEXTURE_CUBE_MAP].set(zeroTextureCube);
    
        if (mClientVersion >= 3)
        {
            // TODO: These could also be enabled via extension
            Texture *zeroTexture3D = new Texture(mRenderer->createTexture(GL_TEXTURE_3D), 0, GL_TEXTURE_3D);
            mZeroTextures[GL_TEXTURE_3D].set(zeroTexture3D);
    
            Texture *zeroTexture2DArray = new Texture(mRenderer->createTexture(GL_TEXTURE_2D_ARRAY), 0, GL_TEXTURE_2D_ARRAY);
            mZeroTextures[GL_TEXTURE_2D_ARRAY].set(zeroTexture2DArray);
        }
    
        mState.initializeZeroTextures(mZeroTextures);
    
        bindVertexArray(0);
        bindArrayBuffer(0);
        bindElementArrayBuffer(0);
    
        bindReadFramebuffer(0);
        bindDrawFramebuffer(0);
        bindRenderbuffer(0);
    
        bindGenericUniformBuffer(0);
        for (unsigned int i = 0; i < mCaps.maxCombinedUniformBlocks; i++)
        {
            bindIndexedUniformBuffer(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(mRenderer->createTransformFeedback(), 0, mCaps));
        bindTransformFeedback(0);
    
        mHasBeenCurrent = false;
        mContextLost = false;
        mResetStatus = GL_NO_ERROR;
        mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
        mRobustAccess = robustAccess;
    
        mCompiler = new Compiler(mRenderer->createCompiler(getData()));
    }
    
    Context::~Context()
    {
        mState.reset();
    
        while (!mFramebufferMap.empty())
        {
            // Delete the framebuffer in reverse order to destroy the framebuffer zero last.
            deleteFramebuffer(mFramebufferMap.rbegin()->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 (auto &zeroTexture : mZeroTextures)
        {
            zeroTexture.second.set(NULL);
        }
        mZeroTextures.clear();
    
        if (mResourceManager)
        {
            mResourceManager->release();
        }
    
        SafeDelete(mCompiler);
    }
    
    void Context::makeCurrent(egl::Surface *surface)
    {
        ASSERT(surface != nullptr);
    
        if (!mHasBeenCurrent)
        {
            initRendererString();
            initExtensionStrings();
    
            mState.setViewportParams(0, 0, surface->getWidth(), surface->getHeight());
            mState.setScissorParams(0, 0, surface->getWidth(), surface->getHeight());
    
            mHasBeenCurrent = true;
        }
    
        // TODO(jmadill): do not allocate new pointers here
        Framebuffer *framebufferZero = new DefaultFramebuffer(mCaps, mRenderer, surface);
        setFramebufferZero(framebufferZero);
        mRenderBuffer = surface->getRenderBuffer();
    }
    
    void Context::releaseSurface()
    {
        setFramebufferZero(nullptr);
        mRenderBuffer = EGL_NONE;
    }
    
    // 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(getData(), type);
    }
    
    GLuint Context::createTexture()
    {
        return mResourceManager->createTexture();
    }
    
    GLuint Context::createRenderbuffer()
    {
        return mResourceManager->createRenderbuffer();
    }
    
    GLsync Context::createFenceSync()
    {
        GLuint handle = mResourceManager->createFenceSync();
    
        return reinterpret_cast<GLsync>(static_cast<uintptr_t>(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(mRenderer->createTransformFeedback(), handle, mCaps);
        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->createFenceNV());
    
        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(static_cast<GLuint>(reinterpret_cast<uintptr_t>(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)
    {
        auto 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(static_cast<GLuint>(reinterpret_cast<uintptr_t>(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::bindTexture(GLenum target, GLuint handle)
    {
        Texture *texture = NULL;
    
        if (handle == 0)
        {
            texture = mZeroTextures[target].get();
        }
        else
        {
            mResourceManager->checkTextureAllocation(handle, target);
            texture = getTexture(handle);
        }
    
        ASSERT(texture);
    
        mState.setSamplerTexture(target, texture);
    }
    
    void Context::bindReadFramebuffer(GLuint framebuffer)
    {
        if (!getFramebuffer(framebuffer))
        {
            mFramebufferMap[framebuffer] = new Framebuffer(mCaps, mRenderer, framebuffer);
        }
    
        mState.setReadFramebufferBinding(getFramebuffer(framebuffer));
    }
    
    void Context::bindDrawFramebuffer(GLuint framebuffer)
    {
        if (!getFramebuffer(framebuffer))
        {
            mFramebufferMap[framebuffer] = new Framebuffer(mCaps, 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 < mCaps.maxCombinedTextureImageUnits);
        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.getCurrentTransformFeedback()->bindGenericBuffer(getBuffer(buffer));
    }
    
    void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.getCurrentTransformFeedback()->bindIndexedBuffer(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)
    {
        mState.setProgram(getProgram(program));
    }
    
    void Context::bindTransformFeedback(GLuint transformFeedback)
    {
        mState.setTransformFeedbackBinding(getTransformFeedback(transformFeedback));
    }
    
    Error Context::beginQuery(GLenum target, GLuint query)
    {
        Query *queryObject = getQuery(query, true, target);
        ASSERT(queryObject);
    
        // begin query
        Error error = queryObject->begin();
        if (error.isError())
        {
            return error;
        }
    
        // set query as active for specified target only if begin succeeded
        mState.setActiveQuery(target, queryObject);
    
        return Error(GL_NO_ERROR);
    }
    
    Error Context::endQuery(GLenum target)
    {
        Query *queryObject = mState.getActiveQuery(target);
        ASSERT(queryObject);
    
        gl::Error error = queryObject->end();
    
        // Always unbind the query, even if there was an error. This may delete the query object.
        mState.setActiveQuery(target, NULL);
    
        return error;
    }
    
    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() == nullptr ||
            mState.getDrawFramebuffer()->id() == 0)
        {
            mState.setDrawFramebufferBinding(buffer);
        }
    
        if (mState.getReadFramebuffer() == nullptr ||
            mState.getReadFramebuffer()->id() == 0)
        {
            mState.setReadFramebufferBinding(buffer);
        }
    
        SafeDelete(mFramebufferMap[0]);
        mFramebufferMap[0] = buffer;
    }
    
    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->createQuery(type), handle);
                query->second->addRef();
            }
            return query->second;
        }
    }
    
    Texture *Context::getTargetTexture(GLenum target) const
    {
        ASSERT(ValidTextureTarget(this, target));
    
        return getSamplerTexture(mState.getActiveSampler(), target);
    }
    
    Texture *Context::getSamplerTexture(unsigned int sampler, GLenum type) const
    {
        return mState.getSamplerTexture(sampler, type);
    }
    
    Compiler *Context::getCompiler() const
    {
        return mCompiler;
    }
    
    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 = mCaps.maxVertexAttributes;                            break;
          case GL_MAX_VERTEX_UNIFORM_VECTORS:               *params = mCaps.maxVertexUniformVectors;                        break;
          case GL_MAX_VERTEX_UNIFORM_COMPONENTS:            *params = mCaps.maxVertexUniformComponents;                     break;
          case GL_MAX_VARYING_VECTORS:                      *params = mCaps.maxVaryingVectors;                              break;
          case GL_MAX_VARYING_COMPONENTS:                   *params = mCaps.maxVertexOutputComponents;                      break;
          case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:         *params = mCaps.maxCombinedTextureImageUnits;                   break;
          case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:           *params = mCaps.maxVertexTextureImageUnits;                     break;
          case GL_MAX_TEXTURE_IMAGE_UNITS:                  *params = mCaps.maxTextureImageUnits;                           break;
          case GL_MAX_FRAGMENT_UNIFORM_VECTORS:             *params = mCaps.maxFragmentUniformVectors;                      break;
          case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:          *params = mCaps.maxFragmentInputComponents;                     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_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 = mCaps.uniformBufferOffsetAlignment;                   break;
          case GL_MAX_UNIFORM_BUFFER_BINDINGS:              *params = mCaps.maxUniformBufferBindings;                       break;
          case GL_MAX_VERTEX_UNIFORM_BLOCKS:                *params = mCaps.maxVertexUniformBlocks;                         break;
          case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:              *params = mCaps.maxFragmentUniformBlocks;                       break;
          case GL_MAX_COMBINED_UNIFORM_BLOCKS:              *params = mCaps.maxCombinedTextureImageUnits;                   break;
          case GL_MAJOR_VERSION:                            *params = mClientVersion;                                       break;
          case GL_MINOR_VERSION:                            *params = 0;                                                    break;
          case GL_MAX_ELEMENTS_INDICES:                     *params = mCaps.maxElementsIndices;                             break;
          case GL_MAX_ELEMENTS_VERTICES:                    *params = mCaps.maxElementsVertices;                            break;
          case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: *params = mCaps.maxTransformFeedbackInterleavedComponents; break;
          case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:       *params = mCaps.maxTransformFeedbackSeparateAttributes;    break;
          case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:    *params = mCaps.maxTransformFeedbackSeparateComponents;    break;
          case GL_NUM_COMPRESSED_TEXTURE_FORMATS:           *params = mCaps.compressedTextureFormats.size();                break;
          case GL_MAX_SAMPLES_ANGLE:                        *params = mCaps.maxSamples;                                     break;
          case GL_MAX_VIEWPORT_DIMS:
            {
                params[0] = mCaps.maxViewportWidth;
                params[1] = mCaps.maxViewportHeight;
            }
            break;
          case GL_COMPRESSED_TEXTURE_FORMATS:
            std::copy(mCaps.compressedTextureFormats.begin(), mCaps.compressedTextureFormats.end(), params);
            break;
          case GL_RESET_NOTIFICATION_STRATEGY_EXT:
            *params = mResetStrategy;
            break;
          case GL_NUM_SHADER_BINARY_FORMATS:
            *params = mCaps.shaderBinaryFormats.size();
            break;
          case GL_SHADER_BINARY_FORMATS:
            std::copy(mCaps.shaderBinaryFormats.begin(), mCaps.shaderBinaryFormats.end(), params);
            break;
          case GL_NUM_PROGRAM_BINARY_FORMATS:
            *params = mCaps.programBinaryFormats.size();
            break;
          case GL_PROGRAM_BINARY_FORMATS:
            std::copy(mCaps.programBinaryFormats.begin(), mCaps.programBinaryFormats.end(), params);
            break;
          case GL_NUM_EXTENSIONS:
            *params = static_cast<GLint>(mExtensionStrings.size());
            break;
          default:
            mState.getIntegerv(getData(), 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 = mCaps.maxUniformBlockSize;
            break;
          case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
            *params = mCaps.maxCombinedVertexUniformComponents;
            break;
          case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
            *params = mCaps.maxCombinedFragmentUniformComponents;
            break;
          case GL_MAX_SERVER_WAIT_TIMEOUT:
            *params = mCaps.maxServerWaitTimeout;
            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 = mCaps.compressedTextureFormats.size();
            }
            return true;
          case GL_PROGRAM_BINARY_FORMATS_OES:
            {
                *type = GL_INT;
                *numParams = mCaps.programBinaryFormats.size();
            }
            return true;
          case GL_SHADER_BINARY_FORMATS:
            {
                *type = GL_INT;
                *numParams = mCaps.shaderBinaryFormats.size();
            }
            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:
            {
                *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_TRANSFORM_FEEDBACK_BUFFER_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;
    }
    
    Error Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
    {
        return mRenderer->drawArrays(getData(), mode, first, count, instances);
    }
    
    Error Context::drawElements(GLenum mode, GLsizei count, GLenum type,
                                const GLvoid *indices, GLsizei instances,
                                const rx::RangeUI &indexRange)
    {
        return mRenderer->drawElements(getData(), mode, count, type, indices, instances, indexRange);
    }
    
    Error Context::flush()
    {
        return mRenderer->flush();
    }
    
    Error Context::finish()
    {
        return mRenderer->finish();
    }
    
    void Context::recordError(const Error &error)
    {
        if (error.isError())
        {
            mErrors.insert(error.getCode());
        }
    }
    
    // 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 (mErrors.empty())
        {
            return GL_NO_ERROR;
        }
        else
        {
            GLenum error = *mErrors.begin();
            mErrors.erase(mErrors.begin());
            return error;
        }
    }
    
    GLenum Context::getResetStatus()
    {
        //TODO(jmadill): needs MANGLE reworking
        if (mResetStatus == GL_NO_ERROR && !mContextLost)
        {
            // mResetStatus will be set by the markContextLost callback
            // in the case a notification is sent
            if (mRenderer->testDeviceLost())
            {
                mRenderer->notifyDeviceLost();
            }
        }
    
        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;
    }
    
    EGLint Context::getConfigID() const
    {
        return mConfigID;
    }
    
    EGLenum Context::getClientType() const
    {
        return mClientType;
    }
    
    EGLenum Context::getRenderBuffer() const
    {
        return mRenderBuffer;
    }
    
    const Caps &Context::getCaps() const
    {
        return mCaps;
    }
    
    const TextureCapsMap &Context::getTextureCaps() const
    {
        return mTextureCaps;
    }
    
    const Extensions &Context::getExtensions() const
    {
        return mExtensions;
    }
    
    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(mZeroTextures, 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) && framebuffer != 0)
        {
            bindReadFramebuffer(0);
        }
    
        if (mState.removeDrawFramebufferBinding(framebuffer) && framebuffer != 0)
        {
            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);
    }
    
    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();
    }
    
    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;
        }
    
        // Apply implementation limits
        mCaps.maxVertexAttributes = std::min<GLuint>(mCaps.maxVertexAttributes, MAX_VERTEX_ATTRIBS);
        mCaps.maxVertexUniformBlocks = std::min<GLuint>(mCaps.maxVertexUniformBlocks, IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS);
        mCaps.maxVertexOutputComponents = std::min<GLuint>(mCaps.maxVertexOutputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4);
    
        mCaps.maxFragmentInputComponents = std::min<GLuint>(mCaps.maxFragmentInputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4);
    
        GLuint maxSamples = 0;
        mCaps.compressedTextureFormats.clear();
    
        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);
    
            // Update the format caps based on the client version and extensions
            formatCaps.texturable = formatInfo.textureSupport(clientVersion, mExtensions);
            formatCaps.renderable = formatInfo.renderSupport(clientVersion, mExtensions);
            formatCaps.filterable = formatInfo.filterSupport(clientVersion, mExtensions);
    
            // OpenGL ES does not support multisampling with integer formats
            if (!formatInfo.renderSupport || formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT)
            {
                formatCaps.sampleCounts.clear();
            }
            maxSamples = std::max(maxSamples, formatCaps.getMaxSamples());
    
            if (formatCaps.texturable && formatInfo.compressed)
            {
                mCaps.compressedTextureFormats.push_back(format);
            }
    
            mTextureCaps.insert(format, formatCaps);
        }
    
        mCaps.maxSamples = maxSamples;
    }
    
    Data Context::getData() const
    {
        return Data(mClientVersion, mState, mCaps, mTextureCaps, mExtensions, mResourceManager);
    }
    
    }