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

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  • Author : daniel@transgaming.com
    Date : 2010-06-24 13:02:19
    Hash : c6f53400
    Message : Clear must ignore buffers that are not present. TRAC #12643 IDirect3DDevice9::Clear will fail if asked to clear a buffer that is not present, so we have to be careful what we pass to it. Signed-off-by: Shannon Woods Signed-off-by: Daniel Koch Author: Andrew Lewycky git-svn-id: https://angleproject.googlecode.com/svn/trunk@341 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Context.cpp
  • //
    // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Context.cpp: Implements the gl::Context class, managing all GL state and performing
    // rendering operations. It is the GLES2 specific implementation of EGLContext.
    
    #include "libGLESv2/Context.h"
    
    #include <algorithm>
    
    #include "libEGL/Display.h"
    
    #include "libGLESv2/main.h"
    #include "libGLESv2/mathutil.h"
    #include "libGLESv2/utilities.h"
    #include "libGLESv2/Blit.h"
    #include "libGLESv2/Buffer.h"
    #include "libGLESv2/FrameBuffer.h"
    #include "libGLESv2/Program.h"
    #include "libGLESv2/RenderBuffer.h"
    #include "libGLESv2/Shader.h"
    #include "libGLESv2/Texture.h"
    #include "libGLESv2/geometry/backend.h"
    #include "libGLESv2/geometry/VertexDataManager.h"
    #include "libGLESv2/geometry/IndexDataManager.h"
    #include "libGLESv2/geometry/dx9.h"
    
    #undef near
    #undef far
    
    namespace gl
    {
    Context::Context(const egl::Config *config)
        : mConfig(config)
    {
        setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
        mState.depthClearValue = 1.0f;
        mState.stencilClearValue = 0;
    
        mState.cullFace = false;
        mState.cullMode = GL_BACK;
        mState.frontFace = GL_CCW;
        mState.depthTest = false;
        mState.depthFunc = GL_LESS;
        mState.blend = false;
        mState.sourceBlendRGB = GL_ONE;
        mState.sourceBlendAlpha = GL_ONE;
        mState.destBlendRGB = GL_ZERO;
        mState.destBlendAlpha = GL_ZERO;
        mState.blendEquationRGB = GL_FUNC_ADD;
        mState.blendEquationAlpha = GL_FUNC_ADD;
        mState.blendColor.red = 0;
        mState.blendColor.green = 0;
        mState.blendColor.blue = 0;
        mState.blendColor.alpha = 0;
        mState.stencilTest = false;
        mState.stencilFunc = GL_ALWAYS;
        mState.stencilRef = 0;
        mState.stencilMask = -1;
        mState.stencilWritemask = -1;
        mState.stencilBackFunc = GL_ALWAYS;
        mState.stencilBackRef = 0;
        mState.stencilBackMask = - 1;
        mState.stencilBackWritemask = -1;
        mState.stencilFail = GL_KEEP;
        mState.stencilPassDepthFail = GL_KEEP;
        mState.stencilPassDepthPass = GL_KEEP;
        mState.stencilBackFail = GL_KEEP;
        mState.stencilBackPassDepthFail = GL_KEEP;
        mState.stencilBackPassDepthPass = GL_KEEP;
        mState.polygonOffsetFill = false;
        mState.polygonOffsetFactor = 0.0f;
        mState.polygonOffsetUnits = 0.0f;
        mState.sampleAlphaToCoverage = false;
        mState.sampleCoverage = false;
        mState.sampleCoverageValue = 1.0f;
        mState.sampleCoverageInvert = false;
        mState.scissorTest = false;
        mState.dither = true;
        mState.generateMipmapHint = GL_DONT_CARE;
    
        mState.lineWidth = 1.0f;
    
        mState.viewportX = 0;
        mState.viewportY = 0;
        mState.viewportWidth = config->mDisplayMode.Width;
        mState.viewportHeight = config->mDisplayMode.Height;
        mState.zNear = 0.0f;
        mState.zFar = 1.0f;
    
        mState.scissorX = 0;
        mState.scissorY = 0;
        mState.scissorWidth = config->mDisplayMode.Width;
        mState.scissorHeight = config->mDisplayMode.Height;
    
        mState.colorMaskRed = true;
        mState.colorMaskGreen = true;
        mState.colorMaskBlue = true;
        mState.colorMaskAlpha = true;
        mState.depthMask = true;
    
        // [OpenGL ES 2.0.24] section 3.7 page 83:
        // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
        // and cube map texture state vectors respectively associated with them.
        // In order that access to these initial textures not be lost, they are treated as texture
        // objects all of whose names are 0.
    
        mTexture2DZero = new Texture2D(this);
        mTextureCubeMapZero = new TextureCubeMap(this);
    
        mColorbufferZero = NULL;
        mDepthbufferZero = NULL;
        mStencilbufferZero = NULL;
    
        mState.activeSampler = 0;
        mState.arrayBuffer = 0;
        mState.elementArrayBuffer = 0;
        bindTextureCubeMap(0);
        bindTexture2D(0);
        bindFramebuffer(0);
        bindRenderbuffer(0);
    
        for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
        {
            for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
            {
                mState.samplerTexture[type][sampler] = 0;
            }
        }
    
        for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
        {
            mIncompleteTextures[type] = NULL;
        }
    
        mState.currentProgram = 0;
    
        mState.packAlignment = 4;
        mState.unpackAlignment = 4;
    
        mBufferBackEnd = NULL;
        mVertexDataManager = NULL;
        mIndexDataManager = NULL;
        mBlit = NULL;
    
        mInvalidEnum = false;
        mInvalidValue = false;
        mInvalidOperation = false;
        mOutOfMemory = false;
        mInvalidFramebufferOperation = false;
    
        mHasBeenCurrent = false;
    
        mMaskedClearSavedState = NULL;
        markAllStateDirty();
    }
    
    Context::~Context()
    {
        mState.currentProgram = 0;
    
        for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
        {
            delete mIncompleteTextures[type];
        }
    
        delete mTexture2DZero;
        delete mTextureCubeMapZero;
    
        delete mColorbufferZero;
        delete mDepthbufferZero;
        delete mStencilbufferZero;
    
        delete mBufferBackEnd;
        delete mVertexDataManager;
        delete mIndexDataManager;
        delete mBlit;
    
        while (!mBufferMap.empty())
        {
            deleteBuffer(mBufferMap.begin()->first);
        }
    
        while (!mProgramMap.empty())
        {
            deleteProgram(mProgramMap.begin()->first);
        }
    
        while (!mShaderMap.empty())
        {
            deleteShader(mShaderMap.begin()->first);
        }
    
        while (!mFramebufferMap.empty())
        {
            deleteFramebuffer(mFramebufferMap.begin()->first);
        }
    
        while (!mRenderbufferMap.empty())
        {
            deleteRenderbuffer(mRenderbufferMap.begin()->first);
        }
    
        while (!mTextureMap.empty())
        {
            deleteTexture(mTextureMap.begin()->first);
        }
    
        if (mMaskedClearSavedState)
        {
            mMaskedClearSavedState->Release();
        }
    }
    
    void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
    {
        IDirect3DDevice9 *device = display->getDevice();
    
        if (!mHasBeenCurrent)
        {
            mDeviceCaps = display->getDeviceCaps();
    
            mBufferBackEnd = new Dx9BackEnd(this, device);
            mVertexDataManager = new VertexDataManager(this, mBufferBackEnd);
            mIndexDataManager = new IndexDataManager(this, mBufferBackEnd);
            mBlit = new Blit(this);
    
            initExtensionString();
    
            mState.viewportX = 0;
            mState.viewportY = 0;
            mState.viewportWidth = surface->getWidth();
            mState.viewportHeight = surface->getHeight();
    
            mState.scissorX = 0;
            mState.scissorY = 0;
            mState.scissorWidth = surface->getWidth();
            mState.scissorHeight = surface->getHeight();
    
            mHasBeenCurrent = true;
        }
    
        // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
        IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();
        IDirect3DSurface9 *depthStencil = surface->getDepthStencil();
    
        Framebuffer *framebufferZero = new Framebuffer();
        Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
        Depthbuffer *depthbufferZero = new Depthbuffer(depthStencil);
        Stencilbuffer *stencilbufferZero = new Stencilbuffer(depthStencil);
    
        setFramebufferZero(framebufferZero);
        setColorbufferZero(colorbufferZero);
        setDepthbufferZero(depthbufferZero);
        setStencilbufferZero(stencilbufferZero);
    
        framebufferZero->setColorbuffer(GL_RENDERBUFFER, 0);
        framebufferZero->setDepthbuffer(GL_RENDERBUFFER, 0);
        framebufferZero->setStencilbuffer(GL_RENDERBUFFER, 0);
    
        defaultRenderTarget->Release();
    
        if (depthStencil)
        {
            depthStencil->Release();
        }
        
        if (mDeviceCaps.PixelShaderVersion == D3DPS_VERSION(3, 0))
        {
            mPsProfile = "ps_3_0";
            mVsProfile = "vs_3_0";
        }
        else  // egl::Display guarantees support for at least 2.0
        {
            mPsProfile = "ps_2_0";
            mVsProfile = "vs_2_0";
        }
    
        markAllStateDirty();
    }
    
    // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
    void Context::markAllStateDirty()
    {
        mAppliedRenderTargetSerial = 0;
        mAppliedDepthbufferSerial = 0;
        mAppliedProgram = 0;
    
        mClearStateDirty = true;
        mCullStateDirty = true;
        mDepthStateDirty = true;
        mMaskStateDirty = true;
        mBlendStateDirty = true;
        mStencilStateDirty = true;
        mPolygonOffsetStateDirty = true;
        mScissorStateDirty = true;
        mSampleStateDirty = true;
        mDitherStateDirty = true;
    }
    
    void Context::setClearColor(float red, float green, float blue, float alpha)
    {
        mState.colorClearValue.red = red;
        mState.colorClearValue.green = green;
        mState.colorClearValue.blue = blue;
        mState.colorClearValue.alpha = alpha;
    }
    
    void Context::setClearDepth(float depth)
    {
        mState.depthClearValue = depth;
    }
    
    void Context::setClearStencil(int stencil)
    {
        mState.stencilClearValue = stencil;
    }
    
    void Context::setCullFace(bool enabled)
    {
        if (mState.cullFace != enabled)
        {
            mState.cullFace = enabled;
            mCullStateDirty = true;
        }
    }
    
    bool Context::isCullFaceEnabled() const
    {
        return mState.cullFace;
    }
    
    void Context::setCullMode(GLenum mode)
    {
        if (mState.cullMode != mode)
        {
            mState.cullMode = mode;
            mCullStateDirty = true;
        }
    }
    
    void Context::setFrontFace(GLenum front)
    {
        if (mState.frontFace != front)
        {
            mState.frontFace = front;
            mFrontFaceDirty = true;
        }
    }
    
    void Context::setDepthTest(bool enabled)
    {
        if (mState.depthTest != enabled)
        {
            mState.depthTest = enabled;
            mDepthStateDirty = true;
        }
    }
    
    bool Context::isDepthTestEnabled() const
    {
        return mState.depthTest;
    }
    
    void Context::setDepthFunc(GLenum depthFunc)
    {
        if (mState.depthFunc != depthFunc)
        {
            mState.depthFunc = depthFunc;
            mDepthStateDirty = true;
        }
    }
    
    void Context::setDepthRange(float zNear, float zFar)
    {
        mState.zNear = zNear;
        mState.zFar = zFar;
    }
    
    void Context::setBlend(bool enabled)
    {
        if (mState.blend != enabled)
        {
            mState.blend = enabled;
            mBlendStateDirty = true;
        }
    }
    
    bool Context::isBlendEnabled() const
    {
        return mState.blend;
    }
    
    void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
    {
        if (mState.sourceBlendRGB != sourceRGB ||
            mState.sourceBlendAlpha != sourceAlpha ||
            mState.destBlendRGB != destRGB ||
            mState.destBlendAlpha != destAlpha)
        {
            mState.sourceBlendRGB = sourceRGB;
            mState.destBlendRGB = destRGB;
            mState.sourceBlendAlpha = sourceAlpha;
            mState.destBlendAlpha = destAlpha;
            mBlendStateDirty = true;
        }
    }
    
    void Context::setBlendColor(float red, float green, float blue, float alpha)
    {
        if (mState.blendColor.red != red ||
            mState.blendColor.green != green ||
            mState.blendColor.blue != blue ||
            mState.blendColor.alpha != alpha)
        {
            mState.blendColor.red = red;
            mState.blendColor.green = green;
            mState.blendColor.blue = blue;
            mState.blendColor.alpha = alpha;
            mBlendStateDirty = true;
        }
    }
    
    void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
    {
        if (mState.blendEquationRGB != rgbEquation ||
            mState.blendEquationAlpha != alphaEquation)
        {
            mState.blendEquationRGB = rgbEquation;
            mState.blendEquationAlpha = alphaEquation;
            mBlendStateDirty = true;
        }
    }
    
    void Context::setStencilTest(bool enabled)
    {
        if (mState.stencilTest != enabled)
        {
            mState.stencilTest = enabled;
            mStencilStateDirty = true;
        }
    }
    
    bool Context::isStencilTestEnabled() const
    {
        return mState.stencilTest;
    }
    
    void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
    {
        if (mState.stencilFunc != stencilFunc ||
            mState.stencilRef != stencilRef ||
            mState.stencilMask != stencilMask)
        {
            mState.stencilFunc = stencilFunc;
            mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
            mState.stencilMask = stencilMask;
            mStencilStateDirty = true;
        }
    }
    
    void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
    {
        if (mState.stencilBackFunc != stencilBackFunc ||
            mState.stencilBackRef != stencilBackRef ||
            mState.stencilBackMask != stencilBackMask)
        {
            mState.stencilBackFunc = stencilBackFunc;
            mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
            mState.stencilBackMask = stencilBackMask;
            mStencilStateDirty = true;
        }
    }
    
    void Context::setStencilWritemask(GLuint stencilWritemask)
    {
        if (mState.stencilWritemask != stencilWritemask)
        {
            mState.stencilWritemask = stencilWritemask;
            mStencilStateDirty = true;
        }
    }
    
    void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
    {
        if (mState.stencilBackWritemask != stencilBackWritemask)
        {
            mState.stencilBackWritemask = stencilBackWritemask;
            mStencilStateDirty = true;
        }
    }
    
    void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
    {
        if (mState.stencilFail != stencilFail ||
            mState.stencilPassDepthFail != stencilPassDepthFail ||
            mState.stencilPassDepthPass != stencilPassDepthPass)
        {
            mState.stencilFail = stencilFail;
            mState.stencilPassDepthFail = stencilPassDepthFail;
            mState.stencilPassDepthPass = stencilPassDepthPass;
            mStencilStateDirty = true;
        }
    }
    
    void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
    {
        if (mState.stencilBackFail != stencilBackFail ||
            mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
            mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
        {
            mState.stencilBackFail = stencilBackFail;
            mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
            mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
            mStencilStateDirty = true;
        }
    }
    
    void Context::setPolygonOffsetFill(bool enabled)
    {
        if (mState.polygonOffsetFill != enabled)
        {
            mState.polygonOffsetFill = enabled;
            mPolygonOffsetStateDirty = true;
        }
    }
    
    bool Context::isPolygonOffsetFillEnabled() const
    {
        return mState.polygonOffsetFill;
    
    }
    
    void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
    {
        if (mState.polygonOffsetFactor != factor ||
            mState.polygonOffsetUnits != units)
        {
            mState.polygonOffsetFactor = factor;
            mState.polygonOffsetUnits = units;
            mPolygonOffsetStateDirty = true;
        }
    }
    
    void Context::setSampleAlphaToCoverage(bool enabled)
    {
        if (mState.sampleAlphaToCoverage != enabled)
        {
            mState.sampleAlphaToCoverage = enabled;
            mSampleStateDirty = true;
        }
    }
    
    bool Context::isSampleAlphaToCoverageEnabled() const
    {
        return mState.sampleAlphaToCoverage;
    }
    
    void Context::setSampleCoverage(bool enabled)
    {
        if (mState.sampleCoverage != enabled)
        {
            mState.sampleCoverage = enabled;
            mSampleStateDirty = true;
        }
    }
    
    bool Context::isSampleCoverageEnabled() const
    {
        return mState.sampleCoverage;
    }
    
    void Context::setSampleCoverageParams(GLclampf value, bool invert)
    {
        if (mState.sampleCoverageValue != value ||
            mState.sampleCoverageInvert != invert)
        {
            mState.sampleCoverageValue = value;
            mState.sampleCoverageInvert = invert;
            mSampleStateDirty = true;
        }
    }
    
    void Context::setScissorTest(bool enabled)
    {
        if (mState.scissorTest != enabled)
        {
            mState.scissorTest = enabled;
            mScissorStateDirty = true;
        }
    }
    
    bool Context::isScissorTestEnabled() const
    {
        return mState.scissorTest;
    }
    
    void Context::setDither(bool enabled)
    {
        if (mState.dither != enabled)
        {
            mState.dither = enabled;
            mDitherStateDirty = true;
        }
    }
    
    bool Context::isDitherEnabled() const
    {
        return mState.dither;
    }
    
    void Context::setLineWidth(GLfloat width)
    {
        mState.lineWidth = width;
    }
    
    void Context::setGenerateMipmapHint(GLenum hint)
    {
        mState.generateMipmapHint = hint;
    }
    
    void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
    {
        mState.viewportX = x;
        mState.viewportY = y;
        mState.viewportWidth = width;
        mState.viewportHeight = height;
    }
    
    void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
    {
        if (mState.scissorX != x || mState.scissorY != y || 
            mState.scissorWidth != width || mState.scissorHeight != height)
        {
            mState.scissorX = x;
            mState.scissorY = y;
            mState.scissorWidth = width;
            mState.scissorHeight = height;
            mScissorStateDirty = true;
        }
    }
    
    void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
    {
        if (mState.colorMaskRed != red || mState.colorMaskGreen != green ||
            mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
        {
            mState.colorMaskRed = red;
            mState.colorMaskGreen = green;
            mState.colorMaskBlue = blue;
            mState.colorMaskAlpha = alpha;
            mMaskStateDirty = true;
        }
    }
    
    void Context::setDepthMask(bool mask)
    {
        if (mState.depthMask != mask)
        {
            mState.depthMask = mask;
            mMaskStateDirty = true;
        }
    }
    
    void Context::setActiveSampler(int active)
    {
        mState.activeSampler = active;
    }
    
    GLuint Context::getFramebufferHandle() const
    {
        return mState.framebuffer;
    }
    
    GLuint Context::getRenderbufferHandle() const
    {
        return mState.renderbuffer;
    }
    
    GLuint Context::getArrayBufferHandle() const
    {
        return mState.arrayBuffer;
    }
    
    void Context::setVertexAttribEnabled(unsigned int attribNum, bool enabled)
    {
        mState.vertexAttribute[attribNum].mEnabled = enabled;
    }
    
    const AttributeState &Context::getVertexAttribState(unsigned int attribNum)
    {
        return mState.vertexAttribute[attribNum];
    }
    
    void Context::setVertexAttribState(unsigned int attribNum, GLuint boundBuffer, GLint size, GLenum type, bool normalized,
                                       GLsizei stride, const void *pointer)
    {
        mState.vertexAttribute[attribNum].mBoundBuffer = boundBuffer;
        mState.vertexAttribute[attribNum].mSize = size;
        mState.vertexAttribute[attribNum].mType = type;
        mState.vertexAttribute[attribNum].mNormalized = normalized;
        mState.vertexAttribute[attribNum].mStride = stride;
        mState.vertexAttribute[attribNum].mPointer = pointer;
    }
    
    const void *Context::getVertexAttribPointer(unsigned int attribNum) const
    {
        return mState.vertexAttribute[attribNum].mPointer;
    }
    
    // returns entire set of attributes as a block
    const AttributeState *Context::getVertexAttribBlock()
    {
        return mState.vertexAttribute;
    }
    
    void Context::setPackAlignment(GLint alignment)
    {
        mState.packAlignment = alignment;
    }
    
    GLint Context::getPackAlignment() const
    {
        return mState.packAlignment;
    }
    
    void Context::setUnpackAlignment(GLint alignment)
    {
        mState.unpackAlignment = alignment;
    }
    
    GLint Context::getUnpackAlignment() const
    {
        return mState.unpackAlignment;
    }
    
    // Returns an unused buffer name
    GLuint Context::createBuffer()
    {
        unsigned int handle = 1;
    
        while (mBufferMap.find(handle) != mBufferMap.end())
        {
            handle++;
        }
    
        mBufferMap[handle] = NULL;
    
        return handle;
    }
    
    // Returns an unused shader/program name
    GLuint Context::createShader(GLenum type)
    {
        unsigned int handle = 1;
    
        while (mShaderMap.find(handle) != mShaderMap.end() || mProgramMap.find(handle) != mProgramMap.end())   // Shared name space
        {
            handle++;
        }
    
        if (type == GL_VERTEX_SHADER)
        {
            mShaderMap[handle] = new VertexShader(this, handle);
        }
        else if (type == GL_FRAGMENT_SHADER)
        {
            mShaderMap[handle] = new FragmentShader(this, handle);
        }
        else UNREACHABLE();
    
        return handle;
    }
    
    // Returns an unused program/shader name
    GLuint Context::createProgram()
    {
        unsigned int handle = 1;
    
        while (mProgramMap.find(handle) != mProgramMap.end() || mShaderMap.find(handle) != mShaderMap.end())   // Shared name space
        {
            handle++;
        }
    
        mProgramMap[handle] = new Program();
    
        return handle;
    }
    
    // Returns an unused texture name
    GLuint Context::createTexture()
    {
        unsigned int handle = 1;
    
        while (mTextureMap.find(handle) != mTextureMap.end())
        {
            handle++;
        }
    
        mTextureMap[handle] = NULL;
    
        return handle;
    }
    
    // Returns an unused framebuffer name
    GLuint Context::createFramebuffer()
    {
        unsigned int handle = 1;
    
        while (mFramebufferMap.find(handle) != mFramebufferMap.end())
        {
            handle++;
        }
    
        mFramebufferMap[handle] = NULL;
    
        return handle;
    }
    
    // Returns an unused renderbuffer name
    GLuint Context::createRenderbuffer()
    {
        unsigned int handle = 1;
    
        while (mRenderbufferMap.find(handle) != mRenderbufferMap.end())
        {
            handle++;
        }
    
        mRenderbufferMap[handle] = NULL;
    
        return handle;
    }
    
    void Context::deleteBuffer(GLuint buffer)
    {
        BufferMap::iterator bufferObject = mBufferMap.find(buffer);
    
        if (bufferObject != mBufferMap.end())
        {
            detachBuffer(buffer);
    
            delete bufferObject->second;
            mBufferMap.erase(bufferObject);
        }
    }
    
    void Context::deleteShader(GLuint shader)
    {
        ShaderMap::iterator shaderObject = mShaderMap.find(shader);
    
        if (shaderObject != mShaderMap.end())
        {
            if (!shaderObject->second->isAttached())
            {
                delete shaderObject->second;
                mShaderMap.erase(shaderObject);
            }
            else
            {
                shaderObject->second->flagForDeletion();
            }
        }
    }
    
    void Context::deleteProgram(GLuint program)
    {
        ProgramMap::iterator programObject = mProgramMap.find(program);
    
        if (programObject != mProgramMap.end())
        {
            if (program != mState.currentProgram)
            {
                delete programObject->second;
                mProgramMap.erase(programObject);
            }
            else
            {
                programObject->second->flagForDeletion();
            }
        }
    }
    
    void Context::deleteTexture(GLuint texture)
    {
        TextureMap::iterator textureObject = mTextureMap.find(texture);
    
        if (textureObject != mTextureMap.end())
        {
            detachTexture(texture);
    
            if (texture != 0)
            {
                delete textureObject->second;
            }
    
            mTextureMap.erase(textureObject);
        }
    }
    
    void Context::deleteFramebuffer(GLuint framebuffer)
    {
        FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
    
        if (framebufferObject != mFramebufferMap.end())
        {
            detachFramebuffer(framebuffer);
    
            delete framebufferObject->second;
            mFramebufferMap.erase(framebufferObject);
        }
    }
    
    void Context::deleteRenderbuffer(GLuint renderbuffer)
    {
        RenderbufferMap::iterator renderbufferObject = mRenderbufferMap.find(renderbuffer);
    
        if (renderbufferObject != mRenderbufferMap.end())
        {
            detachRenderbuffer(renderbuffer);
    
            delete renderbufferObject->second;
            mRenderbufferMap.erase(renderbufferObject);
        }
    }
    
    void Context::bindArrayBuffer(unsigned int buffer)
    {
        if (buffer != 0 && !getBuffer(buffer))
        {
            mBufferMap[buffer] = new Buffer();
        }
    
        mState.arrayBuffer = buffer;
    }
    
    void Context::bindElementArrayBuffer(unsigned int buffer)
    {
        if (buffer != 0 && !getBuffer(buffer))
        {
            mBufferMap[buffer] = new Buffer();
        }
    
        mState.elementArrayBuffer = buffer;
    }
    
    void Context::bindTexture2D(GLuint texture)
    {
        if (!getTexture(texture) && texture != 0)
        {
            mTextureMap[texture] = new Texture2D(this);
        }
    
        mState.texture2D = texture;
    
        mState.samplerTexture[SAMPLER_2D][mState.activeSampler] = texture;
    }
    
    void Context::bindTextureCubeMap(GLuint texture)
    {
        if (!getTexture(texture) && texture != 0)
        {
            mTextureMap[texture] = new TextureCubeMap(this);
        }
    
        mState.textureCubeMap = texture;
    
        mState.samplerTexture[SAMPLER_CUBE][mState.activeSampler] = texture;
    }
    
    void Context::bindFramebuffer(GLuint framebuffer)
    {
        if (!getFramebuffer(framebuffer))
        {
            mFramebufferMap[framebuffer] = new Framebuffer();
        }
    
        mState.framebuffer = framebuffer;
    }
    
    void Context::bindRenderbuffer(GLuint renderbuffer)
    {
        if (renderbuffer != 0 && !getRenderbuffer(renderbuffer))
        {
            mRenderbufferMap[renderbuffer] = new Renderbuffer();
        }
    
        mState.renderbuffer = renderbuffer;
    }
    
    void Context::useProgram(GLuint program)
    {
        Program *programObject = getCurrentProgram();
    
        GLuint priorProgram = mState.currentProgram;
        mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
    
        if (programObject && programObject->isFlaggedForDeletion())
        {
            deleteProgram(priorProgram);
        }
    }
    
    void Context::setFramebufferZero(Framebuffer *buffer)
    {
        delete mFramebufferMap[0];
        mFramebufferMap[0] = buffer;
    }
    
    void Context::setColorbufferZero(Colorbuffer *buffer)
    {
        delete mColorbufferZero;
        mColorbufferZero = buffer;
    }
    
    void Context::setDepthbufferZero(Depthbuffer *buffer)
    {
        delete mDepthbufferZero;
        mDepthbufferZero = buffer;
    }
    
    void Context::setStencilbufferZero(Stencilbuffer *buffer)
    {
        delete mStencilbufferZero;
        mStencilbufferZero = buffer;
    }
    
    void Context::setRenderbuffer(Renderbuffer *buffer)
    {
        delete mRenderbufferMap[mState.renderbuffer];
        mRenderbufferMap[mState.renderbuffer] = buffer;
    }
    
    Buffer *Context::getBuffer(unsigned int handle)
    {
        BufferMap::iterator buffer = mBufferMap.find(handle);
    
        if (buffer == mBufferMap.end())
        {
            return NULL;
        }
        else
        {
            return buffer->second;
        }
    }
    
    Shader *Context::getShader(unsigned int handle)
    {
        ShaderMap::iterator shader = mShaderMap.find(handle);
    
        if (shader == mShaderMap.end())
        {
            return NULL;
        }
        else
        {
            return shader->second;
        }
    }
    
    Program *Context::getProgram(unsigned int handle)
    {
        ProgramMap::iterator program = mProgramMap.find(handle);
    
        if (program == mProgramMap.end())
        {
            return NULL;
        }
        else
        {
            return program->second;
        }
    }
    
    Texture *Context::getTexture(unsigned int handle)
    {
        if (handle == 0) return NULL;
    
        TextureMap::iterator texture = mTextureMap.find(handle);
    
        if (texture == mTextureMap.end())
        {
            return NULL;
        }
        else
        {
            return texture->second;
        }
    }
    
    Framebuffer *Context::getFramebuffer(unsigned int handle)
    {
        FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
    
        if (framebuffer == mFramebufferMap.end())
        {
            return NULL;
        }
        else
        {
            return framebuffer->second;
        }
    }
    
    Renderbuffer *Context::getRenderbuffer(unsigned int handle)
    {
        RenderbufferMap::iterator renderbuffer = mRenderbufferMap.find(handle);
    
        if (renderbuffer == mRenderbufferMap.end())
        {
            return NULL;
        }
        else
        {
            return renderbuffer->second;
        }
    }
    
    Colorbuffer *Context::getColorbuffer(GLuint handle)
    {
        if (handle != 0)
        {
            Renderbuffer *renderbuffer = getRenderbuffer(handle);
    
            if (renderbuffer && renderbuffer->isColorbuffer())
            {
                return static_cast<Colorbuffer*>(renderbuffer);
            }
        }
        else   // Special case: 0 refers to different initial render targets based on the attachment type
        {
            return mColorbufferZero;
        }
    
        return NULL;
    }
    
    Depthbuffer *Context::getDepthbuffer(GLuint handle)
    {
        if (handle != 0)
        {
            Renderbuffer *renderbuffer = getRenderbuffer(handle);
    
            if (renderbuffer && renderbuffer->isDepthbuffer())
            {
                return static_cast<Depthbuffer*>(renderbuffer);
            }
        }
        else   // Special case: 0 refers to different initial render targets based on the attachment type
        {
            return mDepthbufferZero;
        }
    
        return NULL;
    }
    
    Stencilbuffer *Context::getStencilbuffer(GLuint handle)
    {
        if (handle != 0)
        {
            Renderbuffer *renderbuffer = getRenderbuffer(handle);
    
            if (renderbuffer && renderbuffer->isStencilbuffer())
            {
                return static_cast<Stencilbuffer*>(renderbuffer);
            }
        }
        else
        {
            return mStencilbufferZero;
        }
    
        return NULL;
    }
    
    Buffer *Context::getArrayBuffer()
    {
        return getBuffer(mState.arrayBuffer);
    }
    
    Buffer *Context::getElementArrayBuffer()
    {
        return getBuffer(mState.elementArrayBuffer);
    }
    
    Program *Context::getCurrentProgram()
    {
        return getProgram(mState.currentProgram);
    }
    
    Texture2D *Context::getTexture2D()
    {
        if (mState.texture2D == 0)   // Special case: 0 refers to different initial textures based on the target
        {
            return mTexture2DZero;
        }
    
        return (Texture2D*)getTexture(mState.texture2D);
    }
    
    TextureCubeMap *Context::getTextureCubeMap()
    {
        if (mState.textureCubeMap == 0)   // Special case: 0 refers to different initial textures based on the target
        {
            return mTextureCubeMapZero;
        }
    
        return (TextureCubeMap*)getTexture(mState.textureCubeMap);
    }
    
    Texture *Context::getSamplerTexture(unsigned int sampler, SamplerType type)
    {
        GLuint texid = mState.samplerTexture[type][sampler];
    
        if (texid == 0)
        {
            switch (type)
            {
              default: UNREACHABLE();
              case SAMPLER_2D: return mTexture2DZero;
              case SAMPLER_CUBE: return mTextureCubeMapZero;
            }
        }
    
        return getTexture(texid);
    }
    
    Framebuffer *Context::getFramebuffer()
    {
        return getFramebuffer(mState.framebuffer);
    }
    
    bool Context::getBooleanv(GLenum pname, GLboolean *params)
    {
        switch (pname)
        {
          case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
          case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
          case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
          case GL_COLOR_WRITEMASK:
            params[0] = mState.colorMaskRed;
            params[1] = mState.colorMaskGreen;
            params[2] = mState.colorMaskBlue;
            params[3] = mState.colorMaskAlpha;
            break;
          case GL_CULL_FACE:                *params = mState.cullFace;
          case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFill;
          case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage;
          case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverage;
          case GL_SCISSOR_TEST:             *params = mState.scissorTest;
          case GL_STENCIL_TEST:             *params = mState.stencilTest;
          case GL_DEPTH_TEST:               *params = mState.depthTest;
          case GL_BLEND:                    *params = mState.blend;
          case GL_DITHER:                   *params = mState.dither;
          default:
            return false;
        }
    
        return true;
    }
    
    bool Context::getFloatv(GLenum pname, GLfloat *params)
    {
        // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
        // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
        // GetIntegerv as its native query function. As it would require conversion in any
        // case, this should make no difference to the calling application.
        switch (pname)
        {
          case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
          case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
          case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
          case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
          case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
          case GL_ALIASED_LINE_WIDTH_RANGE:
            params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
            params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
            break;
          case GL_ALIASED_POINT_SIZE_RANGE:
            params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
            params[1] = gl::ALIASED_POINT_SIZE_RANGE_MAX;
            break;
          case GL_DEPTH_RANGE:
            params[0] = mState.zNear;
            params[1] = mState.zFar;
            break;
          case GL_COLOR_CLEAR_VALUE:
            params[0] = mState.colorClearValue.red;
            params[1] = mState.colorClearValue.green;
            params[2] = mState.colorClearValue.blue;
            params[3] = mState.colorClearValue.alpha;
            break;
          case GL_BLEND_COLOR:
            params[0] = mState.blendColor.red;
            params[1] = mState.blendColor.green;
            params[2] = mState.blendColor.blue;
            params[3] = mState.blendColor.alpha;
            break;
          default:
            return false;
        }
    
        return true;
    }
    
    bool Context::getIntegerv(GLenum pname, GLint *params)
    {
        // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
        // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
        // GetIntegerv as its native query function. As it would require conversion in any
        // case, this should make no difference to the calling application. You may find it in 
        // Context::getFloatv.
        switch (pname)
        {
          case GL_MAX_VERTEX_ATTRIBS:               *params = gl::MAX_VERTEX_ATTRIBS;               break;
          case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = gl::MAX_VERTEX_UNIFORM_VECTORS;       break;
          case GL_MAX_VARYING_VECTORS:              *params = gl::MAX_VARYING_VECTORS;              break;
          case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = gl::MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
          case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS;   break;
          case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = gl::MAX_TEXTURE_IMAGE_UNITS;          break;
          case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = gl::MAX_FRAGMENT_UNIFORM_VECTORS;     break;
          case GL_MAX_RENDERBUFFER_SIZE:            *params = gl::MAX_RENDERBUFFER_SIZE;            break;
          case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
          case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = 0;                                    break;
          case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */     break;
          case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
          case GL_ARRAY_BUFFER_BINDING:             *params = mState.arrayBuffer;                   break;
          case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = mState.elementArrayBuffer;            break;
          case GL_FRAMEBUFFER_BINDING:              *params = mState.framebuffer;                   break;
          case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer;                  break;
          case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
          case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
          case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackAlignment;               break;
          case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
          case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
          case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;
          case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;
          case GL_STENCIL_VALUE_MASK:               *params = mState.stencilMask;                   break;
          case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               break;
          case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                break;
          case GL_STENCIL_BACK_VALUE_MASK:          *params = mState.stencilBackMask;               break;
          case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;
          case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;
          case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;
          case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               break;
          case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      break;
          case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      break;
          case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;
          case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                break;
          case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              break;
          case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  break;
          case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                break;
          case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              break;
          case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            break;
          case GL_STENCIL_WRITEMASK:                *params = mState.stencilWritemask;              break;
          case GL_STENCIL_BACK_WRITEMASK:           *params = mState.stencilBackWritemask;          break;
          case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
          case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
          case GL_MAX_TEXTURE_SIZE:                 *params = gl::MAX_TEXTURE_SIZE;                 break;
          case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = gl::MAX_CUBE_MAP_TEXTURE_SIZE;        break;
          case GL_SAMPLE_BUFFERS:                   *params = 0;                                    break;
          case GL_SAMPLES:                          *params = 0;                                    break;
          case GL_IMPLEMENTATION_COLOR_READ_TYPE:   *params = gl::IMPLEMENTATION_COLOR_READ_TYPE;   break;
          case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break;
          case GL_MAX_VIEWPORT_DIMS:
            {
                int maxDimension = std::max((int)gl::MAX_RENDERBUFFER_SIZE, (int)gl::MAX_TEXTURE_SIZE);
                params[0] = maxDimension;
                params[1] = maxDimension;
            }
            break;
          case GL_VIEWPORT:
            params[0] = mState.viewportX;
            params[1] = mState.viewportY;
            params[2] = mState.viewportWidth;
            params[3] = mState.viewportHeight;
            break;
          case GL_SCISSOR_BOX:
            params[0] = mState.scissorX;
            params[1] = mState.scissorY;
            params[2] = mState.scissorWidth;
            params[3] = mState.scissorHeight;
            break;
          case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;
          case GL_FRONT_FACE:                       *params = mState.frontFace;                break;
          case GL_RED_BITS:
          case GL_GREEN_BITS:
          case GL_BLUE_BITS:
          case GL_ALPHA_BITS:
            {
                gl::Framebuffer *framebuffer = getFramebuffer();
                gl::Colorbuffer *colorbuffer = framebuffer->getColorbuffer();
    
                if (colorbuffer)
                {
                    switch (pname)
                    {
                      case GL_RED_BITS:   *params = colorbuffer->getRedSize();   break;
                      case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
                      case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  break;
                      case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
                    }
                }
                else
                {
                    *params = 0;
                }
            }
            break;
          case GL_DEPTH_BITS:
            {
                gl::Framebuffer *framebuffer = getFramebuffer();
                gl::Depthbuffer *depthbuffer = framebuffer->getDepthbuffer();
    
                if (depthbuffer)
                {
                    *params = depthbuffer->getDepthSize();
                }
                else
                {
                    *params = 0;
                }
            }
            break;
          case GL_STENCIL_BITS:
            {
                gl::Framebuffer *framebuffer = getFramebuffer();
                gl::Stencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
    
                if (stencilbuffer)
                {
                    *params = stencilbuffer->getStencilSize();
                }
                else
                {
                    *params = 0;
                }
            }
            break;
          case GL_TEXTURE_BINDING_2D:
            {
                if (mState.activeSampler < 0 || mState.activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
                {
                    error(GL_INVALID_OPERATION);
                    return false;
                }
    
                *params = mState.samplerTexture[SAMPLER_2D][mState.activeSampler];
            }
            break;
          case GL_TEXTURE_BINDING_CUBE_MAP:
            {
                if (mState.activeSampler < 0 || mState.activeSampler > gl::MAX_TEXTURE_IMAGE_UNITS - 1)
                {
                    error(GL_INVALID_OPERATION);
                    return false;
                }
    
                *params = mState.samplerTexture[SAMPLER_CUBE][mState.activeSampler];
            }
            break;
          default:
            return false;
        }
    
        return true;
    }
    
    bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
    {
        // 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: /* no compressed texture formats are supported */ 
          case GL_SHADER_BINARY_FORMATS:
            {
                *type = GL_INT;
                *numParams = 0;
            }
            break;
          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_NUM_SHADER_BINARY_FORMATS:
          case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
          case GL_ARRAY_BUFFER_BINDING:
          case GL_FRAMEBUFFER_BINDING:
          case GL_RENDERBUFFER_BINDING:
          case GL_CURRENT_PROGRAM:
          case GL_PACK_ALIGNMENT:
          case GL_UNPACK_ALIGNMENT:
          case GL_GENERATE_MIPMAP_HINT:
          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:
            {
                *type = GL_INT;
                *numParams = 1;
            }
            break;
          case GL_MAX_VIEWPORT_DIMS:
            {
                *type = GL_INT;
                *numParams = 2;
            }
            break;
          case GL_VIEWPORT:
          case GL_SCISSOR_BOX:
            {
                *type = GL_INT;
                *numParams = 4;
            }
            break;
          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:
            {
                *type = GL_BOOL;
                *numParams = 1;
            }
            break;
          case GL_COLOR_WRITEMASK:
            {
                *type = GL_BOOL;
                *numParams = 4;
            }
            break;
          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;
            }
            break;
          case GL_ALIASED_LINE_WIDTH_RANGE:
          case GL_ALIASED_POINT_SIZE_RANGE:
          case GL_DEPTH_RANGE:
            {
                *type = GL_FLOAT;
                *numParams = 2;
            }
            break;
          case GL_COLOR_CLEAR_VALUE:
          case GL_BLEND_COLOR:
            {
                *type = GL_FLOAT;
                *numParams = 4;
            }
            break;
          default:
            return false;
        }
    
        return true;
    }
    
    // Applies the render target surface, depth stencil surface, viewport rectangle and
    // scissor rectangle to the Direct3D 9 device
    bool Context::applyRenderTarget(bool ignoreViewport)
    {
        IDirect3DDevice9 *device = getDevice();
    
        Framebuffer *framebufferObject = getFramebuffer();
    
        if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
        {
            error(GL_INVALID_FRAMEBUFFER_OPERATION);
    
            return false;
        }
    
        IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
        IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil();
    
        unsigned int renderTargetSerial = framebufferObject->getRenderTargetSerial();
        if (renderTargetSerial != mAppliedRenderTargetSerial)
        {
            device->SetRenderTarget(0, renderTarget);
            mAppliedRenderTargetSerial = renderTargetSerial;
        }
    
        unsigned int depthbufferSerial = framebufferObject->getDepthbufferSerial();
        if (depthbufferSerial != mAppliedDepthbufferSerial)
        {
            device->SetDepthStencilSurface(depthStencil);
            mAppliedDepthbufferSerial = depthbufferSerial;
        }
    
        D3DVIEWPORT9 viewport;
        D3DSURFACE_DESC desc;
        renderTarget->GetDesc(&desc);
    
        if (ignoreViewport)
        {
            viewport.X = 0;
            viewport.Y = 0;
            viewport.Width = desc.Width;
            viewport.Height = desc.Height;
            viewport.MinZ = 0.0f;
            viewport.MaxZ = 1.0f;
        }
        else
        {
            viewport.X = std::max(mState.viewportX, 0);
            viewport.Y = std::max(mState.viewportY, 0);
            viewport.Width = std::min(mState.viewportWidth, (int)desc.Width - (int)viewport.X);
            viewport.Height = std::min(mState.viewportHeight, (int)desc.Height - (int)viewport.Y);
            viewport.MinZ = clamp01(mState.zNear);
            viewport.MaxZ = clamp01(mState.zFar);
        }
    
        if (viewport.Width <= 0 || viewport.Height <= 0)
        {
            return false;   // Nothing to render
        }
    
        device->SetViewport(&viewport);
    
        if (mScissorStateDirty)
        {
            if (mState.scissorTest)
            {
                RECT rect = {mState.scissorX,
                             mState.scissorY,
                             mState.scissorX + mState.scissorWidth,
                             mState.scissorY + mState.scissorHeight};
    
                device->SetScissorRect(&rect);
                device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
            }
            else
            {
                device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
            }
            
            mScissorStateDirty = false;
        }
    
        if (mState.currentProgram)
        {
            Program *programObject = getCurrentProgram();
    
            GLint halfPixelSize = programObject->getDxHalfPixelSizeLocation();
            GLfloat xy[2] = {1.0f / viewport.Width, 1.0f / viewport.Height};
            programObject->setUniform2fv(halfPixelSize, 1, (GLfloat*)&xy);
    
            GLint window = programObject->getDxWindowLocation();
            GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f, 
                              (float)mState.viewportX + mState.viewportWidth / 2.0f, 
                              (float)mState.viewportY + mState.viewportHeight / 2.0f};
            programObject->setUniform4fv(window, 1, (GLfloat*)&whxy);
    
            GLint depth = programObject->getDxDepthLocation();
            GLfloat dz[2] = {(mState.zFar - mState.zNear) / 2.0f, (mState.zNear + mState.zFar) / 2.0f};
            programObject->setUniform2fv(depth, 1, (GLfloat*)&dz);
    
            GLint near = programObject->getDepthRangeNearLocation();
            programObject->setUniform1fv(near, 1, &mState.zNear);
    
            GLint far = programObject->getDepthRangeFarLocation();
            programObject->setUniform1fv(far, 1, &mState.zFar);
    
            GLint diff = programObject->getDepthRangeDiffLocation();
            GLfloat zDiff = mState.zFar - mState.zNear;
            programObject->setUniform1fv(diff, 1, &zDiff);
        }
    
        return true;
    }
    
    // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
    void Context::applyState(GLenum drawMode)
    {
        IDirect3DDevice9 *device = getDevice();
        Program *programObject = getCurrentProgram();
    
        GLint frontCCW = programObject->getDxFrontCCWLocation();
        GLint ccw = (mState.frontFace == GL_CCW);
        programObject->setUniform1iv(frontCCW, 1, &ccw);
    
        GLint pointsOrLines = programObject->getDxPointsOrLinesLocation();
        GLint alwaysFront = !isTriangleMode(drawMode);
        programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);
    
        if (mCullStateDirty || mFrontFaceDirty)
        {
            if (mState.cullFace)
            {
                device->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace));
            }
            else
            {
                device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
            }
    
            mCullStateDirty = false;
        }
    
        if (mDepthStateDirty)
        {
            if (mState.depthTest)
            {
                device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
                device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
            }
            else
            {
                device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
            }
    
            mDepthStateDirty = false;
        }
    
        if (mBlendStateDirty)
        {
            if (mState.blend)
            {
                device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
    
                if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
                    mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
                {
                    device->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
                }
                else
                {
                    device->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
                                                                            unorm<8>(mState.blendColor.alpha),
                                                                            unorm<8>(mState.blendColor.alpha),
                                                                            unorm<8>(mState.blendColor.alpha)));
                }
    
                device->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
                device->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
                device->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
    
                if (mState.sourceBlendRGB != mState.sourceBlendAlpha || 
                    mState.destBlendRGB != mState.destBlendAlpha || 
                    mState.blendEquationRGB != mState.blendEquationAlpha)
                {
                    device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
    
                    device->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
                    device->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
                    device->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
    
                }
                else
                {
                    device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
                }
            }
            else
            {
                device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
            }
    
            mBlendStateDirty = false;
        }
    
        if (mStencilStateDirty || mFrontFaceDirty)
        {
            if (mState.stencilTest && hasStencil())
            {
                device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
                device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
    
                // FIXME: Unsupported by D3D9
                const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
                const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
                const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
                if (mState.stencilWritemask != mState.stencilBackWritemask || 
                    mState.stencilRef != mState.stencilBackRef || 
                    mState.stencilMask != mState.stencilBackMask)
                {
                    ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
                    return error(GL_INVALID_OPERATION);
                }
    
                // get the maximum size of the stencil ref
                gl::Framebuffer *framebuffer = getFramebuffer();
                gl::Stencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
                GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
    
                device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
                device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, 
                                       es2dx::ConvertComparison(mState.stencilFunc));
    
                device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
                device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
    
                device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, 
                                       es2dx::ConvertStencilOp(mState.stencilFail));
                device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, 
                                       es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
                device->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, 
                                       es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
    
                device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
                device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, 
                                       es2dx::ConvertComparison(mState.stencilBackFunc));
    
                device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
                device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
    
                device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, 
                                       es2dx::ConvertStencilOp(mState.stencilBackFail));
                device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, 
                                       es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
                device->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, 
                                       es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
            }
            else
            {
                device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
            }
    
            mStencilStateDirty = false;
        }
    
        if (mMaskStateDirty)
        {
            device->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, 
                                                                                   mState.colorMaskBlue, mState.colorMaskAlpha));
            device->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
    
            mMaskStateDirty = false;
        }
    
        if (mPolygonOffsetStateDirty)
        {
            if (mState.polygonOffsetFill)
            {
                gl::Depthbuffer *depthbuffer = getFramebuffer()->getDepthbuffer();
                if (depthbuffer)
                {
                    device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
                    float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
                    device->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
                }
            }
            else
            {
                device->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
                device->SetRenderState(D3DRS_DEPTHBIAS, 0);
            }
    
            mPolygonOffsetStateDirty = false;
        }
    
        if (mConfig->mMultiSample != 0 && mSampleStateDirty)
        {
            if (mState.sampleAlphaToCoverage)
            {
                FIXME("Sample alpha to coverage is unimplemented.");
            }
    
            if (mState.sampleCoverage)
            {
                FIXME("Sample coverage is unimplemented.");
            }
    
            mSampleStateDirty = false;
        }
    
        if (mDitherStateDirty)
        {
            device->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
    
            mDitherStateDirty = false;
        }
    
        mFrontFaceDirty = false;
    }
    
    // Fill in the semanticIndex field of the array of TranslatedAttributes based on the active GLSL program.
    void Context::lookupAttributeMapping(TranslatedAttribute *attributes)
    {
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            if (attributes[i].enabled)
            {
                attributes[i].semanticIndex = getCurrentProgram()->getSemanticIndex(i);
            }
        }
    }
    
    GLenum Context::applyVertexBuffer(GLenum mode, GLint first, GLsizei count, bool *useIndexing, TranslatedIndexData *indexInfo)
    {
        TranslatedAttribute translated[MAX_VERTEX_ATTRIBS];
    
        GLenum err = mVertexDataManager->preRenderValidate(first, count, translated);
        if (err != GL_NO_ERROR)
        {
            return err;
        }
    
        lookupAttributeMapping(translated);
    
        mBufferBackEnd->setupAttributesPreDraw(translated);
    
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            if (translated[i].enabled && translated[i].nonArray)
            {
                err = mIndexDataManager->preRenderValidateUnindexed(mode, count, indexInfo);
                if (err != GL_NO_ERROR)
                {
                    return err;
                }
    
                mBufferBackEnd->setupIndicesPreDraw(*indexInfo);
    
                *useIndexing = true;
                return GL_NO_ERROR;
            }
        }
    
        *useIndexing = false;
        return GL_NO_ERROR;
    }
    
    GLenum Context::applyVertexBuffer(const TranslatedIndexData &indexInfo)
    {
        TranslatedAttribute translated[MAX_VERTEX_ATTRIBS];
    
        GLenum err = mVertexDataManager->preRenderValidate(indexInfo.minIndex, indexInfo.maxIndex-indexInfo.minIndex+1, translated);
    
        if (err == GL_NO_ERROR)
        {
            lookupAttributeMapping(translated);
    
            mBufferBackEnd->setupAttributesPreDraw(translated);
        }
    
        return err;
    }
    
    // Applies the indices and element array bindings to the Direct3D 9 device
    GLenum Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
    {
        GLenum err = mIndexDataManager->preRenderValidate(mode, type, count, getBuffer(mState.elementArrayBuffer), indices, indexInfo);
    
        if (err == GL_NO_ERROR)
        {
            mBufferBackEnd->setupIndicesPreDraw(*indexInfo);
        }
    
        return err;
    }
    
    // Applies the shaders and shader constants to the Direct3D 9 device
    void Context::applyShaders()
    {
        IDirect3DDevice9 *device = getDevice();
        Program *programObject = getCurrentProgram();
        IDirect3DVertexShader9 *vertexShader = programObject->getVertexShader();
        IDirect3DPixelShader9 *pixelShader = programObject->getPixelShader();
    
        device->SetVertexShader(vertexShader);
        device->SetPixelShader(pixelShader);
    
        if (programObject->getSerial() != mAppliedProgram)
        {
            programObject->dirtyAllUniforms();
            programObject->dirtyAllSamplers();
            mAppliedProgram = programObject->getSerial();
        }
    
        programObject->applyUniforms();
    }
    
    // Applies the textures and sampler states to the Direct3D 9 device
    void Context::applyTextures()
    {
        IDirect3DDevice9 *device = getDevice();
        Program *programObject = getCurrentProgram();
    
        for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
        {
            int textureUnit = programObject->getSamplerMapping(sampler);
            if (textureUnit != -1)
            {
                SamplerType textureType = programObject->getSamplerType(sampler);
    
                Texture *texture = getSamplerTexture(textureUnit, textureType);
    
                if (programObject->isSamplerDirty(sampler) || texture->isDirty())
                {
                    if (texture->isComplete())
                    {
                        GLenum wrapS = texture->getWrapS();
                        GLenum wrapT = texture->getWrapT();
                        GLenum minFilter = texture->getMinFilter();
                        GLenum magFilter = texture->getMagFilter();
    
                        device->SetSamplerState(sampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
                        device->SetSamplerState(sampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
    
                        device->SetSamplerState(sampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));
                        D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
                        es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);
                        device->SetSamplerState(sampler, D3DSAMP_MINFILTER, d3dMinFilter);
                        device->SetSamplerState(sampler, D3DSAMP_MIPFILTER, d3dMipFilter);
    
                        device->SetTexture(sampler, texture->getTexture());
                    }
                    else
                    {
                        device->SetTexture(sampler, getIncompleteTexture(textureType)->getTexture());
                    }
                }
    
                programObject->setSamplerDirty(sampler, false);
            }
            else
            {
                if (programObject->isSamplerDirty(sampler))
                {
                    device->SetTexture(sampler, NULL);
                    programObject->setSamplerDirty(sampler, false);
                }
            }   
        }
    }
    
    void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
    {
        Framebuffer *framebuffer = getFramebuffer();
        IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
        IDirect3DDevice9 *device = getDevice();
    
        D3DSURFACE_DESC desc;
        renderTarget->GetDesc(&desc);
    
        IDirect3DSurface9 *systemSurface;
        HRESULT result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
    
        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
        {
            return error(GL_OUT_OF_MEMORY);
        }
    
        ASSERT(SUCCEEDED(result));
    
        if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
        {
            UNIMPLEMENTED();   // FIXME: Requires resolve using StretchRect into non-multisampled render target
        }
    
        result = device->GetRenderTargetData(renderTarget, systemSurface);
    
        if (result == D3DERR_DRIVERINTERNALERROR)
        {
            systemSurface->Release();
    
            return error(GL_OUT_OF_MEMORY);
        }
    
        if (FAILED(result))
        {
            UNREACHABLE();
            systemSurface->Release();
    
            return;   // No sensible error to generate
        }
    
        D3DLOCKED_RECT lock;
        RECT rect = {std::max(x, 0),
                     std::max(y, 0),
                     std::min(x + width, (int)desc.Width),
                     std::min(y + height, (int)desc.Height)};
    
        result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
    
        if (FAILED(result))
        {
            UNREACHABLE();
            systemSurface->Release();
    
            return;   // No sensible error to generate
        }
    
        unsigned char *source = (unsigned char*)lock.pBits;
        unsigned char *dest = (unsigned char*)pixels;
        unsigned short *dest16 = (unsigned short*)pixels;
    
        GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
    
        for (int j = 0; j < rect.bottom - rect.top; j++)
        {
            for (int i = 0; i < rect.right - rect.left; i++)
            {
                float r;
                float g;
                float b;
                float a;
    
                switch (desc.Format)
                {
                  case D3DFMT_R5G6B5:
                    {
                        unsigned short rgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
    
                        a = 1.0f;
                        b = (rgb & 0x001F) * (1.0f / 0x001F);
                        g = (rgb & 0x07E0) * (1.0f / 0x07E0);
                        r = (rgb & 0xF800) * (1.0f / 0xF800);
                    }
                    break;
                  case D3DFMT_X1R5G5B5:
                    {
                        unsigned short xrgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
    
                        a = 1.0f;
                        b = (xrgb & 0x001F) * (1.0f / 0x001F);
                        g = (xrgb & 0x03E0) * (1.0f / 0x03E0);
                        r = (xrgb & 0x7C00) * (1.0f / 0x7C00);
                    }
                    break;
                  case D3DFMT_A1R5G5B5:
                    {
                        unsigned short argb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
    
                        a = (argb & 0x8000) ? 1.0f : 0.0f;
                        b = (argb & 0x001F) * (1.0f / 0x001F);
                        g = (argb & 0x03E0) * (1.0f / 0x03E0);
                        r = (argb & 0x7C00) * (1.0f / 0x7C00);
                    }
                    break;
                  case D3DFMT_A8R8G8B8:
                    {
                        unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
    
                        a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
                        b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
                        g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
                        r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
                    }
                    break;
                  case D3DFMT_X8R8G8B8:
                    {
                        unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
    
                        a = 1.0f;
                        b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
                        g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
                        r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
                    }
                    break;
                  case D3DFMT_A2R10G10B10:
                    {
                        unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
    
                        a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
                        b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
                        g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
                        r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
                    }
                    break;
                  default:
                    UNIMPLEMENTED();   // FIXME
                    UNREACHABLE();
                }
    
                switch (format)
                {
                  case GL_RGBA:
                    switch (type)
                    {
                      case GL_UNSIGNED_BYTE:
                        dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
                        dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
                        dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
                        dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
                        break;
                      default: UNREACHABLE();
                    }
                    break;
                  case GL_RGB:   // IMPLEMENTATION_COLOR_READ_FORMAT
                    switch (type)
                    {
                      case GL_UNSIGNED_SHORT_5_6_5:   // IMPLEMENTATION_COLOR_READ_TYPE
                        dest16[i + j * outputPitch / sizeof(unsigned short)] = 
                            ((unsigned short)(31 * b + 0.5f) << 0) |
                            ((unsigned short)(63 * g + 0.5f) << 5) |
                            ((unsigned short)(31 * r + 0.5f) << 11);
                        break;
                      default: UNREACHABLE();
                    }
                    break;
                  default: UNREACHABLE();
                }
            }
        }
    
        systemSurface->UnlockRect();
    
        systemSurface->Release();
    }
    
    void Context::clear(GLbitfield mask)
    {
        Framebuffer *framebufferObject = getFramebuffer();
    
        if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
        {
            error(GL_INVALID_FRAMEBUFFER_OPERATION);
    
            return;
        }
    
        egl::Display *display = getDisplay();
        IDirect3DDevice9 *device = getDevice();
        DWORD flags = 0;
    
        if (mask & GL_COLOR_BUFFER_BIT)
        {
            mask &= ~GL_COLOR_BUFFER_BIT;
    
            if (framebufferObject->getColorbufferType() != GL_NONE)
            {
                flags |= D3DCLEAR_TARGET;
            }
        }
    
        if (mask & GL_DEPTH_BUFFER_BIT)
        {
            mask &= ~GL_DEPTH_BUFFER_BIT;
            if (mState.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
            {
                flags |= D3DCLEAR_ZBUFFER;
            }
        }
    
        IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil();
    
        GLuint stencilUnmasked = 0x0;
    
        if ((mask & GL_STENCIL_BUFFER_BIT) && depthStencil)
        {
            D3DSURFACE_DESC desc;
            depthStencil->GetDesc(&desc);
    
            mask &= ~GL_STENCIL_BUFFER_BIT;
            unsigned int stencilSize = es2dx::GetStencilSize(desc.Format);
            stencilUnmasked = (0x1 << stencilSize) - 1;
    
            if (stencilUnmasked != 0x0)
            {
                flags |= D3DCLEAR_STENCIL;
            }
        }
    
        if (mask != 0)
        {
            return error(GL_INVALID_VALUE);
        }
    
        if (!applyRenderTarget(true))   // Clips the clear to the scissor rectangle but not the viewport
        {
            return;
        }
    
        D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha), 
                                                unorm<8>(mState.colorClearValue.red), 
                                                unorm<8>(mState.colorClearValue.green), 
                                                unorm<8>(mState.colorClearValue.blue));
        float depth = clamp01(mState.depthClearValue);
        int stencil = mState.stencilClearValue & 0x000000FF;
    
        IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
    
        D3DSURFACE_DESC desc;
        renderTarget->GetDesc(&desc);
    
        bool alphaUnmasked = (es2dx::GetAlphaSize(desc.Format) == 0) || mState.colorMaskAlpha;
    
        const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
                                            (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
        const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
                                          !(mState.colorMaskRed && mState.colorMaskGreen &&
                                            mState.colorMaskBlue && alphaUnmasked);
    
        if (needMaskedColorClear || needMaskedStencilClear)
        {
            // State which is altered in all paths from this point to the clear call is saved.
            // State which is altered in only some paths will be flagged dirty in the case that
            //  that path is taken.
            HRESULT hr;
            if (mMaskedClearSavedState == NULL)
            {
                hr = device->BeginStateBlock();
                ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
    
                device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
                device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
                device->SetRenderState(D3DRS_ZENABLE, FALSE);
                device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
                device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
                device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
                device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
                device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
                device->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
                device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
                device->SetPixelShader(NULL);
                device->SetVertexShader(NULL);
                device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
                device->SetStreamSourceFreq(0, 1);
    
                hr = device->EndStateBlock(&mMaskedClearSavedState);
                ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
            }
    
            ASSERT(mMaskedClearSavedState != NULL);
    
            if (mMaskedClearSavedState != NULL)
            {
                hr = mMaskedClearSavedState->Capture();
                ASSERT(SUCCEEDED(hr));
            }
    
            device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
            device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
            device->SetRenderState(D3DRS_ZENABLE, FALSE);
            device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
            device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
            device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
            device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
            device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
    
            if (flags & D3DCLEAR_TARGET)
            {
                device->SetRenderState(D3DRS_COLORWRITEENABLE, (mState.colorMaskRed   ? D3DCOLORWRITEENABLE_RED   : 0) |
                                                               (mState.colorMaskGreen ? D3DCOLORWRITEENABLE_GREEN : 0) |
                                                               (mState.colorMaskBlue  ? D3DCOLORWRITEENABLE_BLUE  : 0) |
                                                               (mState.colorMaskAlpha ? D3DCOLORWRITEENABLE_ALPHA : 0));
            }
            else
            {
                device->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
            }
    
            if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
            {
                device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
                device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
                device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
                device->SetRenderState(D3DRS_STENCILREF, stencil);
                device->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);
                device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
                device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
                device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
                mStencilStateDirty = true;
            }
            else
            {
                device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
            }
    
            device->SetPixelShader(NULL);
            device->SetVertexShader(NULL);
            device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
            device->SetStreamSourceFreq(0, 1);
    
            struct Vertex
            {
                float x, y, z, w;
                D3DCOLOR diffuse;
            };
    
            Vertex quad[4];
            quad[0].x = 0.0f;
            quad[0].y = (float)desc.Height;
            quad[0].z = 0.0f;
            quad[0].w = 1.0f;
            quad[0].diffuse = color;
    
            quad[1].x = (float)desc.Width;
            quad[1].y = (float)desc.Height;
            quad[1].z = 0.0f;
            quad[1].w = 1.0f;
            quad[1].diffuse = color;
    
            quad[2].x = 0.0f;
            quad[2].y = 0.0f;
            quad[2].z = 0.0f;
            quad[2].w = 1.0f;
            quad[2].diffuse = color;
    
            quad[3].x = (float)desc.Width;
            quad[3].y = 0.0f;
            quad[3].z = 0.0f;
            quad[3].w = 1.0f;
            quad[3].diffuse = color;
    
            display->startScene();
            device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(Vertex));
    
            if (flags & D3DCLEAR_ZBUFFER)
            {
                device->SetRenderState(D3DRS_ZENABLE, TRUE);
                device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
                device->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
            }
    
            if (mMaskedClearSavedState != NULL)
            {
                mMaskedClearSavedState->Apply();
            }
        }
        else if (flags)
        {
            device->Clear(0, NULL, flags, color, depth, stencil);
        }
    }
    
    void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
    {
        if (!mState.currentProgram)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        egl::Display *display = getDisplay();
        IDirect3DDevice9 *device = getDevice();
        D3DPRIMITIVETYPE primitiveType;
        int primitiveCount;
    
        if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
            return error(GL_INVALID_ENUM);
    
        if (primitiveCount <= 0)
        {
            return;
        }
    
        if (!applyRenderTarget(false))
        {
            return;
        }
    
        applyState(mode);
    
        TranslatedIndexData indexInfo;
        bool useIndexing;
        GLenum err = applyVertexBuffer(mode, first, count, &useIndexing, &indexInfo);
        if (err != GL_NO_ERROR)
        {
            return error(err);
        }
    
        applyShaders();
        applyTextures();
    
        if (!getCurrentProgram()->validateSamplers())
        {
            return error(GL_INVALID_OPERATION);
        }
    
        if (!cullSkipsDraw(mode))
        {
            display->startScene();
            if (useIndexing)
            {
                device->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, indexInfo.maxIndex-indexInfo.minIndex+1, indexInfo.offset/indexInfo.indexSize, primitiveCount);
            }
            else
            {
                device->DrawPrimitive(primitiveType, 0, primitiveCount);
            }
        }
    }
    
    void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
    {
        if (!mState.currentProgram)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        if (!indices && !mState.elementArrayBuffer)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        egl::Display *display = getDisplay();
        IDirect3DDevice9 *device = getDevice();
        D3DPRIMITIVETYPE primitiveType;
        int primitiveCount;
    
        if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
            return error(GL_INVALID_ENUM);
    
        if (primitiveCount <= 0)
        {
            return;
        }
    
        if (!applyRenderTarget(false))
        {
            return;
        }
    
        applyState(mode);
    
        TranslatedIndexData indexInfo;
        GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
        if (err != GL_NO_ERROR)
        {
            return error(err);
        }
    
        err = applyVertexBuffer(indexInfo);
        if (err != GL_NO_ERROR)
        {
            return error(err);
        }
    
        applyShaders();
        applyTextures();
    
        if (!getCurrentProgram()->validateSamplers())
        {
            return error(GL_INVALID_OPERATION);
        }
    
        if (!cullSkipsDraw(mode))
        {
            display->startScene();
            device->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, indexInfo.maxIndex-indexInfo.minIndex+1, indexInfo.offset/indexInfo.indexSize, primitiveCount);
        }
    }
    
    void Context::finish()
    {
        egl::Display *display = getDisplay();
        IDirect3DDevice9 *device = getDevice();
        IDirect3DQuery9 *occlusionQuery = NULL;
    
        HRESULT result = device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery);
    
        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
        {
            return error(GL_OUT_OF_MEMORY);
        }
    
        ASSERT(SUCCEEDED(result));
    
        if (occlusionQuery)
        {
            IDirect3DStateBlock9 *savedState = NULL;
            device->CreateStateBlock(D3DSBT_ALL, &savedState);
    
            occlusionQuery->Issue(D3DISSUE_BEGIN);
    
            // Render something outside the render target
            device->SetStreamSourceFreq(0, 1);
            device->SetPixelShader(NULL);
            device->SetVertexShader(NULL);
            device->SetFVF(D3DFVF_XYZRHW);
            float data[4] = {-1.0f, -1.0f, -1.0f, 1.0f};
            display->startScene();
            device->DrawPrimitiveUP(D3DPT_POINTLIST, 1, data, sizeof(data));
    
            occlusionQuery->Issue(D3DISSUE_END);
    
            while (occlusionQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE)
            {
                // Keep polling, but allow other threads to do something useful first
                Sleep(0);
            }
    
            occlusionQuery->Release();
    
            if (savedState)
            {
                savedState->Apply();
                savedState->Release();
            }
        }
    }
    
    void Context::flush()
    {
        IDirect3DDevice9 *device = getDevice();
        IDirect3DQuery9 *eventQuery = NULL;
    
        HRESULT result = device->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery);
    
        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
        {
            return error(GL_OUT_OF_MEMORY);
        }
    
        ASSERT(SUCCEEDED(result));
    
        if (eventQuery)
        {
            eventQuery->Issue(D3DISSUE_END);
    
            while (eventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE)
            {
                // Keep polling, but allow other threads to do something useful first
                Sleep(0);
            }
    
            eventQuery->Release();
        }
    }
    
    void Context::recordInvalidEnum()
    {
        mInvalidEnum = true;
    }
    
    void Context::recordInvalidValue()
    {
        mInvalidValue = true;
    }
    
    void Context::recordInvalidOperation()
    {
        mInvalidOperation = true;
    }
    
    void Context::recordOutOfMemory()
    {
        mOutOfMemory = true;
    }
    
    void Context::recordInvalidFramebufferOperation()
    {
        mInvalidFramebufferOperation = true;
    }
    
    // Get one of the recorded errors and clear its flag, if any.
    // [OpenGL ES 2.0.24] section 2.5 page 13.
    GLenum Context::getError()
    {
        if (mInvalidEnum)
        {
            mInvalidEnum = false;
    
            return GL_INVALID_ENUM;
        }
    
        if (mInvalidValue)
        {
            mInvalidValue = false;
    
            return GL_INVALID_VALUE;
        }
    
        if (mInvalidOperation)
        {
            mInvalidOperation = false;
    
            return GL_INVALID_OPERATION;
        }
    
        if (mOutOfMemory)
        {
            mOutOfMemory = false;
    
            return GL_OUT_OF_MEMORY;
        }
    
        if (mInvalidFramebufferOperation)
        {
            mInvalidFramebufferOperation = false;
    
            return GL_INVALID_FRAMEBUFFER_OPERATION;
        }
    
        return GL_NO_ERROR;
    }
    
    const char *Context::getPixelShaderProfile()
    {
        return mPsProfile;
    }
    
    const char *Context::getVertexShaderProfile()
    {
        return mVsProfile;
    }
    
    void Context::detachBuffer(GLuint buffer)
    {
        // [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.
    
        if (mState.arrayBuffer == buffer)
        {
            mState.arrayBuffer = 0;
        }
    
        if (mState.elementArrayBuffer == buffer)
        {
            mState.elementArrayBuffer = 0;
        }
    
        for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
        {
            if (mState.vertexAttribute[attribute].mBoundBuffer == buffer)
            {
                mState.vertexAttribute[attribute].mBoundBuffer = 0;
            }
        }
    }
    
    void Context::detachTexture(GLuint texture)
    {
        // [OpenGL ES 2.0.24] section 3.8 page 84:
        // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
        // rebound to texture object zero
    
        for (int type = 0; type < SAMPLER_TYPE_COUNT; type++)
        {
            for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
            {
                if (mState.samplerTexture[type][sampler] == texture)
                {
                    mState.samplerTexture[type][sampler] = 0;
                }
            }
        }
    
        // [OpenGL ES 2.0.24] section 4.4 page 112:
        // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
        // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
        // image was attached in the currently bound framebuffer.
    
        Framebuffer *framebuffer = getFramebuffer();
    
        if (framebuffer)
        {
            framebuffer->detachTexture(texture);
        }
    }
    
    void Context::detachFramebuffer(GLuint framebuffer)
    {
        // [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.framebuffer == framebuffer)
        {
            bindFramebuffer(0);
        }
    }
    
    void Context::detachRenderbuffer(GLuint renderbuffer)
    {
        // [OpenGL ES 2.0.24] section 4.4 page 109:
        // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
        // had been executed with the target RENDERBUFFER and name of zero.
    
        if (mState.renderbuffer == renderbuffer)
        {
            bindRenderbuffer(0);
        }
    
        // [OpenGL ES 2.0.24] section 4.4 page 111:
        // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
        // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
        // point to which this image was attached in the currently bound framebuffer.
    
        Framebuffer *framebuffer = getFramebuffer();
    
        if (framebuffer)
        {
            framebuffer->detachRenderbuffer(renderbuffer);
        }
    }
    
    Texture *Context::getIncompleteTexture(SamplerType type)
    {
        Texture *t = mIncompleteTextures[type];
    
        if (t == NULL)
        {
            static const GLubyte color[] = { 0, 0, 0, 255 };
    
            switch (type)
            {
              default:
                UNREACHABLE();
                // default falls through to SAMPLER_2D
    
              case SAMPLER_2D:
                {
                    Texture2D *incomplete2d = new Texture2D(this);
                    incomplete2d->setImage(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
                    t = incomplete2d;
                }
                break;
    
              case SAMPLER_CUBE:
                {
                  TextureCubeMap *incompleteCube = new TextureCubeMap(this);
    
                  incompleteCube->setImagePosX(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
                  incompleteCube->setImageNegX(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
                  incompleteCube->setImagePosY(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
                  incompleteCube->setImageNegY(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
                  incompleteCube->setImagePosZ(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
                  incompleteCube->setImageNegZ(0, GL_RGBA, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
    
                  t = incompleteCube;
                }
                break;
            }
    
            mIncompleteTextures[type] = t;
        }
    
        return t;
    }
    
    bool Context::cullSkipsDraw(GLenum drawMode)
    {
        return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
    }
    
    bool Context::isTriangleMode(GLenum drawMode)
    {
        switch (drawMode)
        {
          case GL_TRIANGLES:
          case GL_TRIANGLE_FAN:
          case GL_TRIANGLE_STRIP:
            return true;
          case GL_POINTS:
          case GL_LINES:
          case GL_LINE_LOOP:
          case GL_LINE_STRIP:
            return false;
          default: UNREACHABLE();
        }
    
        return false;
    }
    
    bool Context::hasStencil()
    {
        Framebuffer *framebufferObject = getFramebuffer();
    
        if (framebufferObject)
        {
            Stencilbuffer *stencilbufferObject = framebufferObject->getStencilbuffer();
    
            if (stencilbufferObject)
            {
                return stencilbufferObject->getStencilSize() > 0;
            }
        }
    
        return false;
    }
    
    void Context::setVertexAttrib(GLuint index, const GLfloat *values)
    {
        ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
    
        mState.vertexAttribute[index].mCurrentValue[0] = values[0];
        mState.vertexAttribute[index].mCurrentValue[1] = values[1];
        mState.vertexAttribute[index].mCurrentValue[2] = values[2];
        mState.vertexAttribute[index].mCurrentValue[3] = values[3];
    
        mVertexDataManager->dirtyCurrentValues();
    }
    
    void Context::initExtensionString()
    {
        if (mBufferBackEnd->supportIntIndices())
        {
            mExtensionString += "GL_OES_element_index_uint ";
        }
    
        std::string::size_type end = mExtensionString.find_last_not_of(' ');
        if (end != std::string::npos)
        {
            mExtensionString.resize(end+1);
        }
    }
    
    const char *Context::getExtensionString() const
    {
        return mExtensionString.c_str();
    }
    
    }
    
    extern "C"
    {
    gl::Context *glCreateContext(const egl::Config *config)
    {
        return new gl::Context(config);
    }
    
    void glDestroyContext(gl::Context *context)
    {
        delete context;
    
        if (context == gl::getContext())
        {
            gl::makeCurrent(NULL, NULL, NULL);
        }
    }
    
    void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
    {
        gl::makeCurrent(context, display, surface);
    }
    
    gl::Context *glGetCurrentContext()
    {
        return gl::getContext();
    }
    }