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

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  • Author : Jamie Madill
    Date : 2019-03-27 12:56:51
    Hash : f7f15ac2
    Message : Fix deleting a buffer not updating VAO validation. Deleting a buffer that is bound to a VAO should act as if the application unbound the buffer. Unbinding the buffer should update relevant validation caches. But we were missing the logic that updates the validation caches. This CL adds the necessary cache updates. It does not include a regression test. The test was causing an unrelated regression that is going to be a bit longer. It should not block this fix. Bug: chromium:943538 Change-Id: Ib073cd07a230ca073a5b14bc054e961158a0097d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1536491 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/State.h
  • //
    // Copyright (c) 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/Program.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 gl
    {
    class BufferManager;
    struct Caps;
    class Context;
    class FramebufferManager;
    class PathManager;
    class ProgramPipelineManager;
    class Query;
    class RenderbufferManager;
    class SamplerManager;
    class ShaderProgramManager;
    class SyncManager;
    class TextureManager;
    class VertexArray;
    
    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);
    
    using ContextID = uintptr_t;
    
    class State : angle::NonCopyable
    {
      public:
        State(ContextID contextIn,
              const State *shareContextState,
              TextureManager *shareTextures,
              const Version &clientVersion,
              bool debug,
              bool bindGeneratesResource,
              bool clientArraysEnabled,
              bool robustResourceInit,
              bool programBinaryCacheEnabled);
        ~State();
    
        void initialize(Context *context);
        void reset(const Context *context);
    
        // Getters
        ContextID getContextID() const { return mContext; }
        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; }
    
        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
        const RasterizerState &getRasterizerState() const;
        const BlendState &getBlendState() const;
        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 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; }
        void setDepthTest(bool enabled);
        void setDepthFunc(GLenum depthFunc);
        void setDepthRange(float zNear, float zFar);
        float getNearPlane() const { return mNearZ; }
        float getFarPlane() const { return mFarZ; }
    
        // Blend state manipulation
        bool isBlendEnabled() const { return mBlend.blend; }
        void setBlend(bool enabled);
        void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);
        void setBlendColor(float red, float green, float blue, float alpha);
        void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);
        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 mBlend.sampleAlphaToCoverage; }
        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];
        }
        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; }
    
        // 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 mBlend.dither; }
        void setDither(bool enabled);
    
        // Generic state toggle & query
        void setEnableFeature(GLenum feature, bool enabled);
        bool getEnableFeature(GLenum feature) const;
    
        // Line width state setter
        void setLineWidth(GLfloat width);
        float getLineWidth() const { return mLineWidth; }
    
        // Hint setters
        void setGenerateMipmapHint(GLenum hint);
        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();
        }
    
        GLuint getSamplerTextureId(unsigned int sampler, TextureType type) const;
        void detachTexture(const Context *context, const TextureMap &zeroTextures, GLuint texture);
        void initializeZeroTextures(const Context *context, const TextureMap &zeroTextures);
    
        // Sampler object binding manipulation
        void setSamplerBinding(const Context *context, GLuint textureUnit, Sampler *sampler);
        GLuint getSamplerId(GLuint textureUnit) const
        {
            ASSERT(textureUnit < mSamplers.size());
            return mSamplers[textureUnit].id();
        }
    
        Sampler *getSampler(GLuint textureUnit) const { return mSamplers[textureUnit].get(); }
    
        using SamplerBindingVector = std::vector<BindingPointer<Sampler>>;
        const SamplerBindingVector &getSamplers() const { return mSamplers; }
    
        void detachSampler(const Context *context, GLuint sampler);
    
        // Renderbuffer binding manipulation
        void setRenderbufferBinding(const Context *context, Renderbuffer *renderbuffer);
        GLuint getRenderbufferId() const { return mRenderbuffer.id(); }
        Renderbuffer *getCurrentRenderbuffer() const { return mRenderbuffer.get(); }
        void detachRenderbuffer(const Context *context, GLuint 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; }
    
        bool removeReadFramebufferBinding(GLuint framebuffer);
        bool removeDrawFramebufferBinding(GLuint framebuffer);
    
        // Vertex array object binding manipulation
        void setVertexArrayBinding(const Context *context, VertexArray *vertexArray);
        bool removeVertexArrayBinding(const Context *context, GLuint vertexArray);
        GLuint getVertexArrayId() const;
    
        VertexArray *getVertexArray() const
        {
            ASSERT(mVertexArray != nullptr);
            return mVertexArray;
        }
    
        // 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;
        }
    
        // Transform feedback object (not buffer) binding manipulation
        void setTransformFeedbackBinding(const Context *context, TransformFeedback *transformFeedback);
        TransformFeedback *getCurrentTransformFeedback() const { return mTransformFeedback.get(); }
    
        ANGLE_INLINE bool isTransformFeedbackActiveUnpaused() const
        {
            TransformFeedback *curTransformFeedback = mTransformFeedback.get();
            return curTransformFeedback && curTransformFeedback->isActive() &&
                   !curTransformFeedback->isPaused();
        }
    
        bool removeTransformFeedbackBinding(const Context *context, GLuint transformFeedback);
    
        // Query binding manipulation
        bool isQueryActive(QueryType type) const;
        bool isQueryActive(Query *query) const;
        void setActiveQuery(const Context *context, QueryType type, Query *query);
        GLuint getActiveQueryId(QueryType type) const;
        Query *getActiveQuery(QueryType type) const;
    
        // Program Pipeline binding manipulation
        void setProgramPipelineBinding(const Context *context, ProgramPipeline *pipeline);
        void detachProgramPipeline(const Context *context, GLuint 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::Result setIndexedBufferBinding(const Context *context,
                                              BufferBinding target,
                                              GLuint index,
                                              Buffer *buffer,
                                              GLintptr offset,
                                              GLsizeiptr size);
    
        const OffsetBindingPointer<Buffer> &getIndexedUniformBuffer(size_t index) const;
        const OffsetBindingPointer<Buffer> &getIndexedAtomicCounterBuffer(size_t index) const;
        const OffsetBindingPointer<Buffer> &getIndexedShaderStorageBuffer(size_t index) const;
    
        // 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; }
    
        // CHROMIUM_path_rendering
        void loadPathRenderingMatrix(GLenum matrixMode, const GLfloat *matrix);
        const GLfloat *getPathRenderingMatrix(GLenum which) const;
        void setPathStencilFunc(GLenum func, GLint ref, GLuint mask);
        GLenum getPathStencilFunc() const { return mPathStencilFunc; }
        GLint getPathStencilRef() const { return mPathStencilRef; }
        GLuint getPathStencilMask() const { return mPathStencilMask; }
    
        // 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; }
    
        // State query functions
        void getBooleanv(GLenum pname, GLboolean *params);
        void getFloatv(GLenum pname, GLfloat *params);
        angle::Result getIntegerv(const Context *context, GLenum pname, GLint *params);
        void getPointerv(const Context *context, GLenum pname, void **params) const;
        void getIntegeri_v(GLenum target, GLuint index, GLint *data);
        void getInteger64i_v(GLenum target, GLuint index, GLint64 *data);
        void getBooleani_v(GLenum target, GLuint index, GLboolean *data);
    
        bool isRobustResourceInitEnabled() const { return mRobustResourceInit; }
    
        // Sets the dirty bit for the program executable.
        angle::Result onProgramExecutableChange(const Context *context, Program *program);
    
        enum DirtyBitType
        {
            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_GENERATE_MIPMAP_HINT,
            DIRTY_BIT_SHADER_DERIVATIVE_HINT,
            DIRTY_BIT_READ_FRAMEBUFFER_BINDING,
            DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING,
            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,
            DIRTY_BIT_PROGRAM_EXECUTABLE,
            // TODO(jmadill): Fine-grained dirty bits for each texture/sampler.
            DIRTY_BIT_TEXTURE_BINDINGS,
            DIRTY_BIT_SAMPLER_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_PATH_RENDERING,
            DIRTY_BIT_FRAMEBUFFER_SRGB,  // GL_EXT_sRGB_write_control
            DIRTY_BIT_CURRENT_VALUES,
            DIRTY_BIT_PROVOKING_VERTEX,
            DIRTY_BIT_INVALID,
            DIRTY_BIT_MAX = DIRTY_BIT_INVALID,
        };
    
        static_assert(DIRTY_BIT_MAX <= 64, "State dirty bits must be capped at 64");
    
        // TODO(jmadill): Consider storing dirty objects in a list instead of by binding.
        enum DirtyObjectType
        {
            DIRTY_OBJECT_READ_FRAMEBUFFER = 0,
            DIRTY_OBJECT_DRAW_FRAMEBUFFER,
            DIRTY_OBJECT_DRAW_ATTACHMENTS,
            DIRTY_OBJECT_VERTEX_ARRAY,
            DIRTY_OBJECT_TEXTURES,  // Top-level dirty bit. Also see mDirtyTextures.
            DIRTY_OBJECT_SAMPLERS,  // Top-level dirty bit. Also see mDirtySamplers.
            DIRTY_OBJECT_PROGRAM,
            DIRTY_OBJECT_TEXTURES_INIT,
            DIRTY_OBJECT_IMAGES_INIT,
            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(); }
    
        using DirtyObjects = angle::BitSet<DIRTY_OBJECT_MAX>;
        void clearDirtyObjects() { mDirtyObjects.reset(); }
        void setAllDirtyObjects() { mDirtyObjects.set(); }
        angle::Result syncDirtyObjects(const Context *context, const DirtyObjects &bitset);
        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 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 ActiveTexturePointerArray &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" calls when the Texture itself 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 (mTexturesIncompatibleWithSamplers & mProgram->getActiveSamplersMask()).none();
        }
    
        ProvokingVertex getProvokingVertex() const { return mProvokingVertex; }
        void setProvokingVertex(ProvokingVertex val)
        {
            mDirtyBits.set(State::DIRTY_BIT_PROVOKING_VERTEX);
            mProvokingVertex = val;
        }
    
      private:
        friend class Context;
    
        void unsetActiveTextures(ActiveTextureMask textureMask);
        void updateActiveTexture(const Context *context, size_t textureIndex, Texture *texture);
        void updateActiveTextureState(const Context *context,
                                      size_t textureIndex,
                                      const Sampler *sampler,
                                      Texture *texture);
    
        // Functions to synchronize dirty states
        angle::Result syncReadFramebuffer(const Context *context);
        angle::Result syncDrawFramebuffer(const Context *context);
        angle::Result syncDrawAttachments(const Context *context);
        angle::Result syncVertexArray(const Context *context);
        angle::Result syncTextures(const Context *context);
        angle::Result syncSamplers(const Context *context);
        angle::Result syncProgram(const Context *context);
        angle::Result syncTexturesInit(const Context *context);
        angle::Result syncImagesInit(const Context *context);
    
        using DirtyObjectHandler = angle::Result (State::*)(const Context *context);
        static constexpr DirtyObjectHandler kDirtyObjectHandlers[DIRTY_OBJECT_MAX] = {
            &State::syncReadFramebuffer, &State::syncDrawFramebuffer, &State::syncDrawAttachments,
            &State::syncVertexArray,     &State::syncTextures,        &State::syncSamplers,
            &State::syncProgram,         &State::syncTexturesInit,    &State::syncImagesInit};
    
        static_assert(DIRTY_OBJECT_READ_FRAMEBUFFER == 0, "check DIRTY_OBJECT_READ_FRAMEBUFFER index");
        static_assert(DIRTY_OBJECT_DRAW_FRAMEBUFFER == 1, "check DIRTY_OBJECT_DRAW_FRAMEBUFFER index");
        static_assert(DIRTY_OBJECT_DRAW_ATTACHMENTS == 2, "check DIRTY_OBJECT_DRAW_ATTACHMENTS index");
        static_assert(DIRTY_OBJECT_VERTEX_ARRAY == 3, "check DIRTY_OBJECT_VERTEX_ARRAY index");
        static_assert(DIRTY_OBJECT_TEXTURES == 4, "check DIRTY_OBJECT_TEXTURES index");
        static_assert(DIRTY_OBJECT_SAMPLERS == 5, "check DIRTY_OBJECT_SAMPLERS index");
        static_assert(DIRTY_OBJECT_PROGRAM == 6, "check DIRTY_OBJECT_PROGRAM index");
        static_assert(DIRTY_OBJECT_TEXTURES_INIT == 7, "check DIRTY_OBJECT_TEXTURES_INIT index");
        static_assert(DIRTY_OBJECT_IMAGES_INIT == 8, "check DIRTY_OBJECT_IMAGES_INIT index");
        static_assert(DIRTY_OBJECT_MAX == 9, "check DIRTY_OBJECT_MAX");
    
        // Dispatch table for buffer update functions.
        static const angle::PackedEnumMap<BufferBinding, BufferBindingSetter> kBufferSetters;
    
        Version mClientVersion;
        ContextID mContext;
    
        // Caps to use for validation
        Caps mCaps;
        TextureCapsMap mTextureCaps;
        Extensions mExtensions;
        Limitations mLimitations;
    
        // Resource managers.
        BufferManager *mBufferManager;
        ShaderProgramManager *mShaderProgramManager;
        TextureManager *mTextureManager;
        RenderbufferManager *mRenderbufferManager;
        SamplerManager *mSamplerManager;
        SyncManager *mSyncManager;
        PathManager *mPathManager;
        FramebufferManager *mFramebufferManager;
        ProgramPipelineManager *mProgramPipelineManager;
    
        // Cached values from Context's caps
        GLuint mMaxDrawBuffers;
        GLuint mMaxCombinedTextureImageUnits;
    
        ColorF mColorClearValue;
        GLfloat mDepthClearValue;
        int mStencilClearValue;
    
        RasterizerState mRasterizer;
        bool mScissorTest;
        Rectangle mScissor;
    
        BlendState mBlend;
        ColorF mBlendColor;
        bool mSampleCoverage;
        GLfloat mSampleCoverageValue;
        bool mSampleCoverageInvert;
        bool mSampleMask;
        GLuint mMaxSampleMaskWords;
        std::array<GLbitfield, MAX_SAMPLE_MASK_WORDS> mSampleMaskValues;
    
        DepthStencilState mDepthStencil;
        GLint mStencilRef;
        GLint mStencilBackRef;
    
        GLfloat mLineWidth;
    
        GLenum mGenerateMipmapHint;
        GLenum mFragmentShaderDerivativeHint;
    
        const bool mBindGeneratesResource;
        const bool mClientArraysEnabled;
    
        Rectangle mViewport;
        float mNearZ;
        float mFarZ;
    
        Framebuffer *mReadFramebuffer;
        Framebuffer *mDrawFramebuffer;
        BindingPointer<Renderbuffer> mRenderbuffer;
        Program *mProgram;
        BindingPointer<ProgramPipeline> mProgramPipeline;
    
        // GL_ANGLE_provoking_vertex
        ProvokingVertex 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
    
        using TextureBindingVector = std::vector<BindingPointer<Texture>>;
        using TextureBindingMap    = angle::PackedEnumMap<TextureType, TextureBindingVector>;
        TextureBindingMap mSamplerTextures;
    
        // Texture Completeness Caching
        // ----------------------------
        // The texture completeness cache uses dirty bits to avoid having to scan the list of textures
        // each draw call. This gl::State class implements angle::Observer interface. When subject
        // Textures have state changes, messages reach 'State' (also any observing Framebuffers) via the
        // onSubjectStateChange method (above). This then invalidates the completeness cache.
        //
        // Note this requires that we also invalidate the completeness cache manually on events like
        // re-binding textures/samplers or a change in the program. For more information see the
        // Observer.h header and the design doc linked there.
    
        // A cache of complete textures. nullptr indicates unbound or incomplete.
        // Don't use BindingPointer because this cache is only valid within a draw call.
        // Also stores a notification channel to the texture itself to handle texture change events.
        ActiveTexturePointerArray 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;
    
        using ActiveQueryMap = angle::PackedEnumMap<QueryType, BindingPointer<Query>>;
        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.
        using BoundBufferMap = angle::PackedEnumMap<BufferBinding, BindingPointer<Buffer>>;
        BoundBufferMap mBoundBuffers;
    
        using BufferVector = std::vector<OffsetBindingPointer<Buffer>>;
        BufferVector mUniformBuffers;
        BufferVector mAtomicCounterBuffers;
        BufferVector mShaderStorageBuffers;
    
        BindingPointer<TransformFeedback> mTransformFeedback;
    
        PixelUnpackState mUnpack;
        PixelPackState mPack;
    
        bool mPrimitiveRestart;
    
        Debug mDebug;
    
        bool mMultiSampling;
        bool mSampleAlphaToOne;
    
        GLenum mCoverageModulation;
    
        // CHROMIUM_path_rendering
        GLfloat mPathMatrixMV[16];
        GLfloat mPathMatrixProj[16];
        GLenum mPathStencilFunc;
        GLint mPathStencilRef;
        GLuint mPathStencilMask;
    
        // GL_EXT_sRGB_write_control
        bool mFramebufferSRGB;
    
        // GL_ANGLE_robust_resource_intialization
        const bool mRobustResourceInit;
    
        // GL_ANGLE_program_cache_control
        const bool mProgramBinaryCacheEnabled;
    
        // GL_KHR_parallel_shader_compile
        GLuint mMaxShaderCompilerThreads;
    
        // GLES1 emulation: state specific to GLES1
        GLES1State mGLES1State;
    
        DirtyBits mDirtyBits;
        DirtyObjects mDirtyObjects;
        mutable AttributesMask mDirtyCurrentValues;
        ActiveTextureMask mDirtyTextures;
        ActiveTextureMask mDirtySamplers;
        ImageUnitMask mDirtyImages;
    };
    
    ANGLE_INLINE angle::Result State::syncDirtyObjects(const Context *context,
                                                       const DirtyObjects &bitset)
    {
        const DirtyObjects &dirtyObjects = mDirtyObjects & bitset;
    
        for (size_t dirtyObject : dirtyObjects)
        {
            ANGLE_TRY((this->*kDirtyObjectHandlers[dirtyObject])(context));
        }
    
        mDirtyObjects &= ~dirtyObjects;
        return angle::Result::Continue;
    }
    
    }  // namespace gl
    
    #endif  // LIBANGLE_STATE_H_