Hash :
c55fbc40
        
        Author :
  
        
        Date :
2020-03-01T16:23:05
        
      
Capture/Replay: Fill out more ES 3.0 state in mid-execution capture Test: Manhattan mid-execution capture working Bug: angleproject:3662 Bug: angleproject:4091 Change-Id: Id7f1a3f667229e4d5abedb3ada25d44db250605a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2080592 Commit-Queue: Cody Northrop <cnorthrop@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006
//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// State.h: Defines the State class, encapsulating raw GL state
#ifndef LIBANGLE_STATE_H_
#define LIBANGLE_STATE_H_
#include <bitset>
#include <memory>
#include "common/Color.h"
#include "common/angleutils.h"
#include "common/bitset_utils.h"
#include "libANGLE/Debug.h"
#include "libANGLE/GLES1State.h"
#include "libANGLE/Overlay.h"
#include "libANGLE/Program.h"
#include "libANGLE/ProgramPipeline.h"
#include "libANGLE/RefCountObject.h"
#include "libANGLE/Renderbuffer.h"
#include "libANGLE/Sampler.h"
#include "libANGLE/Texture.h"
#include "libANGLE/TransformFeedback.h"
#include "libANGLE/Version.h"
#include "libANGLE/VertexArray.h"
#include "libANGLE/angletypes.h"
namespace gl
{
class BufferManager;
struct Caps;
class Context;
class FramebufferManager;
class MemoryObjectManager;
class PathManager;
class ProgramPipelineManager;
class Query;
class RenderbufferManager;
class SamplerManager;
class SemaphoreManager;
class ShaderProgramManager;
class SyncManager;
class TextureManager;
class VertexArray;
static constexpr Version ES_1_0 = Version(1, 0);
static constexpr Version ES_1_1 = Version(1, 1);
static constexpr Version ES_2_0 = Version(2, 0);
static constexpr Version ES_3_0 = Version(3, 0);
static constexpr Version ES_3_1 = Version(3, 1);
static constexpr Version ES_3_2 = Version(3, 2);
using ContextID = uintptr_t;
template <typename T>
using BufferBindingMap     = angle::PackedEnumMap<BufferBinding, T>;
using BoundBufferMap       = BufferBindingMap<BindingPointer<Buffer>>;
using SamplerBindingVector = std::vector<BindingPointer<Sampler>>;
using TextureBindingVector = std::vector<BindingPointer<Texture>>;
using TextureBindingMap    = angle::PackedEnumMap<TextureType, TextureBindingVector>;
using ActiveQueryMap       = angle::PackedEnumMap<QueryType, BindingPointer<Query>>;
class State : angle::NonCopyable
{
  public:
    State(ContextID contextIn,
          const State *shareContextState,
          TextureManager *shareTextures,
          const OverlayType *overlay,
          const EGLenum clientType,
          const Version &clientVersion,
          bool debug,
          bool bindGeneratesResource,
          bool clientArraysEnabled,
          bool robustResourceInit,
          bool programBinaryCacheEnabled,
          EGLenum contextPriority);
    ~State();
    int id() const { return mID; }
    void initialize(Context *context);
    void reset(const Context *context);
    // Getters
    ContextID getContextID() const { return mContext; }
    EGLenum getClientType() const { return mClientType; }
    EGLenum getContextPriority() const { return mContextPriority; }
    GLint getClientMajorVersion() const { return mClientVersion.major; }
    GLint getClientMinorVersion() const { return mClientVersion.minor; }
    const Version &getClientVersion() const { return mClientVersion; }
    const Caps &getCaps() const { return mCaps; }
    const TextureCapsMap &getTextureCaps() const { return mTextureCaps; }
    const Extensions &getExtensions() const { return mExtensions; }
    const Limitations &getLimitations() const { return mLimitations; }
    bool isWebGL() const { return mExtensions.webglCompatibility; }
    bool isWebGL1() const { return (isWebGL() && mClientVersion.major == 2); }
    const TextureCaps &getTextureCap(GLenum internalFormat) const
    {
        return mTextureCaps.get(internalFormat);
    }
    // State chunk getters
    bool allActiveDrawBufferChannelsMasked() const;
    bool anyActiveDrawBufferChannelMasked() const;
    const RasterizerState &getRasterizerState() const;
    const BlendState &getBlendState() const { return mBlendStateArray[0]; }
    const BlendStateArray &getBlendStateArray() const { return mBlendStateArray; }
    const DepthStencilState &getDepthStencilState() const;
    // Clear behavior setters & state parameter block generation function
    void setColorClearValue(float red, float green, float blue, float alpha);
    void setDepthClearValue(float depth);
    void setStencilClearValue(int stencil);
    const ColorF &getColorClearValue() const { return mColorClearValue; }
    float getDepthClearValue() const { return mDepthClearValue; }
    int getStencilClearValue() const { return mStencilClearValue; }
    // Write mask manipulation
    void setColorMask(bool red, bool green, bool blue, bool alpha);
    void setColorMaskIndexed(bool red, bool green, bool blue, bool alpha, GLuint index);
    void setDepthMask(bool mask);
    // Discard toggle & query
    bool isRasterizerDiscardEnabled() const { return mRasterizer.rasterizerDiscard; }
    void setRasterizerDiscard(bool enabled);
    // Primitive restart
    bool isPrimitiveRestartEnabled() const { return mPrimitiveRestart; }
    void setPrimitiveRestart(bool enabled);
    // Face culling state manipulation
    bool isCullFaceEnabled() const { return mRasterizer.cullFace; }
    void setCullFace(bool enabled);
    void setCullMode(CullFaceMode mode);
    void setFrontFace(GLenum front);
    // Depth test state manipulation
    bool isDepthTestEnabled() const { return mDepthStencil.depthTest; }
    void setDepthTest(bool enabled);
    void setDepthFunc(GLenum depthFunc);
    void setDepthRange(float zNear, float zFar);
    float getNearPlane() const { return mNearZ; }
    float getFarPlane() const { return mFarZ; }
    // Blend state manipulation
    bool isBlendEnabled() const { return mBlendStateArray[0].blend; }
    bool isBlendEnabledIndexed(GLuint index) const
    {
        ASSERT(index < mBlendStateArray.size());
        return mBlendStateArray[index].blend;
    }
    DrawBufferMask getBlendEnabledDrawBufferMask() const { return mBlendEnabledDrawBuffers; }
    void setBlend(bool enabled);
    void setBlendIndexed(bool enabled, GLuint index);
    void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);
    void setBlendFactorsIndexed(GLenum sourceRGB,
                                GLenum destRGB,
                                GLenum sourceAlpha,
                                GLenum destAlpha,
                                GLuint index);
    void setBlendColor(float red, float green, float blue, float alpha);
    void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);
    void setBlendEquationIndexed(GLenum rgbEquation, GLenum alphaEquation, GLuint index);
    const ColorF &getBlendColor() const { return mBlendColor; }
    // Stencil state maniupulation
    bool isStencilTestEnabled() const { return mDepthStencil.stencilTest; }
    void setStencilTest(bool enabled);
    void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);
    void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask);
    void setStencilWritemask(GLuint stencilWritemask);
    void setStencilBackWritemask(GLuint stencilBackWritemask);
    void setStencilOperations(GLenum stencilFail,
                              GLenum stencilPassDepthFail,
                              GLenum stencilPassDepthPass);
    void setStencilBackOperations(GLenum stencilBackFail,
                                  GLenum stencilBackPassDepthFail,
                                  GLenum stencilBackPassDepthPass);
    GLint getStencilRef() const { return mStencilRef; }
    GLint getStencilBackRef() const { return mStencilBackRef; }
    // Depth bias/polygon offset state manipulation
    bool isPolygonOffsetFillEnabled() const { return mRasterizer.polygonOffsetFill; }
    void setPolygonOffsetFill(bool enabled);
    void setPolygonOffsetParams(GLfloat factor, GLfloat units);
    // Multisample coverage state manipulation
    bool isSampleAlphaToCoverageEnabled() const { return mSampleAlphaToCoverage; }
    void setSampleAlphaToCoverage(bool enabled);
    bool isSampleCoverageEnabled() const { return mSampleCoverage; }
    void setSampleCoverage(bool enabled);
    void setSampleCoverageParams(GLclampf value, bool invert);
    GLclampf getSampleCoverageValue() const { return mSampleCoverageValue; }
    bool getSampleCoverageInvert() const { return mSampleCoverageInvert; }
    // Multisample mask state manipulation.
    bool isSampleMaskEnabled() const { return mSampleMask; }
    void setSampleMaskEnabled(bool enabled);
    void setSampleMaskParams(GLuint maskNumber, GLbitfield mask);
    GLbitfield getSampleMaskWord(GLuint maskNumber) const
    {
        ASSERT(maskNumber < mMaxSampleMaskWords);
        return mSampleMaskValues[maskNumber];
    }
    GLuint getMaxSampleMaskWords() const { return mMaxSampleMaskWords; }
    // Multisampling/alpha to one manipulation.
    void setSampleAlphaToOne(bool enabled);
    bool isSampleAlphaToOneEnabled() const { return mSampleAlphaToOne; }
    void setMultisampling(bool enabled);
    bool isMultisamplingEnabled() const { return mMultiSampling; }
    // Scissor test state toggle & query
    bool isScissorTestEnabled() const { return mScissorTest; }
    void setScissorTest(bool enabled);
    void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);
    const Rectangle &getScissor() const { return mScissor; }
    // Dither state toggle & query
    bool isDitherEnabled() const { return mRasterizer.dither; }
    void setDither(bool enabled);
    // Generic state toggle & query
    void setEnableFeature(GLenum feature, bool enabled);
    void setEnableFeatureIndexed(GLenum feature, bool enabled, GLuint index);
    bool getEnableFeature(GLenum feature) const;
    bool getEnableFeatureIndexed(GLenum feature, GLuint index) const;
    // Line width state setter
    void setLineWidth(GLfloat width);
    float getLineWidth() const { return mLineWidth; }
    // Hint setters
    void setGenerateMipmapHint(GLenum hint);
    void setFragmentShaderDerivativeHint(GLenum hint);
    // GL_CHROMIUM_bind_generates_resource
    bool isBindGeneratesResourceEnabled() const { return mBindGeneratesResource; }
    // GL_ANGLE_client_arrays
    bool areClientArraysEnabled() const { return mClientArraysEnabled; }
    // Viewport state setter/getter
    void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);
    const Rectangle &getViewport() const { return mViewport; }
    // Texture binding & active texture unit manipulation
    void setActiveSampler(unsigned int active);
    unsigned int getActiveSampler() const { return static_cast<unsigned int>(mActiveSampler); }
    void setSamplerTexture(const Context *context, TextureType type, Texture *texture);
    Texture *getTargetTexture(TextureType type) const;
    Texture *getSamplerTexture(unsigned int sampler, TextureType type) const
    {
        ASSERT(sampler < mSamplerTextures[type].size());
        return mSamplerTextures[type][sampler].get();
    }
    TextureID getSamplerTextureId(unsigned int sampler, TextureType type) const;
    void detachTexture(const Context *context, const TextureMap &zeroTextures, TextureID texture);
    void initializeZeroTextures(const Context *context, const TextureMap &zeroTextures);
    void invalidateTexture(TextureType type);
    // Sampler object binding manipulation
    void setSamplerBinding(const Context *context, GLuint textureUnit, Sampler *sampler);
    SamplerID getSamplerId(GLuint textureUnit) const
    {
        ASSERT(textureUnit < mSamplers.size());
        return mSamplers[textureUnit].id();
    }
    Sampler *getSampler(GLuint textureUnit) const { return mSamplers[textureUnit].get(); }
    const SamplerBindingVector &getSamplers() const { return mSamplers; }
    void detachSampler(const Context *context, SamplerID sampler);
    // Renderbuffer binding manipulation
    void setRenderbufferBinding(const Context *context, Renderbuffer *renderbuffer);
    RenderbufferID getRenderbufferId() const { return mRenderbuffer.id(); }
    Renderbuffer *getCurrentRenderbuffer() const { return mRenderbuffer.get(); }
    void detachRenderbuffer(const Context *context, RenderbufferID renderbuffer);
    // Framebuffer binding manipulation
    void setReadFramebufferBinding(Framebuffer *framebuffer);
    void setDrawFramebufferBinding(Framebuffer *framebuffer);
    Framebuffer *getTargetFramebuffer(GLenum target) const;
    Framebuffer *getReadFramebuffer() const { return mReadFramebuffer; }
    Framebuffer *getDrawFramebuffer() const { return mDrawFramebuffer; }
    bool removeReadFramebufferBinding(FramebufferID framebuffer);
    bool removeDrawFramebufferBinding(FramebufferID framebuffer);
    // Vertex array object binding manipulation
    void setVertexArrayBinding(const Context *context, VertexArray *vertexArray);
    bool removeVertexArrayBinding(const Context *context, VertexArrayID vertexArray);
    VertexArrayID getVertexArrayId() const;
    VertexArray *getVertexArray() const
    {
        ASSERT(mVertexArray != nullptr);
        return mVertexArray;
    }
    // Program binding manipulation
    angle::Result setProgram(const Context *context, Program *newProgram);
    Program *getProgram() const
    {
        ASSERT(!mProgram || !mProgram->isLinking());
        return mProgram;
    }
    Program *getLinkedProgram(const Context *context) const
    {
        if (mProgram)
        {
            mProgram->resolveLink(context);
        }
        return mProgram;
    }
    // Transform feedback object (not buffer) binding manipulation
    void setTransformFeedbackBinding(const Context *context, TransformFeedback *transformFeedback);
    TransformFeedback *getCurrentTransformFeedback() const { return mTransformFeedback.get(); }
    ANGLE_INLINE bool isTransformFeedbackActive() const
    {
        TransformFeedback *curTransformFeedback = mTransformFeedback.get();
        return curTransformFeedback && curTransformFeedback->isActive();
    }
    ANGLE_INLINE bool isTransformFeedbackActiveUnpaused() const
    {
        TransformFeedback *curTransformFeedback = mTransformFeedback.get();
        return curTransformFeedback && curTransformFeedback->isActive() &&
               !curTransformFeedback->isPaused();
    }
    bool removeTransformFeedbackBinding(const Context *context,
                                        TransformFeedbackID transformFeedback);
    // Query binding manipulation
    bool isQueryActive(QueryType type) const;
    bool isQueryActive(Query *query) const;
    void setActiveQuery(const Context *context, QueryType type, Query *query);
    QueryID getActiveQueryId(QueryType type) const;
    Query *getActiveQuery(QueryType type) const;
    // Program Pipeline binding manipulation
    void setProgramPipelineBinding(const Context *context, ProgramPipeline *pipeline);
    void detachProgramPipeline(const Context *context, ProgramPipelineID pipeline);
    //// Typed buffer binding point manipulation ////
    ANGLE_INLINE void setBufferBinding(const Context *context, BufferBinding target, Buffer *buffer)
    {
        (this->*(kBufferSetters[target]))(context, buffer);
    }
    ANGLE_INLINE Buffer *getTargetBuffer(BufferBinding target) const
    {
        switch (target)
        {
            case BufferBinding::ElementArray:
                return getVertexArray()->getElementArrayBuffer();
            default:
                return mBoundBuffers[target].get();
        }
    }
    ANGLE_INLINE Buffer *getArrayBuffer() const { return getTargetBuffer(BufferBinding::Array); }
    angle::Result setIndexedBufferBinding(const Context *context,
                                          BufferBinding target,
                                          GLuint index,
                                          Buffer *buffer,
                                          GLintptr offset,
                                          GLsizeiptr size);
    size_t getAtomicCounterBufferCount() const { return mAtomicCounterBuffers.size(); }
    const OffsetBindingPointer<Buffer> &getIndexedUniformBuffer(size_t index) const;
    const OffsetBindingPointer<Buffer> &getIndexedAtomicCounterBuffer(size_t index) const;
    const OffsetBindingPointer<Buffer> &getIndexedShaderStorageBuffer(size_t index) const;
    // Detach a buffer from all bindings
    angle::Result detachBuffer(Context *context, const Buffer *buffer);
    // Vertex attrib manipulation
    void setEnableVertexAttribArray(unsigned int attribNum, bool enabled);
    void setVertexAttribf(GLuint index, const GLfloat values[4]);
    void setVertexAttribu(GLuint index, const GLuint values[4]);
    void setVertexAttribi(GLuint index, const GLint values[4]);
    ANGLE_INLINE void setVertexAttribPointer(const Context *context,
                                             unsigned int attribNum,
                                             Buffer *boundBuffer,
                                             GLint size,
                                             VertexAttribType type,
                                             bool normalized,
                                             GLsizei stride,
                                             const void *pointer)
    {
        mVertexArray->setVertexAttribPointer(context, attribNum, boundBuffer, size, type,
                                             normalized, stride, pointer);
        mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
    }
    ANGLE_INLINE void setVertexAttribIPointer(const Context *context,
                                              unsigned int attribNum,
                                              Buffer *boundBuffer,
                                              GLint size,
                                              VertexAttribType type,
                                              GLsizei stride,
                                              const void *pointer)
    {
        mVertexArray->setVertexAttribIPointer(context, attribNum, boundBuffer, size, type, stride,
                                              pointer);
        mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
    }
    void setVertexAttribDivisor(const Context *context, GLuint index, GLuint divisor);
    const VertexAttribCurrentValueData &getVertexAttribCurrentValue(size_t attribNum) const
    {
        ASSERT(attribNum < mVertexAttribCurrentValues.size());
        return mVertexAttribCurrentValues[attribNum];
    }
    const std::vector<VertexAttribCurrentValueData> &getVertexAttribCurrentValues() const
    {
        return mVertexAttribCurrentValues;
    }
    const void *getVertexAttribPointer(unsigned int attribNum) const;
    void bindVertexBuffer(const Context *context,
                          GLuint bindingIndex,
                          Buffer *boundBuffer,
                          GLintptr offset,
                          GLsizei stride);
    void setVertexAttribFormat(GLuint attribIndex,
                               GLint size,
                               VertexAttribType type,
                               bool normalized,
                               bool pureInteger,
                               GLuint relativeOffset);
    void setVertexAttribBinding(const Context *context, GLuint attribIndex, GLuint bindingIndex)
    {
        mVertexArray->setVertexAttribBinding(context, attribIndex, bindingIndex);
        mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
    }
    void setVertexBindingDivisor(GLuint bindingIndex, GLuint divisor);
    // Pixel pack state manipulation
    void setPackAlignment(GLint alignment);
    GLint getPackAlignment() const { return mPack.alignment; }
    void setPackReverseRowOrder(bool reverseRowOrder);
    bool getPackReverseRowOrder() const { return mPack.reverseRowOrder; }
    void setPackRowLength(GLint rowLength);
    GLint getPackRowLength() const { return mPack.rowLength; }
    void setPackSkipRows(GLint skipRows);
    GLint getPackSkipRows() const { return mPack.skipRows; }
    void setPackSkipPixels(GLint skipPixels);
    GLint getPackSkipPixels() const { return mPack.skipPixels; }
    const PixelPackState &getPackState() const { return mPack; }
    PixelPackState &getPackState() { return mPack; }
    // Pixel unpack state manipulation
    void setUnpackAlignment(GLint alignment);
    GLint getUnpackAlignment() const { return mUnpack.alignment; }
    void setUnpackRowLength(GLint rowLength);
    GLint getUnpackRowLength() const { return mUnpack.rowLength; }
    void setUnpackImageHeight(GLint imageHeight);
    GLint getUnpackImageHeight() const { return mUnpack.imageHeight; }
    void setUnpackSkipImages(GLint skipImages);
    GLint getUnpackSkipImages() const { return mUnpack.skipImages; }
    void setUnpackSkipRows(GLint skipRows);
    GLint getUnpackSkipRows() const { return mUnpack.skipRows; }
    void setUnpackSkipPixels(GLint skipPixels);
    GLint getUnpackSkipPixels() const { return mUnpack.skipPixels; }
    const PixelUnpackState &getUnpackState() const { return mUnpack; }
    PixelUnpackState &getUnpackState() { return mUnpack; }
    // Debug state
    const Debug &getDebug() const { return mDebug; }
    Debug &getDebug() { return mDebug; }
    // CHROMIUM_framebuffer_mixed_samples coverage modulation
    void setCoverageModulation(GLenum components);
    GLenum getCoverageModulation() const { return mCoverageModulation; }
    // CHROMIUM_path_rendering
    void loadPathRenderingMatrix(GLenum matrixMode, const GLfloat *matrix);
    const GLfloat *getPathRenderingMatrix(GLenum which) const;
    void setPathStencilFunc(GLenum func, GLint ref, GLuint mask);
    GLenum getPathStencilFunc() const { return mPathStencilFunc; }
    GLint getPathStencilRef() const { return mPathStencilRef; }
    GLuint getPathStencilMask() const { return mPathStencilMask; }
    // GL_EXT_sRGB_write_control
    void setFramebufferSRGB(bool sRGB);
    bool getFramebufferSRGB() const { return mFramebufferSRGB; }
    // GL_KHR_parallel_shader_compile
    void setMaxShaderCompilerThreads(GLuint count);
    GLuint getMaxShaderCompilerThreads() const { return mMaxShaderCompilerThreads; }
    // State query functions
    void getBooleanv(GLenum pname, GLboolean *params) const;
    void getFloatv(GLenum pname, GLfloat *params) const;
    angle::Result getIntegerv(const Context *context, GLenum pname, GLint *params) const;
    void getPointerv(const Context *context, GLenum pname, void **params) const;
    void getIntegeri_v(GLenum target, GLuint index, GLint *data) const;
    void getInteger64i_v(GLenum target, GLuint index, GLint64 *data) const;
    void getBooleani_v(GLenum target, GLuint index, GLboolean *data) const;
    bool isRobustResourceInitEnabled() const { return mRobustResourceInit; }
    // Sets the dirty bit for the program executable.
    angle::Result onProgramExecutableChange(const Context *context, Program *program);
    enum DirtyBitType
    {
        // Note: process draw framebuffer binding first, so that other dirty bits whose effect
        // depend on the current draw framebuffer are not processed while the old framebuffer is
        // still bound.
        DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING,
        DIRTY_BIT_READ_FRAMEBUFFER_BINDING,
        DIRTY_BIT_SCISSOR_TEST_ENABLED,
        DIRTY_BIT_SCISSOR,
        DIRTY_BIT_VIEWPORT,
        DIRTY_BIT_DEPTH_RANGE,
        DIRTY_BIT_BLEND_ENABLED,
        DIRTY_BIT_BLEND_COLOR,
        DIRTY_BIT_BLEND_FUNCS,
        DIRTY_BIT_BLEND_EQUATIONS,
        DIRTY_BIT_COLOR_MASK,
        DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED,
        DIRTY_BIT_SAMPLE_COVERAGE_ENABLED,
        DIRTY_BIT_SAMPLE_COVERAGE,
        DIRTY_BIT_SAMPLE_MASK_ENABLED,
        DIRTY_BIT_SAMPLE_MASK,
        DIRTY_BIT_DEPTH_TEST_ENABLED,
        DIRTY_BIT_DEPTH_FUNC,
        DIRTY_BIT_DEPTH_MASK,
        DIRTY_BIT_STENCIL_TEST_ENABLED,
        DIRTY_BIT_STENCIL_FUNCS_FRONT,
        DIRTY_BIT_STENCIL_FUNCS_BACK,
        DIRTY_BIT_STENCIL_OPS_FRONT,
        DIRTY_BIT_STENCIL_OPS_BACK,
        DIRTY_BIT_STENCIL_WRITEMASK_FRONT,
        DIRTY_BIT_STENCIL_WRITEMASK_BACK,
        DIRTY_BIT_CULL_FACE_ENABLED,
        DIRTY_BIT_CULL_FACE,
        DIRTY_BIT_FRONT_FACE,
        DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED,
        DIRTY_BIT_POLYGON_OFFSET,
        DIRTY_BIT_RASTERIZER_DISCARD_ENABLED,
        DIRTY_BIT_LINE_WIDTH,
        DIRTY_BIT_PRIMITIVE_RESTART_ENABLED,
        DIRTY_BIT_CLEAR_COLOR,
        DIRTY_BIT_CLEAR_DEPTH,
        DIRTY_BIT_CLEAR_STENCIL,
        DIRTY_BIT_UNPACK_STATE,
        DIRTY_BIT_UNPACK_BUFFER_BINDING,
        DIRTY_BIT_PACK_STATE,
        DIRTY_BIT_PACK_BUFFER_BINDING,
        DIRTY_BIT_DITHER_ENABLED,
        DIRTY_BIT_GENERATE_MIPMAP_HINT,
        DIRTY_BIT_SHADER_DERIVATIVE_HINT,
        DIRTY_BIT_RENDERBUFFER_BINDING,
        DIRTY_BIT_VERTEX_ARRAY_BINDING,
        DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING,
        DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING,
        // TODO(jmadill): Fine-grained dirty bits for each index.
        DIRTY_BIT_PROGRAM_BINDING,
        DIRTY_BIT_PROGRAM_EXECUTABLE,
        // TODO(jmadill): Fine-grained dirty bits for each texture/sampler.
        DIRTY_BIT_SAMPLER_BINDINGS,
        DIRTY_BIT_TEXTURE_BINDINGS,
        DIRTY_BIT_IMAGE_BINDINGS,
        DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING,
        DIRTY_BIT_UNIFORM_BUFFER_BINDINGS,
        DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING,
        DIRTY_BIT_ATOMIC_COUNTER_BUFFER_BINDING,
        DIRTY_BIT_MULTISAMPLING,
        DIRTY_BIT_SAMPLE_ALPHA_TO_ONE,
        DIRTY_BIT_COVERAGE_MODULATION,  // CHROMIUM_framebuffer_mixed_samples
        DIRTY_BIT_PATH_RENDERING,
        DIRTY_BIT_FRAMEBUFFER_SRGB,  // GL_EXT_sRGB_write_control
        DIRTY_BIT_CURRENT_VALUES,
        DIRTY_BIT_PROVOKING_VERTEX,
        DIRTY_BIT_INVALID,
        DIRTY_BIT_MAX = DIRTY_BIT_INVALID,
    };
    static_assert(DIRTY_BIT_MAX <= 64, "State dirty bits must be capped at 64");
    // TODO(jmadill): Consider storing dirty objects in a list instead of by binding.
    enum DirtyObjectType
    {
        DIRTY_OBJECT_TEXTURES_INIT,
        DIRTY_OBJECT_IMAGES_INIT,
        DIRTY_OBJECT_READ_ATTACHMENTS,
        DIRTY_OBJECT_DRAW_ATTACHMENTS,
        DIRTY_OBJECT_READ_FRAMEBUFFER,
        DIRTY_OBJECT_DRAW_FRAMEBUFFER,
        DIRTY_OBJECT_VERTEX_ARRAY,
        DIRTY_OBJECT_TEXTURES,  // Top-level dirty bit. Also see mDirtyTextures.
        DIRTY_OBJECT_IMAGES,    // Top-level dirty bit. Also see mDirtyImages.
        DIRTY_OBJECT_SAMPLERS,  // Top-level dirty bit. Also see mDirtySamplers.
        DIRTY_OBJECT_PROGRAM,
        DIRTY_OBJECT_UNKNOWN,
        DIRTY_OBJECT_MAX = DIRTY_OBJECT_UNKNOWN,
    };
    using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
    const DirtyBits &getDirtyBits() const { return mDirtyBits; }
    void clearDirtyBits() { mDirtyBits.reset(); }
    void clearDirtyBits(const DirtyBits &bitset) { mDirtyBits &= ~bitset; }
    void setAllDirtyBits()
    {
        mDirtyBits.set();
        mDirtyCurrentValues.set();
    }
    using DirtyObjects = angle::BitSet<DIRTY_OBJECT_MAX>;
    void clearDirtyObjects() { mDirtyObjects.reset(); }
    void setAllDirtyObjects() { mDirtyObjects.set(); }
    angle::Result syncDirtyObjects(const Context *context, const DirtyObjects &bitset);
    angle::Result syncDirtyObject(const Context *context, GLenum target);
    void setObjectDirty(GLenum target);
    void setTextureDirty(size_t textureUnitIndex);
    void setSamplerDirty(size_t samplerIndex);
    ANGLE_INLINE void setReadFramebufferDirty()
    {
        mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
        mDirtyObjects.set(DIRTY_OBJECT_READ_ATTACHMENTS);
    }
    ANGLE_INLINE void setDrawFramebufferDirty()
    {
        mDirtyObjects.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER);
        mDirtyObjects.set(DIRTY_OBJECT_DRAW_ATTACHMENTS);
    }
    // This actually clears the current value dirty bits.
    // TODO(jmadill): Pass mutable dirty bits into Impl.
    AttributesMask getAndResetDirtyCurrentValues() const;
    void setImageUnit(const Context *context,
                      size_t unit,
                      Texture *texture,
                      GLint level,
                      GLboolean layered,
                      GLint layer,
                      GLenum access,
                      GLenum format);
    const ImageUnit &getImageUnit(size_t unit) const { return mImageUnits[unit]; }
    const ActiveTexturePointerArray &getActiveTexturesCache() const { return mActiveTexturesCache; }
    ComponentTypeMask getCurrentValuesTypeMask() const { return mCurrentValuesTypeMask; }
    // "onActiveTextureChange" is called when a texture binding changes.
    void onActiveTextureChange(const Context *context, size_t textureUnit);
    // "onActiveTextureStateChange" calls when the Texture itself changed but the binding did not.
    void onActiveTextureStateChange(const Context *context, size_t textureUnit);
    void onImageStateChange(const Context *context, size_t unit);
    void onUniformBufferStateChange(size_t uniformBufferIndex);
    bool isCurrentTransformFeedback(const TransformFeedback *tf) const
    {
        return tf == mTransformFeedback.get();
    }
    bool isCurrentVertexArray(const VertexArray *va) const { return va == mVertexArray; }
    GLES1State &gles1() { return mGLES1State; }
    const GLES1State &gles1() const { return mGLES1State; }
    // Helpers for setting bound buffers. They should all have the same signature.
    // Not meant to be called externally. Used for local helpers in State.cpp.
    template <BufferBinding Target>
    void setGenericBufferBindingWithBit(const Context *context, Buffer *buffer);
    template <BufferBinding Target>
    void setGenericBufferBinding(const Context *context, Buffer *buffer);
    using BufferBindingSetter = void (State::*)(const Context *, Buffer *);
    ANGLE_INLINE bool validateSamplerFormats() const
    {
        return (mTexturesIncompatibleWithSamplers & mProgram->getActiveSamplersMask()).none();
    }
    ProvokingVertexConvention getProvokingVertex() const { return mProvokingVertex; }
    void setProvokingVertex(ProvokingVertexConvention val)
    {
        mDirtyBits.set(State::DIRTY_BIT_PROVOKING_VERTEX);
        mProvokingVertex = val;
    }
    const OverlayType *getOverlay() const { return mOverlay; }
    // Not for general use.
    const BufferManager &getBufferManagerForCapture() const { return *mBufferManager; }
    const BoundBufferMap &getBoundBuffersForCapture() const { return mBoundBuffers; }
    const TextureManager &getTextureManagerForCapture() const { return *mTextureManager; }
    const TextureBindingMap &getBoundTexturesForCapture() const { return mSamplerTextures; }
    const RenderbufferManager &getRenderbufferManagerForCapture() const
    {
        return *mRenderbufferManager;
    }
    const FramebufferManager &getFramebufferManagerForCapture() const
    {
        return *mFramebufferManager;
    }
    const ShaderProgramManager &getShaderProgramManagerForCapture() const
    {
        return *mShaderProgramManager;
    }
    const SyncManager &getSyncManagerForCapture() const { return *mSyncManager; }
    const SamplerManager &getSamplerManagerForCapture() const { return *mSamplerManager; }
    const SamplerBindingVector &getSamplerBindingsForCapture() const { return mSamplers; }
    const ActiveQueryMap &getActiveQueriesForCapture() const { return mActiveQueries; }
    bool hasConstantAlphaBlendFunc() const
    {
        return (mBlendFuncConstantAlphaDrawBuffers & mBlendEnabledDrawBuffers).any();
    }
    bool hasSimultaneousConstantColorAndAlphaBlendFunc() const
    {
        return (mBlendFuncConstantColorDrawBuffers & mBlendEnabledDrawBuffers).any() &&
               hasConstantAlphaBlendFunc();
    }
    bool noSimultaneousConstantColorAndAlphaBlendFunc() const
    {
        return mNoSimultaneousConstantColorAndAlphaBlendFunc;
    }
  private:
    friend class Context;
    void unsetActiveTextures(ActiveTextureMask textureMask);
    void updateActiveTexture(const Context *context, size_t textureIndex, Texture *texture);
    void updateActiveTextureState(const Context *context,
                                  size_t textureIndex,
                                  const Sampler *sampler,
                                  Texture *texture);
    Texture *getTextureForActiveSampler(TextureType type, size_t index);
    bool hasConstantColor(GLenum sourceRGB, GLenum destRGB) const;
    bool hasConstantAlpha(GLenum sourceRGB, GLenum destRGB) const;
    // Functions to synchronize dirty states
    angle::Result syncTexturesInit(const Context *context);
    angle::Result syncImagesInit(const Context *context);
    angle::Result syncReadAttachments(const Context *context);
    angle::Result syncDrawAttachments(const Context *context);
    angle::Result syncReadFramebuffer(const Context *context);
    angle::Result syncDrawFramebuffer(const Context *context);
    angle::Result syncVertexArray(const Context *context);
    angle::Result syncTextures(const Context *context);
    angle::Result syncImages(const Context *context);
    angle::Result syncSamplers(const Context *context);
    angle::Result syncProgram(const Context *context);
    using DirtyObjectHandler = angle::Result (State::*)(const Context *context);
    static constexpr DirtyObjectHandler kDirtyObjectHandlers[DIRTY_OBJECT_MAX] = {
        &State::syncTexturesInit,    &State::syncImagesInit,      &State::syncReadAttachments,
        &State::syncDrawAttachments, &State::syncReadFramebuffer, &State::syncDrawFramebuffer,
        &State::syncVertexArray,     &State::syncTextures,        &State::syncImages,
        &State::syncSamplers,        &State::syncProgram,
    };
    // Robust init must happen before Framebuffer init for the Vulkan back-end.
    static_assert(DIRTY_OBJECT_TEXTURES_INIT < DIRTY_OBJECT_DRAW_FRAMEBUFFER, "init order");
    static_assert(DIRTY_OBJECT_IMAGES_INIT < DIRTY_OBJECT_DRAW_FRAMEBUFFER, "init order");
    static_assert(DIRTY_OBJECT_DRAW_ATTACHMENTS < DIRTY_OBJECT_DRAW_FRAMEBUFFER, "init order");
    static_assert(DIRTY_OBJECT_READ_ATTACHMENTS < DIRTY_OBJECT_READ_FRAMEBUFFER, "init order");
    static_assert(DIRTY_OBJECT_TEXTURES_INIT == 0, "check DIRTY_OBJECT_TEXTURES_INIT index");
    static_assert(DIRTY_OBJECT_IMAGES_INIT == 1, "check DIRTY_OBJECT_IMAGES_INIT index");
    static_assert(DIRTY_OBJECT_READ_ATTACHMENTS == 2, "check DIRTY_OBJECT_READ_ATTACHMENTS index");
    static_assert(DIRTY_OBJECT_DRAW_ATTACHMENTS == 3, "check DIRTY_OBJECT_DRAW_ATTACHMENTS index");
    static_assert(DIRTY_OBJECT_READ_FRAMEBUFFER == 4, "check DIRTY_OBJECT_READ_FRAMEBUFFER index");
    static_assert(DIRTY_OBJECT_DRAW_FRAMEBUFFER == 5, "check DIRTY_OBJECT_DRAW_FRAMEBUFFER index");
    static_assert(DIRTY_OBJECT_VERTEX_ARRAY == 6, "check DIRTY_OBJECT_VERTEX_ARRAY index");
    static_assert(DIRTY_OBJECT_TEXTURES == 7, "check DIRTY_OBJECT_TEXTURES index");
    static_assert(DIRTY_OBJECT_IMAGES == 8, "check DIRTY_OBJECT_IMAGES index");
    static_assert(DIRTY_OBJECT_SAMPLERS == 9, "check DIRTY_OBJECT_SAMPLERS index");
    static_assert(DIRTY_OBJECT_PROGRAM == 10, "check DIRTY_OBJECT_PROGRAM index");
    // Dispatch table for buffer update functions.
    static const angle::PackedEnumMap<BufferBinding, BufferBindingSetter> kBufferSetters;
    int mID;
    EGLenum mClientType;
    EGLenum mContextPriority;
    Version mClientVersion;
    ContextID mContext;
    // Caps to use for validation
    Caps mCaps;
    TextureCapsMap mTextureCaps;
    Extensions mExtensions;
    Limitations mLimitations;
    // Resource managers.
    BufferManager *mBufferManager;
    ShaderProgramManager *mShaderProgramManager;
    TextureManager *mTextureManager;
    RenderbufferManager *mRenderbufferManager;
    SamplerManager *mSamplerManager;
    SyncManager *mSyncManager;
    PathManager *mPathManager;
    FramebufferManager *mFramebufferManager;
    ProgramPipelineManager *mProgramPipelineManager;
    MemoryObjectManager *mMemoryObjectManager;
    SemaphoreManager *mSemaphoreManager;
    // Cached values from Context's caps
    GLuint mMaxDrawBuffers;
    GLuint mMaxCombinedTextureImageUnits;
    ColorF mColorClearValue;
    GLfloat mDepthClearValue;
    int mStencilClearValue;
    RasterizerState mRasterizer;
    bool mScissorTest;
    Rectangle mScissor;
    BlendStateArray mBlendStateArray;
    ColorF mBlendColor;
    bool mSampleAlphaToCoverage;
    bool mSampleCoverage;
    GLfloat mSampleCoverageValue;
    bool mSampleCoverageInvert;
    bool mSampleMask;
    GLuint mMaxSampleMaskWords;
    std::array<GLbitfield, MAX_SAMPLE_MASK_WORDS> mSampleMaskValues;
    DepthStencilState mDepthStencil;
    GLint mStencilRef;
    GLint mStencilBackRef;
    GLfloat mLineWidth;
    GLenum mGenerateMipmapHint;
    GLenum mFragmentShaderDerivativeHint;
    const bool mBindGeneratesResource;
    const bool mClientArraysEnabled;
    Rectangle mViewport;
    float mNearZ;
    float mFarZ;
    Framebuffer *mReadFramebuffer;
    Framebuffer *mDrawFramebuffer;
    BindingPointer<Renderbuffer> mRenderbuffer;
    Program *mProgram;
    BindingPointer<ProgramPipeline> mProgramPipeline;
    // GL_ANGLE_provoking_vertex
    ProvokingVertexConvention mProvokingVertex;
    using VertexAttribVector = std::vector<VertexAttribCurrentValueData>;
    VertexAttribVector mVertexAttribCurrentValues;  // From glVertexAttrib
    VertexArray *mVertexArray;
    ComponentTypeMask mCurrentValuesTypeMask;
    // Texture and sampler bindings
    size_t mActiveSampler;  // Active texture unit selector - GL_TEXTURE0
    TextureBindingMap mSamplerTextures;
    // Texture Completeness Caching
    // ----------------------------
    // The texture completeness cache uses dirty bits to avoid having to scan the list of textures
    // each draw call. This gl::State class implements angle::Observer interface. When subject
    // Textures have state changes, messages reach 'State' (also any observing Framebuffers) via the
    // onSubjectStateChange method (above). This then invalidates the completeness cache.
    //
    // Note this requires that we also invalidate the completeness cache manually on events like
    // re-binding textures/samplers or a change in the program. For more information see the
    // Observer.h header and the design doc linked there.
    // A cache of complete textures. nullptr indicates unbound or incomplete.
    // Don't use BindingPointer because this cache is only valid within a draw call.
    // Also stores a notification channel to the texture itself to handle texture change events.
    ActiveTexturePointerArray mActiveTexturesCache;
    std::vector<angle::ObserverBinding> mCompleteTextureBindings;
    ActiveTextureMask mTexturesIncompatibleWithSamplers;
    SamplerBindingVector mSamplers;
    // It would be nice to merge the image and observer binding. Same for textures.
    std::vector<ImageUnit> mImageUnits;
    ActiveQueryMap mActiveQueries;
    // Stores the currently bound buffer for each binding point. It has an entry for the element
    // array buffer but it should not be used. Instead this bind point is owned by the current
    // vertex array object.
    BoundBufferMap mBoundBuffers;
    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_ANGLE_webgl_compatibility
    bool mTextureRectangleEnabled;
    // GL_KHR_parallel_shader_compile
    GLuint mMaxShaderCompilerThreads;
    // GLES1 emulation: state specific to GLES1
    GLES1State mGLES1State;
    DirtyBits mDirtyBits;
    DirtyObjects mDirtyObjects;
    mutable AttributesMask mDirtyCurrentValues;
    ActiveTextureMask mDirtyTextures;
    ActiveTextureMask mDirtySamplers;
    ImageUnitMask mDirtyImages;
    // The Overlay object, used by the backend to render the overlay.
    const OverlayType *mOverlay;
    // OES_draw_buffers_indexed
    DrawBufferMask mBlendEnabledDrawBuffers;
    DrawBufferMask mBlendFuncConstantAlphaDrawBuffers;
    DrawBufferMask mBlendFuncConstantColorDrawBuffers;
    bool mNoSimultaneousConstantColorAndAlphaBlendFunc;
};
ANGLE_INLINE angle::Result State::syncDirtyObjects(const Context *context,
                                                   const DirtyObjects &bitset)
{
    const DirtyObjects &dirtyObjects = mDirtyObjects & bitset;
    for (size_t dirtyObject : dirtyObjects)
    {
        ANGLE_TRY((this->*kDirtyObjectHandlers[dirtyObject])(context));
    }
    mDirtyObjects &= ~dirtyObjects;
    return angle::Result::Continue;
}
}  // namespace gl
#endif  // LIBANGLE_STATE_H_