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

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  • Author : Qin Jiajia
    Date : 2018-08-10 13:36:32
    Hash : 47f6dd0d
    Message : Implement robust initialization for image texture This change fixes a bug that the image texture initialization time is not correct. It happens when we use compute shader to write data to an uninitialized texture, then use readPixels to read the result which results that texture initialization falls behind image store and covers the real result. Bug: angleproject:2766 Change-Id: I4e986972096857afc975c40dfa4d559a2f31194c Reviewed-on: https://chromium-review.googlesource.com/1170569 Commit-Queue: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/State.h
  • //
    // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // State.h: Defines the State class, encapsulating raw GL state
    
    #ifndef LIBANGLE_STATE_H_
    #define LIBANGLE_STATE_H_
    
    #include <bitset>
    #include <memory>
    
    #include "common/Color.h"
    #include "common/angleutils.h"
    #include "common/bitset_utils.h"
    #include "libANGLE/Debug.h"
    #include "libANGLE/GLES1State.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/ProgramPipeline.h"
    #include "libANGLE/RefCountObject.h"
    #include "libANGLE/Renderbuffer.h"
    #include "libANGLE/Sampler.h"
    #include "libANGLE/Texture.h"
    #include "libANGLE/TransformFeedback.h"
    #include "libANGLE/Version.h"
    #include "libANGLE/VertexAttribute.h"
    #include "libANGLE/angletypes.h"
    
    namespace gl
    {
    class Query;
    class VertexArray;
    class Context;
    struct Caps;
    
    class State : angle::NonCopyable
    {
      public:
        State(bool debug,
              bool bindGeneratesResource,
              bool clientArraysEnabled,
              bool robustResourceInit,
              bool programBinaryCacheEnabled);
        ~State();
    
        void initialize(Context *context);
        void reset(const Context *context);
    
        // State chunk getters
        const RasterizerState &getRasterizerState() const;
        const BlendState &getBlendState() const;
        const DepthStencilState &getDepthStencilState() const;
    
        // Clear behavior setters & state parameter block generation function
        void setColorClearValue(float red, float green, float blue, float alpha);
        void setDepthClearValue(float depth);
        void setStencilClearValue(int stencil);
    
        const ColorF &getColorClearValue() const { return mColorClearValue; }
        float getDepthClearValue() const { return mDepthClearValue; }
        int getStencilClearValue() const { return mStencilClearValue; }
    
        // Write mask manipulation
        void setColorMask(bool red, bool green, bool blue, bool alpha);
        void setDepthMask(bool mask);
    
        // Discard toggle & query
        bool isRasterizerDiscardEnabled() const;
        void setRasterizerDiscard(bool enabled);
    
        // Primitive restart
        bool isPrimitiveRestartEnabled() const;
        void setPrimitiveRestart(bool enabled);
    
        // Face culling state manipulation
        bool isCullFaceEnabled() const;
        void setCullFace(bool enabled);
        void setCullMode(CullFaceMode mode);
        void setFrontFace(GLenum front);
    
        // Depth test state manipulation
        bool isDepthTestEnabled() const;
        void setDepthTest(bool enabled);
        void setDepthFunc(GLenum depthFunc);
        void setDepthRange(float zNear, float zFar);
        float getNearPlane() const;
        float getFarPlane() const;
    
        // Blend state manipulation
        bool isBlendEnabled() const;
        void setBlend(bool enabled);
        void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);
        void setBlendColor(float red, float green, float blue, float alpha);
        void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);
        const ColorF &getBlendColor() const;
    
        // Stencil state maniupulation
        bool isStencilTestEnabled() const;
        void setStencilTest(bool enabled);
        void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);
        void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask);
        void setStencilWritemask(GLuint stencilWritemask);
        void setStencilBackWritemask(GLuint stencilBackWritemask);
        void setStencilOperations(GLenum stencilFail,
                                  GLenum stencilPassDepthFail,
                                  GLenum stencilPassDepthPass);
        void setStencilBackOperations(GLenum stencilBackFail,
                                      GLenum stencilBackPassDepthFail,
                                      GLenum stencilBackPassDepthPass);
        GLint getStencilRef() const;
        GLint getStencilBackRef() const;
    
        // Depth bias/polygon offset state manipulation
        bool isPolygonOffsetFillEnabled() const;
        void setPolygonOffsetFill(bool enabled);
        void setPolygonOffsetParams(GLfloat factor, GLfloat units);
    
        // Multisample coverage state manipulation
        bool isSampleAlphaToCoverageEnabled() const;
        void setSampleAlphaToCoverage(bool enabled);
        bool isSampleCoverageEnabled() const;
        void setSampleCoverage(bool enabled);
        void setSampleCoverageParams(GLclampf value, bool invert);
        GLfloat getSampleCoverageValue() const;
        bool getSampleCoverageInvert() const;
    
        // Multisample mask state manipulation.
        bool isSampleMaskEnabled() const;
        void setSampleMaskEnabled(bool enabled);
        void setSampleMaskParams(GLuint maskNumber, GLbitfield mask);
        GLbitfield getSampleMaskWord(GLuint maskNumber) const;
        GLuint getMaxSampleMaskWords() const;
    
        // Multisampling/alpha to one manipulation.
        void setSampleAlphaToOne(bool enabled);
        bool isSampleAlphaToOneEnabled() const;
        void setMultisampling(bool enabled);
        bool isMultisamplingEnabled() const;
    
        // Scissor test state toggle & query
        bool isScissorTestEnabled() const;
        void setScissorTest(bool enabled);
        void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);
        const Rectangle &getScissor() const;
    
        // Dither state toggle & query
        bool isDitherEnabled() const;
        void setDither(bool enabled);
    
        // Generic state toggle & query
        void setEnableFeature(GLenum feature, bool enabled);
        bool getEnableFeature(GLenum feature) const;
    
        // Line width state setter
        void setLineWidth(GLfloat width);
        float getLineWidth() const;
    
        // Hint setters
        void setGenerateMipmapHint(GLenum hint);
        void setFragmentShaderDerivativeHint(GLenum hint);
    
        // GL_CHROMIUM_bind_generates_resource
        bool isBindGeneratesResourceEnabled() const
        {
            return mBindGeneratesResource;
        }
    
        // GL_ANGLE_client_arrays
        bool areClientArraysEnabled() const;
    
        // Viewport state setter/getter
        void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);
        const Rectangle &getViewport() const;
    
        // Texture binding & active texture unit manipulation
        void setActiveSampler(unsigned int active);
        unsigned int getActiveSampler() const;
        void setSamplerTexture(const Context *context, TextureType type, Texture *texture);
        Texture *getTargetTexture(TextureType type) const;
        Texture *getSamplerTexture(unsigned int sampler, TextureType type) const;
        GLuint getSamplerTextureId(unsigned int sampler, TextureType type) const;
        void detachTexture(const Context *context, const TextureMap &zeroTextures, GLuint texture);
        void initializeZeroTextures(const Context *context, const TextureMap &zeroTextures);
    
        // Sampler object binding manipulation
        void setSamplerBinding(const Context *context, GLuint textureUnit, Sampler *sampler);
        GLuint getSamplerId(GLuint textureUnit) const;
    
        Sampler *getSampler(GLuint textureUnit) const { return mSamplers[textureUnit].get(); }
    
        void detachSampler(const Context *context, GLuint sampler);
    
        // Renderbuffer binding manipulation
        void setRenderbufferBinding(const Context *context, Renderbuffer *renderbuffer);
        GLuint getRenderbufferId() const;
        Renderbuffer *getCurrentRenderbuffer() const;
        void detachRenderbuffer(const Context *context, GLuint renderbuffer);
    
        // Framebuffer binding manipulation
        void setReadFramebufferBinding(Framebuffer *framebuffer);
        void setDrawFramebufferBinding(Framebuffer *framebuffer);
        Framebuffer *getTargetFramebuffer(GLenum target) const;
        Framebuffer *getReadFramebuffer() const;
        Framebuffer *getDrawFramebuffer() const { return mDrawFramebuffer; }
    
        bool removeReadFramebufferBinding(GLuint framebuffer);
        bool removeDrawFramebufferBinding(GLuint framebuffer);
    
        // Vertex array object binding manipulation
        void setVertexArrayBinding(const Context *context, VertexArray *vertexArray);
        GLuint getVertexArrayId() const;
        VertexArray *getVertexArray() const
        {
            ASSERT(mVertexArray != nullptr);
            return mVertexArray;
        }
    
        bool removeVertexArrayBinding(const Context *context, GLuint vertexArray);
    
        // Program binding manipulation
        void setProgram(const Context *context, Program *newProgram);
        Program *getProgram() const { return mProgram; }
    
        // Transform feedback object (not buffer) binding manipulation
        void setTransformFeedbackBinding(const Context *context, TransformFeedback *transformFeedback);
        TransformFeedback *getCurrentTransformFeedback() const { return mTransformFeedback.get(); }
    
        bool isTransformFeedbackActiveUnpaused() const;
        bool removeTransformFeedbackBinding(const Context *context, GLuint transformFeedback);
    
        // Query binding manipulation
        bool isQueryActive(QueryType type) const;
        bool isQueryActive(Query *query) const;
        void setActiveQuery(const Context *context, QueryType type, Query *query);
        GLuint getActiveQueryId(QueryType type) const;
        Query *getActiveQuery(QueryType type) const;
    
        // Program Pipeline binding manipulation
        void setProgramPipelineBinding(const Context *context, ProgramPipeline *pipeline);
        void detachProgramPipeline(const Context *context, GLuint pipeline);
    
        //// Typed buffer binding point manipulation ////
        void setBufferBinding(const Context *context, BufferBinding target, Buffer *buffer);
        Buffer *getTargetBuffer(BufferBinding target) const;
        void setIndexedBufferBinding(const Context *context,
                                     BufferBinding target,
                                     GLuint index,
                                     Buffer *buffer,
                                     GLintptr offset,
                                     GLsizeiptr size);
    
        const OffsetBindingPointer<Buffer> &getIndexedUniformBuffer(size_t index) const;
        const OffsetBindingPointer<Buffer> &getIndexedAtomicCounterBuffer(size_t index) const;
        const OffsetBindingPointer<Buffer> &getIndexedShaderStorageBuffer(size_t index) const;
    
        // Detach a buffer from all bindings
        void detachBuffer(const Context *context, const Buffer *buffer);
    
        // Vertex attrib manipulation
        void setEnableVertexAttribArray(unsigned int attribNum, bool enabled);
        void setVertexAttribf(GLuint index, const GLfloat values[4]);
        void setVertexAttribu(GLuint index, const GLuint values[4]);
        void setVertexAttribi(GLuint index, const GLint values[4]);
        void setVertexAttribPointer(const Context *context,
                                    unsigned int attribNum,
                                    Buffer *boundBuffer,
                                    GLint size,
                                    GLenum type,
                                    bool normalized,
                                    bool pureInteger,
                                    GLsizei stride,
                                    const void *pointer);
        void setVertexAttribDivisor(const Context *context, GLuint index, GLuint divisor);
        const VertexAttribCurrentValueData &getVertexAttribCurrentValue(size_t attribNum) const;
        const std::vector<VertexAttribCurrentValueData> &getVertexAttribCurrentValues() const;
        const void *getVertexAttribPointer(unsigned int attribNum) const;
        void bindVertexBuffer(const Context *context,
                              GLuint bindingIndex,
                              Buffer *boundBuffer,
                              GLintptr offset,
                              GLsizei stride);
        void setVertexAttribFormat(GLuint attribIndex,
                                   GLint size,
                                   GLenum type,
                                   bool normalized,
                                   bool pureInteger,
                                   GLuint relativeOffset);
        void setVertexAttribBinding(const Context *context, GLuint attribIndex, GLuint bindingIndex);
        void setVertexBindingDivisor(GLuint bindingIndex, GLuint divisor);
    
        // Pixel pack state manipulation
        void setPackAlignment(GLint alignment);
        GLint getPackAlignment() const;
        void setPackReverseRowOrder(bool reverseRowOrder);
        bool getPackReverseRowOrder() const;
        void setPackRowLength(GLint rowLength);
        GLint getPackRowLength() const;
        void setPackSkipRows(GLint skipRows);
        GLint getPackSkipRows() const;
        void setPackSkipPixels(GLint skipPixels);
        GLint getPackSkipPixels() const;
        const PixelPackState &getPackState() const;
        PixelPackState &getPackState();
    
        // Pixel unpack state manipulation
        void setUnpackAlignment(GLint alignment);
        GLint getUnpackAlignment() const;
        void setUnpackRowLength(GLint rowLength);
        GLint getUnpackRowLength() const;
        void setUnpackImageHeight(GLint imageHeight);
        GLint getUnpackImageHeight() const;
        void setUnpackSkipImages(GLint skipImages);
        GLint getUnpackSkipImages() const;
        void setUnpackSkipRows(GLint skipRows);
        GLint getUnpackSkipRows() const;
        void setUnpackSkipPixels(GLint skipPixels);
        GLint getUnpackSkipPixels() const;
        const PixelUnpackState &getUnpackState() const;
        PixelUnpackState &getUnpackState();
    
        // Debug state
        const Debug &getDebug() const;
        Debug &getDebug();
    
        // CHROMIUM_framebuffer_mixed_samples coverage modulation
        void setCoverageModulation(GLenum components);
        GLenum getCoverageModulation() const;
    
        // CHROMIUM_path_rendering
        void loadPathRenderingMatrix(GLenum matrixMode, const GLfloat *matrix);
        const GLfloat *getPathRenderingMatrix(GLenum which) const;
        void setPathStencilFunc(GLenum func, GLint ref, GLuint mask);
    
        GLenum getPathStencilFunc() const;
        GLint getPathStencilRef() const;
        GLuint getPathStencilMask() const;
    
        // GL_EXT_sRGB_write_control
        void setFramebufferSRGB(bool sRGB);
        bool getFramebufferSRGB() const;
    
        // GL_KHR_parallel_shader_compile
        void setMaxShaderCompilerThreads(GLuint count);
        GLuint getMaxShaderCompilerThreads() const;
    
        // State query functions
        void getBooleanv(GLenum pname, GLboolean *params);
        void getFloatv(GLenum pname, GLfloat *params);
        Error getIntegerv(const Context *context, GLenum pname, GLint *params);
        void getPointerv(const Context *context, GLenum pname, void **params) const;
        void getIntegeri_v(GLenum target, GLuint index, GLint *data);
        void getInteger64i_v(GLenum target, GLuint index, GLint64 *data);
        void getBooleani_v(GLenum target, GLuint index, GLboolean *data);
    
        bool isRobustResourceInitEnabled() const { return mRobustResourceInit; }
    
        // Sets the dirty bit for the program executable.
        void onProgramExecutableChange(Program *program);
    
        enum DirtyBitType
        {
            DIRTY_BIT_SCISSOR_TEST_ENABLED,
            DIRTY_BIT_SCISSOR,
            DIRTY_BIT_VIEWPORT,
            DIRTY_BIT_DEPTH_RANGE,
            DIRTY_BIT_BLEND_ENABLED,
            DIRTY_BIT_BLEND_COLOR,
            DIRTY_BIT_BLEND_FUNCS,
            DIRTY_BIT_BLEND_EQUATIONS,
            DIRTY_BIT_COLOR_MASK,
            DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED,
            DIRTY_BIT_SAMPLE_COVERAGE_ENABLED,
            DIRTY_BIT_SAMPLE_COVERAGE,
            DIRTY_BIT_SAMPLE_MASK_ENABLED,
            DIRTY_BIT_SAMPLE_MASK,
            DIRTY_BIT_DEPTH_TEST_ENABLED,
            DIRTY_BIT_DEPTH_FUNC,
            DIRTY_BIT_DEPTH_MASK,
            DIRTY_BIT_STENCIL_TEST_ENABLED,
            DIRTY_BIT_STENCIL_FUNCS_FRONT,
            DIRTY_BIT_STENCIL_FUNCS_BACK,
            DIRTY_BIT_STENCIL_OPS_FRONT,
            DIRTY_BIT_STENCIL_OPS_BACK,
            DIRTY_BIT_STENCIL_WRITEMASK_FRONT,
            DIRTY_BIT_STENCIL_WRITEMASK_BACK,
            DIRTY_BIT_CULL_FACE_ENABLED,
            DIRTY_BIT_CULL_FACE,
            DIRTY_BIT_FRONT_FACE,
            DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED,
            DIRTY_BIT_POLYGON_OFFSET,
            DIRTY_BIT_RASTERIZER_DISCARD_ENABLED,
            DIRTY_BIT_LINE_WIDTH,
            DIRTY_BIT_PRIMITIVE_RESTART_ENABLED,
            DIRTY_BIT_CLEAR_COLOR,
            DIRTY_BIT_CLEAR_DEPTH,
            DIRTY_BIT_CLEAR_STENCIL,
            DIRTY_BIT_UNPACK_STATE,
            DIRTY_BIT_UNPACK_BUFFER_BINDING,
            DIRTY_BIT_PACK_STATE,
            DIRTY_BIT_PACK_BUFFER_BINDING,
            DIRTY_BIT_DITHER_ENABLED,
            DIRTY_BIT_GENERATE_MIPMAP_HINT,
            DIRTY_BIT_SHADER_DERIVATIVE_HINT,
            DIRTY_BIT_READ_FRAMEBUFFER_BINDING,
            DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING,
            DIRTY_BIT_RENDERBUFFER_BINDING,
            DIRTY_BIT_VERTEX_ARRAY_BINDING,
            DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING,
            DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING,
            DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING,
            // TODO(jmadill): Fine-grained dirty bits for each index.
            DIRTY_BIT_UNIFORM_BUFFER_BINDINGS,
            DIRTY_BIT_PROGRAM_BINDING,
            DIRTY_BIT_PROGRAM_EXECUTABLE,
            // TODO(jmadill): Fine-grained dirty bits for each texture/sampler.
            DIRTY_BIT_TEXTURE_BINDINGS,
            DIRTY_BIT_SAMPLER_BINDINGS,
            DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING,
            DIRTY_BIT_MULTISAMPLING,
            DIRTY_BIT_SAMPLE_ALPHA_TO_ONE,
            DIRTY_BIT_COVERAGE_MODULATION,         // CHROMIUM_framebuffer_mixed_samples
            DIRTY_BIT_PATH_RENDERING_MATRIX_MV,    // CHROMIUM_path_rendering path model view matrix
            DIRTY_BIT_PATH_RENDERING_MATRIX_PROJ,  // CHROMIUM_path_rendering path projection matrix
            DIRTY_BIT_PATH_RENDERING_STENCIL_STATE,
            DIRTY_BIT_FRAMEBUFFER_SRGB,  // GL_EXT_sRGB_write_control
            DIRTY_BIT_CURRENT_VALUES,
            DIRTY_BIT_INVALID,
            DIRTY_BIT_MAX = DIRTY_BIT_INVALID,
        };
    
        static_assert(DIRTY_BIT_MAX <= 64, "State dirty bits must be capped at 64");
    
        // TODO(jmadill): Consider storing dirty objects in a list instead of by binding.
        enum DirtyObjectType
        {
            DIRTY_OBJECT_READ_FRAMEBUFFER,
            DIRTY_OBJECT_DRAW_FRAMEBUFFER,
            DIRTY_OBJECT_VERTEX_ARRAY,
            // Use a very coarse bit for any program or texture change.
            // TODO(jmadill): Fine-grained dirty bits for each texture/sampler.
            DIRTY_OBJECT_PROGRAM_TEXTURES,
            DIRTY_OBJECT_PROGRAM,
            DIRTY_OBJECT_UNKNOWN,
            DIRTY_OBJECT_MAX = DIRTY_OBJECT_UNKNOWN,
        };
    
        using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
        const DirtyBits &getDirtyBits() const { return mDirtyBits; }
        void clearDirtyBits() { mDirtyBits.reset(); }
        void clearDirtyBits(const DirtyBits &bitset) { mDirtyBits &= ~bitset; }
        void setAllDirtyBits() { mDirtyBits.set(); }
    
        using DirtyObjects = angle::BitSet<DIRTY_OBJECT_MAX>;
        void clearDirtyObjects() { mDirtyObjects.reset(); }
        void setAllDirtyObjects() { mDirtyObjects.set(); }
        Error syncDirtyObjects(const Context *context, const DirtyObjects &bitset);
        Error syncDirtyObject(const Context *context, GLenum target);
        void setObjectDirty(GLenum target);
    
        // This actually clears the current value dirty bits.
        // TODO(jmadill): Pass mutable dirty bits into Impl.
        AttributesMask getAndResetDirtyCurrentValues() const;
    
        void setImageUnit(const Context *context,
                          GLuint unit,
                          Texture *texture,
                          GLint level,
                          GLboolean layered,
                          GLint layer,
                          GLenum access,
                          GLenum format);
    
        const ImageUnit &getImageUnit(GLuint unit) const;
        const ActiveTexturePointerArray &getActiveTexturesCache() const { return mActiveTexturesCache; }
        ComponentTypeMask getCurrentValuesTypeMask() const { return mCurrentValuesTypeMask; }
    
        void onActiveTextureStateChange(size_t textureIndex);
        void onUniformBufferStateChange(size_t uniformBufferIndex);
    
        Error clearUnclearedActiveTextures(const Context *context);
    
        bool isCurrentTransformFeedback(const TransformFeedback *tf) const;
    
        bool isCurrentVertexArray(const VertexArray *va) const { return va == mVertexArray; }
    
        GLES1State &gles1() { return mGLES1State; }
        const GLES1State &gles1() const { return mGLES1State; }
    
      private:
        Error syncProgramTextures(const Context *context);
    
        // Cached values from Context's caps
        GLuint mMaxDrawBuffers;
        GLuint mMaxCombinedTextureImageUnits;
    
        ColorF mColorClearValue;
        GLfloat mDepthClearValue;
        int mStencilClearValue;
    
        RasterizerState mRasterizer;
        bool mScissorTest;
        Rectangle mScissor;
    
        BlendState mBlend;
        ColorF mBlendColor;
        bool mSampleCoverage;
        GLfloat mSampleCoverageValue;
        bool mSampleCoverageInvert;
        bool mSampleMask;
        GLuint mMaxSampleMaskWords;
        std::array<GLbitfield, MAX_SAMPLE_MASK_WORDS> mSampleMaskValues;
    
        DepthStencilState mDepthStencil;
        GLint mStencilRef;
        GLint mStencilBackRef;
    
        GLfloat mLineWidth;
    
        GLenum mGenerateMipmapHint;
        GLenum mFragmentShaderDerivativeHint;
    
        const bool mBindGeneratesResource;
        const bool mClientArraysEnabled;
    
        Rectangle mViewport;
        float mNearZ;
        float mFarZ;
    
        Framebuffer *mReadFramebuffer;
        Framebuffer *mDrawFramebuffer;
        BindingPointer<Renderbuffer> mRenderbuffer;
        Program *mProgram;
        BindingPointer<ProgramPipeline> mProgramPipeline;
    
        using VertexAttribVector = std::vector<VertexAttribCurrentValueData>;
        VertexAttribVector mVertexAttribCurrentValues;  // From glVertexAttrib
        VertexArray *mVertexArray;
        ComponentTypeMask mCurrentValuesTypeMask;
    
        // Texture and sampler bindings
        size_t mActiveSampler;  // Active texture unit selector - GL_TEXTURE0
    
        using TextureBindingVector = std::vector<BindingPointer<Texture>>;
        using TextureBindingMap    = angle::PackedEnumMap<TextureType, TextureBindingVector>;
        TextureBindingMap mSamplerTextures;
    
        // Texture Completeness Caching
        // ----------------------------
        // The texture completeness cache uses dirty bits to avoid having to scan the list of textures
        // each draw call. This gl::State class implements angle::Observer interface. When subject
        // Textures have state changes, messages reach 'State' (also any observing Framebuffers) via the
        // onSubjectStateChange method (above). This then invalidates the completeness cache.
        //
        // Note this requires that we also invalidate the completeness cache manually on events like
        // re-binding textures/samplers or a change in the program. For more information see the
        // Observer.h header and the design doc linked there.
    
        // A cache of complete textures. nullptr indicates unbound or incomplete.
        // Don't use BindingPointer because this cache is only valid within a draw call.
        // Also stores a notification channel to the texture itself to handle texture change events.
        ActiveTexturePointerArray mActiveTexturesCache;
        std::vector<angle::ObserverBinding> mCompleteTextureBindings;
        InitState mCachedTexturesInitState;
    
        InitState mCachedImageTexturesInitState;
    
        using SamplerBindingVector = std::vector<BindingPointer<Sampler>>;
        SamplerBindingVector mSamplers;
    
        using ImageUnitVector = std::vector<ImageUnit>;
        ImageUnitVector mImageUnits;
    
        using ActiveQueryMap = angle::PackedEnumMap<QueryType, BindingPointer<Query>>;
        ActiveQueryMap mActiveQueries;
    
        // Stores the currently bound buffer for each binding point. It has an entry for the element
        // array buffer but it should not be used. Instead this bind point is owned by the current
        // vertex array object.
        using BoundBufferMap = angle::PackedEnumMap<BufferBinding, BindingPointer<Buffer>>;
        BoundBufferMap mBoundBuffers;
    
        using BufferVector = std::vector<OffsetBindingPointer<Buffer>>;
        BufferVector mUniformBuffers;
        BufferVector mAtomicCounterBuffers;
        BufferVector mShaderStorageBuffers;
    
        BindingPointer<TransformFeedback> mTransformFeedback;
    
        PixelUnpackState mUnpack;
        PixelPackState mPack;
    
        bool mPrimitiveRestart;
    
        Debug mDebug;
    
        bool mMultiSampling;
        bool mSampleAlphaToOne;
    
        GLenum mCoverageModulation;
    
        // CHROMIUM_path_rendering
        GLfloat mPathMatrixMV[16];
        GLfloat mPathMatrixProj[16];
        GLenum mPathStencilFunc;
        GLint mPathStencilRef;
        GLuint mPathStencilMask;
    
        // GL_EXT_sRGB_write_control
        bool mFramebufferSRGB;
    
        // GL_ANGLE_robust_resource_intialization
        const bool mRobustResourceInit;
    
        // GL_ANGLE_program_cache_control
        const bool mProgramBinaryCacheEnabled;
    
        // GL_KHR_parallel_shader_compile
        GLuint mMaxShaderCompilerThreads;
    
        // GLES1 emulation: state specific to GLES1
        GLES1State mGLES1State;
    
        DirtyBits mDirtyBits;
        DirtyObjects mDirtyObjects;
        mutable AttributesMask mDirtyCurrentValues;
    };
    
    }  // namespace gl
    
    #endif  // LIBANGLE_STATE_H_