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

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  • Author : Lingfeng Yang
    Date : 2018-08-15 09:53:17
    Hash : 6e5bf36f
    Message : GLES1: Fixes for Gets() test - Fixed wrong face parameter for glGetMaterial*. - Enabled GL_LINE_SMOOTH capability in state only (no rendering yet) - Enabled logical operation capability in state only (no rendering yet) - Fixed wrong handling of GL_RGB/ALPHA_SCALE and GL_POINT_COORD_REPLACE_OES Test: Enable and pass Gets() GLES1 conformance test BUG=angleproject:2306 Change-Id: Ib5c50a2055129b76ad24053baf0dac24dcc00761 Reviewed-on: https://chromium-review.googlesource.com/1176161 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Lingfeng Yang <lfy@google.com>

  • src/libANGLE/Context.cpp
  • //
    // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Context.cpp: Implements the gl::Context class, managing all GL state and performing
    // rendering operations. It is the GLES2 specific implementation of EGLContext.
    
    #include "libANGLE/Context.h"
    
    #include <string.h>
    #include <iterator>
    #include <sstream>
    #include <vector>
    
    #include "common/PackedEnums.h"
    #include "common/matrix_utils.h"
    #include "common/platform.h"
    #include "common/utilities.h"
    #include "common/version.h"
    #include "libANGLE/Buffer.h"
    #include "libANGLE/Compiler.h"
    #include "libANGLE/Display.h"
    #include "libANGLE/Fence.h"
    #include "libANGLE/Framebuffer.h"
    #include "libANGLE/FramebufferAttachment.h"
    #include "libANGLE/GLES1Renderer.h"
    #include "libANGLE/Path.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/ProgramPipeline.h"
    #include "libANGLE/Query.h"
    #include "libANGLE/Renderbuffer.h"
    #include "libANGLE/ResourceManager.h"
    #include "libANGLE/Sampler.h"
    #include "libANGLE/Surface.h"
    #include "libANGLE/Texture.h"
    #include "libANGLE/TransformFeedback.h"
    #include "libANGLE/VertexArray.h"
    #include "libANGLE/Workarounds.h"
    #include "libANGLE/formatutils.h"
    #include "libANGLE/queryconversions.h"
    #include "libANGLE/queryutils.h"
    #include "libANGLE/renderer/ContextImpl.h"
    #include "libANGLE/renderer/EGLImplFactory.h"
    #include "libANGLE/renderer/Format.h"
    #include "libANGLE/validationES.h"
    
    namespace
    {
    
    #define ANGLE_HANDLE_ERR(X) \
        handleError(X);         \
        return;
    #define ANGLE_CONTEXT_TRY(EXPR) ANGLE_TRY_TEMPLATE(EXPR, ANGLE_HANDLE_ERR);
    
    template <typename T>
    std::vector<gl::Path *> GatherPaths(gl::PathManager &resourceManager,
                                        GLsizei numPaths,
                                        const void *paths,
                                        GLuint pathBase)
    {
        std::vector<gl::Path *> ret;
        ret.reserve(numPaths);
    
        const auto *nameArray = static_cast<const T *>(paths);
    
        for (GLsizei i = 0; i < numPaths; ++i)
        {
            const GLuint pathName = nameArray[i] + pathBase;
    
            ret.push_back(resourceManager.getPath(pathName));
        }
    
        return ret;
    }
    
    std::vector<gl::Path *> GatherPaths(gl::PathManager &resourceManager,
                                        GLsizei numPaths,
                                        GLenum pathNameType,
                                        const void *paths,
                                        GLuint pathBase)
    {
        switch (pathNameType)
        {
            case GL_UNSIGNED_BYTE:
                return GatherPaths<GLubyte>(resourceManager, numPaths, paths, pathBase);
    
            case GL_BYTE:
                return GatherPaths<GLbyte>(resourceManager, numPaths, paths, pathBase);
    
            case GL_UNSIGNED_SHORT:
                return GatherPaths<GLushort>(resourceManager, numPaths, paths, pathBase);
    
            case GL_SHORT:
                return GatherPaths<GLshort>(resourceManager, numPaths, paths, pathBase);
    
            case GL_UNSIGNED_INT:
                return GatherPaths<GLuint>(resourceManager, numPaths, paths, pathBase);
    
            case GL_INT:
                return GatherPaths<GLint>(resourceManager, numPaths, paths, pathBase);
        }
    
        UNREACHABLE();
        return std::vector<gl::Path *>();
    }
    
    template <typename T>
    gl::Error GetQueryObjectParameter(const gl::Context *context,
                                      gl::Query *query,
                                      GLenum pname,
                                      T *params)
    {
        ASSERT(query != nullptr);
    
        switch (pname)
        {
            case GL_QUERY_RESULT_EXT:
                return query->getResult(context, params);
            case GL_QUERY_RESULT_AVAILABLE_EXT:
            {
                bool available;
                gl::Error error = query->isResultAvailable(context, &available);
                if (!error.isError())
                {
                    *params = gl::CastFromStateValue<T>(pname, static_cast<GLuint>(available));
                }
                return error;
            }
            default:
                UNREACHABLE();
                return gl::InternalError() << "Unreachable Error";
        }
    }
    
    void MarkTransformFeedbackBufferUsage(const gl::Context *context,
                                          gl::TransformFeedback *transformFeedback,
                                          GLsizei count,
                                          GLsizei instanceCount)
    {
        if (transformFeedback && transformFeedback->isActive() && !transformFeedback->isPaused())
        {
            transformFeedback->onVerticesDrawn(context, count, instanceCount);
        }
    }
    
    // Attribute map queries.
    EGLint GetClientMajorVersion(const egl::AttributeMap &attribs)
    {
        return static_cast<EGLint>(attribs.get(EGL_CONTEXT_CLIENT_VERSION, 1));
    }
    
    EGLint GetClientMinorVersion(const egl::AttributeMap &attribs)
    {
        return static_cast<EGLint>(attribs.get(EGL_CONTEXT_MINOR_VERSION, 0));
    }
    
    gl::Version GetClientVersion(const egl::AttributeMap &attribs)
    {
        return gl::Version(GetClientMajorVersion(attribs), GetClientMinorVersion(attribs));
    }
    
    GLenum GetResetStrategy(const egl::AttributeMap &attribs)
    {
        EGLAttrib attrib =
            attribs.get(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT, EGL_NO_RESET_NOTIFICATION);
        switch (attrib)
        {
            case EGL_NO_RESET_NOTIFICATION:
                return GL_NO_RESET_NOTIFICATION_EXT;
            case EGL_LOSE_CONTEXT_ON_RESET:
                return GL_LOSE_CONTEXT_ON_RESET_EXT;
            default:
                UNREACHABLE();
                return GL_NONE;
        }
    }
    
    bool GetRobustAccess(const egl::AttributeMap &attribs)
    {
        return (attribs.get(EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT, EGL_FALSE) == EGL_TRUE) ||
               ((attribs.get(EGL_CONTEXT_FLAGS_KHR, 0) & EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR) !=
                0);
    }
    
    bool GetDebug(const egl::AttributeMap &attribs)
    {
        return (attribs.get(EGL_CONTEXT_OPENGL_DEBUG, EGL_FALSE) == EGL_TRUE) ||
               ((attribs.get(EGL_CONTEXT_FLAGS_KHR, 0) & EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR) != 0);
    }
    
    bool GetNoError(const egl::AttributeMap &attribs)
    {
        return (attribs.get(EGL_CONTEXT_OPENGL_NO_ERROR_KHR, EGL_FALSE) == EGL_TRUE);
    }
    
    bool GetWebGLContext(const egl::AttributeMap &attribs)
    {
        return (attribs.get(EGL_CONTEXT_WEBGL_COMPATIBILITY_ANGLE, EGL_FALSE) == EGL_TRUE);
    }
    
    bool GetExtensionsEnabled(const egl::AttributeMap &attribs, bool webGLContext)
    {
        // If the context is WebGL, extensions are disabled by default
        EGLAttrib defaultValue = webGLContext ? EGL_FALSE : EGL_TRUE;
        return (attribs.get(EGL_EXTENSIONS_ENABLED_ANGLE, defaultValue) == EGL_TRUE);
    }
    
    bool GetBindGeneratesResource(const egl::AttributeMap &attribs)
    {
        return (attribs.get(EGL_CONTEXT_BIND_GENERATES_RESOURCE_CHROMIUM, EGL_TRUE) == EGL_TRUE);
    }
    
    bool GetClientArraysEnabled(const egl::AttributeMap &attribs)
    {
        return (attribs.get(EGL_CONTEXT_CLIENT_ARRAYS_ENABLED_ANGLE, EGL_TRUE) == EGL_TRUE);
    }
    
    bool GetRobustResourceInit(const egl::AttributeMap &attribs)
    {
        return (attribs.get(EGL_ROBUST_RESOURCE_INITIALIZATION_ANGLE, EGL_FALSE) == EGL_TRUE);
    }
    
    std::string GetObjectLabelFromPointer(GLsizei length, const GLchar *label)
    {
        std::string labelName;
        if (label != nullptr)
        {
            size_t labelLength = length < 0 ? strlen(label) : length;
            labelName          = std::string(label, labelLength);
        }
        return labelName;
    }
    
    void GetObjectLabelBase(const std::string &objectLabel,
                            GLsizei bufSize,
                            GLsizei *length,
                            GLchar *label)
    {
        size_t writeLength = objectLabel.length();
        if (label != nullptr && bufSize > 0)
        {
            writeLength = std::min(static_cast<size_t>(bufSize) - 1, objectLabel.length());
            std::copy(objectLabel.begin(), objectLabel.begin() + writeLength, label);
            label[writeLength] = '\0';
        }
    
        if (length != nullptr)
        {
            *length = static_cast<GLsizei>(writeLength);
        }
    }
    
    template <typename CapT, typename MaxT>
    void LimitCap(CapT *cap, MaxT maximum)
    {
        *cap = std::min(*cap, static_cast<CapT>(maximum));
    }
    
    constexpr angle::PackedEnumMap<gl::PrimitiveMode, GLsizei> kMinimumPrimitiveCounts = {{
        /* Points */ 1,
        /* Lines */ 2,
        /* LineLoop */ 2,
        /* LineStrip */ 2,
        /* Triangles */ 3,
        /* TriangleStrip */ 3,
        /* TriangleFan */ 3,
        /* LinesAdjacency */ 2,
        /* LineStripAdjacency */ 2,
        /* TrianglesAdjacency */ 3,
        /* TriangleStripAdjacency */ 3,
    }};
    // Indices above are code-gen'd so make sure they don't change
    //  if any of these static asserts are hit, must update kMinimumPrimitiveCounts abouve
    static_assert(static_cast<gl::PrimitiveMode>(0) == gl::PrimitiveMode::Points,
                  "gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
    static_assert(static_cast<gl::PrimitiveMode>(1) == gl::PrimitiveMode::Lines,
                  "gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
    static_assert(static_cast<gl::PrimitiveMode>(2) == gl::PrimitiveMode::LineLoop,
                  "gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
    static_assert(static_cast<gl::PrimitiveMode>(3) == gl::PrimitiveMode::LineStrip,
                  "gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
    static_assert(static_cast<gl::PrimitiveMode>(4) == gl::PrimitiveMode::Triangles,
                  "gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
    static_assert(static_cast<gl::PrimitiveMode>(5) == gl::PrimitiveMode::TriangleStrip,
                  "gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
    static_assert(static_cast<gl::PrimitiveMode>(6) == gl::PrimitiveMode::TriangleFan,
                  "gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
    static_assert(static_cast<gl::PrimitiveMode>(7) == gl::PrimitiveMode::LinesAdjacency,
                  "gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
    static_assert(static_cast<gl::PrimitiveMode>(8) == gl::PrimitiveMode::LineStripAdjacency,
                  "gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
    static_assert(static_cast<gl::PrimitiveMode>(9) == gl::PrimitiveMode::TrianglesAdjacency,
                  "gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
    static_assert(static_cast<gl::PrimitiveMode>(10) == gl::PrimitiveMode::TriangleStripAdjacency,
                  "gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
    static_assert(static_cast<gl::PrimitiveMode>(11) == gl::PrimitiveMode::EnumCount,
                  "gl::PrimitiveMode enum values have changed, update kMinimumPrimitiveCounts.");
    
    constexpr angle::SubjectIndex kVertexArraySubjectIndex = gl::IMPLEMENTATION_MAX_ACTIVE_TEXTURES + 0;
    constexpr angle::SubjectIndex kReadFramebufferSubjectIndex =
        gl::IMPLEMENTATION_MAX_ACTIVE_TEXTURES + 1;
    constexpr angle::SubjectIndex kDrawFramebufferSubjectIndex =
        gl::IMPLEMENTATION_MAX_ACTIVE_TEXTURES + 2;
    }  // anonymous namespace
    
    namespace gl
    {
    
    Context::Context(rx::EGLImplFactory *implFactory,
                     const egl::Config *config,
                     const Context *shareContext,
                     TextureManager *shareTextures,
                     MemoryProgramCache *memoryProgramCache,
                     const egl::AttributeMap &attribs,
                     const egl::DisplayExtensions &displayExtensions,
                     const egl::ClientExtensions &clientExtensions)
        : mState(reinterpret_cast<ContextID>(this),
                 shareContext ? &shareContext->mState : nullptr,
                 shareTextures,
                 GetClientVersion(attribs),
                 &mGLState,
                 mCaps,
                 mTextureCaps,
                 mExtensions,
                 mLimitations),
          mSkipValidation(GetNoError(attribs)),
          mDisplayTextureShareGroup(shareTextures != nullptr),
          mSavedArgsType(nullptr),
          mImplementation(implFactory->createContext(mState, config, shareContext, attribs)),
          mLabel(nullptr),
          mCompiler(),
          mGLState(GetDebug(attribs),
                   GetBindGeneratesResource(attribs),
                   GetClientArraysEnabled(attribs),
                   GetRobustResourceInit(attribs),
                   memoryProgramCache != nullptr),
          mConfig(config),
          mClientType(EGL_OPENGL_ES_API),
          mErrors(this),
          mHasBeenCurrent(false),
          mContextLost(false),
          mResetStatus(GL_NO_ERROR),
          mContextLostForced(false),
          mResetStrategy(GetResetStrategy(attribs)),
          mRobustAccess(GetRobustAccess(attribs)),
          mSurfacelessSupported(displayExtensions.surfacelessContext),
          mExplicitContextAvailable(clientExtensions.explicitContext),
          mCurrentSurface(static_cast<egl::Surface *>(EGL_NO_SURFACE)),
          mCurrentDisplay(static_cast<egl::Display *>(EGL_NO_DISPLAY)),
          mWebGLContext(GetWebGLContext(attribs)),
          mExtensionsEnabled(GetExtensionsEnabled(attribs, mWebGLContext)),
          mMemoryProgramCache(memoryProgramCache),
          mVertexArrayObserverBinding(this, kVertexArraySubjectIndex),
          mDrawFramebufferObserverBinding(this, kDrawFramebufferSubjectIndex),
          mReadFramebufferObserverBinding(this, kReadFramebufferSubjectIndex),
          mScratchBuffer(1000u),
          mZeroFilledBuffer(1000u),
          mThreadPool(nullptr)
    {
        // Needed to solve a Clang warning of unused variables.
        ANGLE_UNUSED_VARIABLE(mSavedArgsType);
        ANGLE_UNUSED_VARIABLE(mParamsBuffer);
    }
    
    void Context::initialize()
    {
        mImplementation->setMemoryProgramCache(mMemoryProgramCache);
    
        initCaps();
        initWorkarounds();
    
        mGLState.initialize(this);
    
        mFenceNVHandleAllocator.setBaseHandle(0);
    
        // [OpenGL ES 2.0.24] section 3.7 page 83:
        // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have two-dimensional
        // and cube map texture state vectors respectively associated with them.
        // In order that access to these initial textures not be lost, they are treated as texture
        // objects all of whose names are 0.
    
        Texture *zeroTexture2D = new Texture(mImplementation.get(), 0, TextureType::_2D);
        mZeroTextures[TextureType::_2D].set(this, zeroTexture2D);
    
        Texture *zeroTextureCube = new Texture(mImplementation.get(), 0, TextureType::CubeMap);
        mZeroTextures[TextureType::CubeMap].set(this, zeroTextureCube);
    
        if (getClientVersion() >= Version(3, 0))
        {
            // TODO: These could also be enabled via extension
            Texture *zeroTexture3D = new Texture(mImplementation.get(), 0, TextureType::_3D);
            mZeroTextures[TextureType::_3D].set(this, zeroTexture3D);
    
            Texture *zeroTexture2DArray = new Texture(mImplementation.get(), 0, TextureType::_2DArray);
            mZeroTextures[TextureType::_2DArray].set(this, zeroTexture2DArray);
        }
        if (getClientVersion() >= Version(3, 1))
        {
            Texture *zeroTexture2DMultisample =
                new Texture(mImplementation.get(), 0, TextureType::_2DMultisample);
            mZeroTextures[TextureType::_2DMultisample].set(this, zeroTexture2DMultisample);
    
            for (unsigned int i = 0; i < mCaps.maxAtomicCounterBufferBindings; i++)
            {
                bindBufferRange(BufferBinding::AtomicCounter, i, 0, 0, 0);
            }
    
            for (unsigned int i = 0; i < mCaps.maxShaderStorageBufferBindings; i++)
            {
                bindBufferRange(BufferBinding::ShaderStorage, i, 0, 0, 0);
            }
        }
    
        if (mSupportedExtensions.textureRectangle)
        {
            Texture *zeroTextureRectangle =
                new Texture(mImplementation.get(), 0, TextureType::Rectangle);
            mZeroTextures[TextureType::Rectangle].set(this, zeroTextureRectangle);
        }
    
        if (mSupportedExtensions.eglImageExternal || mSupportedExtensions.eglStreamConsumerExternal)
        {
            Texture *zeroTextureExternal = new Texture(mImplementation.get(), 0, TextureType::External);
            mZeroTextures[TextureType::External].set(this, zeroTextureExternal);
        }
    
        mGLState.initializeZeroTextures(this, mZeroTextures);
    
        bindVertexArray(0);
    
        if (getClientVersion() >= Version(3, 0))
        {
            // [OpenGL ES 3.0.2] section 2.14.1 pg 85:
            // In the initial state, a default transform feedback object is bound and treated as
            // a transform feedback object with a name of zero. That object is bound any time
            // BindTransformFeedback is called with id of zero
            bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
        }
    
        for (auto type : angle::AllEnums<BufferBinding>())
        {
            bindBuffer(type, 0);
        }
    
        bindRenderbuffer(GL_RENDERBUFFER, 0);
    
        for (unsigned int i = 0; i < mCaps.maxUniformBufferBindings; i++)
        {
            bindBufferRange(BufferBinding::Uniform, i, 0, 0, -1);
        }
    
        // Initialize GLES1 renderer if appropriate.
        if (getClientVersion() < Version(2, 0))
        {
            mGLES1Renderer.reset(new GLES1Renderer());
        }
    
        // Initialize dirty bit masks
        mDrawDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER);
        mDrawDirtyObjects.set(State::DIRTY_OBJECT_VERTEX_ARRAY);
        mDrawDirtyObjects.set(State::DIRTY_OBJECT_PROGRAM_TEXTURES);
    
        mPathOperationDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER);
        mPathOperationDirtyObjects.set(State::DIRTY_OBJECT_VERTEX_ARRAY);
        mPathOperationDirtyObjects.set(State::DIRTY_OBJECT_PROGRAM_TEXTURES);
    
        mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_STATE);
        mTexImageDirtyBits.set(State::DIRTY_BIT_UNPACK_BUFFER_BINDING);
        // No dirty objects.
    
        // Readpixels uses the pack state and read FBO
        mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_STATE);
        mReadPixelsDirtyBits.set(State::DIRTY_BIT_PACK_BUFFER_BINDING);
        mReadPixelsDirtyBits.set(State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING);
        mReadPixelsDirtyObjects.set(State::DIRTY_OBJECT_READ_FRAMEBUFFER);
    
        mClearDirtyBits.set(State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED);
        mClearDirtyBits.set(State::DIRTY_BIT_SCISSOR_TEST_ENABLED);
        mClearDirtyBits.set(State::DIRTY_BIT_SCISSOR);
        mClearDirtyBits.set(State::DIRTY_BIT_VIEWPORT);
        mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_COLOR);
        mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_DEPTH);
        mClearDirtyBits.set(State::DIRTY_BIT_CLEAR_STENCIL);
        mClearDirtyBits.set(State::DIRTY_BIT_COLOR_MASK);
        mClearDirtyBits.set(State::DIRTY_BIT_DEPTH_MASK);
        mClearDirtyBits.set(State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT);
        mClearDirtyBits.set(State::DIRTY_BIT_STENCIL_WRITEMASK_BACK);
        mClearDirtyBits.set(State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING);
        mClearDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER);
    
        mBlitDirtyBits.set(State::DIRTY_BIT_SCISSOR_TEST_ENABLED);
        mBlitDirtyBits.set(State::DIRTY_BIT_SCISSOR);
        mBlitDirtyBits.set(State::DIRTY_BIT_FRAMEBUFFER_SRGB);
        mBlitDirtyBits.set(State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING);
        mBlitDirtyBits.set(State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING);
        mBlitDirtyObjects.set(State::DIRTY_OBJECT_READ_FRAMEBUFFER);
        mBlitDirtyObjects.set(State::DIRTY_OBJECT_DRAW_FRAMEBUFFER);
    
        // TODO(xinghua.cao@intel.com): add other dirty bits and dirty objects.
        mComputeDirtyBits.set(State::DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING);
        mComputeDirtyBits.set(State::DIRTY_BIT_PROGRAM_BINDING);
        mComputeDirtyBits.set(State::DIRTY_BIT_PROGRAM_EXECUTABLE);
        mComputeDirtyBits.set(State::DIRTY_BIT_TEXTURE_BINDINGS);
        mComputeDirtyBits.set(State::DIRTY_BIT_SAMPLER_BINDINGS);
        mComputeDirtyBits.set(State::DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING);
        mComputeDirtyObjects.set(State::DIRTY_OBJECT_PROGRAM_TEXTURES);
    
        mImplementation->setErrorSet(&mErrors);
    
        handleError(mImplementation->initialize());
    }
    
    egl::Error Context::onDestroy(const egl::Display *display)
    {
        if (mGLES1Renderer)
        {
            mGLES1Renderer->onDestroy(this, &mGLState);
        }
    
        // Delete the Surface first to trigger a finish() in Vulkan.
        ANGLE_TRY(releaseSurface(display));
    
        for (auto fence : mFenceNVMap)
        {
            SafeDelete(fence.second);
        }
        mFenceNVMap.clear();
    
        for (auto query : mQueryMap)
        {
            if (query.second != nullptr)
            {
                query.second->release(this);
            }
        }
        mQueryMap.clear();
    
        for (auto vertexArray : mVertexArrayMap)
        {
            if (vertexArray.second)
            {
                vertexArray.second->onDestroy(this);
            }
        }
        mVertexArrayMap.clear();
    
        for (auto transformFeedback : mTransformFeedbackMap)
        {
            if (transformFeedback.second != nullptr)
            {
                transformFeedback.second->release(this);
            }
        }
        mTransformFeedbackMap.clear();
    
        for (BindingPointer<Texture> &zeroTexture : mZeroTextures)
        {
            if (zeroTexture.get() != nullptr)
            {
                ANGLE_TRY(zeroTexture->onDestroy(this));
                zeroTexture.set(this, nullptr);
            }
        }
    
        releaseShaderCompiler();
    
        mGLState.reset(this);
    
        mState.mBuffers->release(this);
        mState.mShaderPrograms->release(this);
        mState.mTextures->release(this);
        mState.mRenderbuffers->release(this);
        mState.mSamplers->release(this);
        mState.mSyncs->release(this);
        mState.mPaths->release(this);
        mState.mFramebuffers->release(this);
        mState.mPipelines->release(this);
    
        mThreadPool.reset();
    
        mImplementation->onDestroy(this);
    
        return egl::NoError();
    }
    
    Context::~Context()
    {
    }
    
    void Context::setLabel(EGLLabelKHR label)
    {
        mLabel = label;
    }
    
    EGLLabelKHR Context::getLabel() const
    {
        return mLabel;
    }
    
    egl::Error Context::makeCurrent(egl::Display *display, egl::Surface *surface)
    {
        mCurrentDisplay = display;
    
        if (!mHasBeenCurrent)
        {
            initialize();
            initRendererString();
            initVersionStrings();
            initExtensionStrings();
    
            int width  = 0;
            int height = 0;
            if (surface != nullptr)
            {
                width  = surface->getWidth();
                height = surface->getHeight();
            }
    
            mGLState.setViewportParams(0, 0, width, height);
            mGLState.setScissorParams(0, 0, width, height);
    
            mHasBeenCurrent = true;
        }
    
        // TODO(jmadill): Rework this when we support ContextImpl
        mGLState.setAllDirtyBits();
        mGLState.setAllDirtyObjects();
    
        ANGLE_TRY(releaseSurface(display));
    
        Framebuffer *newDefault = nullptr;
        if (surface != nullptr)
        {
            ANGLE_TRY(surface->setIsCurrent(this, true));
            mCurrentSurface = surface;
            newDefault      = surface->createDefaultFramebuffer(this);
        }
        else
        {
            newDefault = new Framebuffer(mImplementation.get());
        }
    
        // Update default framebuffer, the binding of the previous default
        // framebuffer (or lack of) will have a nullptr.
        {
            mState.mFramebuffers->setDefaultFramebuffer(newDefault);
            if (mGLState.getReadFramebuffer() == nullptr)
            {
                bindReadFramebuffer(0);
            }
            if (mGLState.getDrawFramebuffer() == nullptr)
            {
                bindDrawFramebuffer(0);
            }
        }
    
        // Notify the renderer of a context switch
        ANGLE_TRY(mImplementation->onMakeCurrent(this));
        return egl::NoError();
    }
    
    egl::Error Context::releaseSurface(const egl::Display *display)
    {
        gl::Framebuffer *defaultFramebuffer = mState.mFramebuffers->getFramebuffer(0);
    
        // Remove the default framebuffer
        if (mGLState.getReadFramebuffer() == defaultFramebuffer)
        {
            mGLState.setReadFramebufferBinding(nullptr);
            mReadFramebufferObserverBinding.bind(nullptr);
        }
    
        if (mGLState.getDrawFramebuffer() == defaultFramebuffer)
        {
            mGLState.setDrawFramebufferBinding(nullptr);
            mDrawFramebufferObserverBinding.bind(nullptr);
        }
    
        if (defaultFramebuffer)
        {
            defaultFramebuffer->onDestroy(this);
            delete defaultFramebuffer;
        }
    
        mState.mFramebuffers->setDefaultFramebuffer(nullptr);
    
        if (mCurrentSurface)
        {
            ANGLE_TRY(mCurrentSurface->setIsCurrent(this, false));
            mCurrentSurface = nullptr;
        }
    
        return egl::NoError();
    }
    
    GLuint Context::createBuffer()
    {
        return mState.mBuffers->createBuffer();
    }
    
    GLuint Context::createProgram()
    {
        return mState.mShaderPrograms->createProgram(mImplementation.get());
    }
    
    GLuint Context::createShader(ShaderType type)
    {
        return mState.mShaderPrograms->createShader(mImplementation.get(), mLimitations, type);
    }
    
    GLuint Context::createTexture()
    {
        return mState.mTextures->createTexture();
    }
    
    GLuint Context::createRenderbuffer()
    {
        return mState.mRenderbuffers->createRenderbuffer();
    }
    
    GLuint Context::genPaths(GLsizei range)
    {
        auto resultOrError = mState.mPaths->createPaths(mImplementation.get(), range);
        if (resultOrError.isError())
        {
            handleError(resultOrError.getError());
            return 0;
        }
        return resultOrError.getResult();
    }
    
    // Returns an unused framebuffer name
    GLuint Context::createFramebuffer()
    {
        return mState.mFramebuffers->createFramebuffer();
    }
    
    void Context::genFencesNV(GLsizei n, GLuint *fences)
    {
        for (int i = 0; i < n; i++)
        {
            GLuint handle = mFenceNVHandleAllocator.allocate();
            mFenceNVMap.assign(handle, new FenceNV(mImplementation->createFenceNV()));
            fences[i] = handle;
        }
    }
    
    GLuint Context::createProgramPipeline()
    {
        return mState.mPipelines->createProgramPipeline();
    }
    
    GLuint Context::createShaderProgramv(ShaderType type, GLsizei count, const GLchar *const *strings)
    {
        UNIMPLEMENTED();
        return 0u;
    }
    
    void Context::deleteBuffer(GLuint bufferName)
    {
        Buffer *buffer = mState.mBuffers->getBuffer(bufferName);
        if (buffer)
        {
            detachBuffer(buffer);
        }
    
        mState.mBuffers->deleteObject(this, bufferName);
    }
    
    void Context::deleteShader(GLuint shader)
    {
        mState.mShaderPrograms->deleteShader(this, shader);
    }
    
    void Context::deleteProgram(GLuint program)
    {
        mState.mShaderPrograms->deleteProgram(this, program);
    }
    
    void Context::deleteTexture(GLuint texture)
    {
        if (mState.mTextures->getTexture(texture))
        {
            detachTexture(texture);
        }
    
        mState.mTextures->deleteObject(this, texture);
    }
    
    void Context::deleteRenderbuffer(GLuint renderbuffer)
    {
        if (mState.mRenderbuffers->getRenderbuffer(renderbuffer))
        {
            detachRenderbuffer(renderbuffer);
        }
    
        mState.mRenderbuffers->deleteObject(this, renderbuffer);
    }
    
    void Context::deleteSync(GLsync sync)
    {
        // The spec specifies the underlying Fence object is not deleted until all current
        // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
        // and since our API is currently designed for being called from a single thread, we can delete
        // the fence immediately.
        mState.mSyncs->deleteObject(this, static_cast<GLuint>(reinterpret_cast<uintptr_t>(sync)));
    }
    
    void Context::deleteProgramPipeline(GLuint pipeline)
    {
        if (mState.mPipelines->getProgramPipeline(pipeline))
        {
            detachProgramPipeline(pipeline);
        }
    
        mState.mPipelines->deleteObject(this, pipeline);
    }
    
    void Context::deletePaths(GLuint first, GLsizei range)
    {
        mState.mPaths->deletePaths(first, range);
    }
    
    bool Context::isPath(GLuint path) const
    {
        const auto *pathObj = mState.mPaths->getPath(path);
        if (pathObj == nullptr)
            return false;
    
        return pathObj->hasPathData();
    }
    
    bool Context::isPathGenerated(GLuint path) const
    {
        return mState.mPaths->hasPath(path);
    }
    
    void Context::pathCommands(GLuint path,
                               GLsizei numCommands,
                               const GLubyte *commands,
                               GLsizei numCoords,
                               GLenum coordType,
                               const void *coords)
    {
        auto *pathObject = mState.mPaths->getPath(path);
    
        handleError(pathObject->setCommands(numCommands, commands, numCoords, coordType, coords));
    }
    
    void Context::pathParameterf(GLuint path, GLenum pname, GLfloat value)
    {
        Path *pathObj = mState.mPaths->getPath(path);
    
        switch (pname)
        {
            case GL_PATH_STROKE_WIDTH_CHROMIUM:
                pathObj->setStrokeWidth(value);
                break;
            case GL_PATH_END_CAPS_CHROMIUM:
                pathObj->setEndCaps(static_cast<GLenum>(value));
                break;
            case GL_PATH_JOIN_STYLE_CHROMIUM:
                pathObj->setJoinStyle(static_cast<GLenum>(value));
                break;
            case GL_PATH_MITER_LIMIT_CHROMIUM:
                pathObj->setMiterLimit(value);
                break;
            case GL_PATH_STROKE_BOUND_CHROMIUM:
                pathObj->setStrokeBound(value);
                break;
            default:
                UNREACHABLE();
                break;
        }
    }
    
    void Context::pathParameteri(GLuint path, GLenum pname, GLint value)
    {
        // TODO(jmadill): Should use proper clamping/casting.
        pathParameterf(path, pname, static_cast<GLfloat>(value));
    }
    
    void Context::getPathParameterfv(GLuint path, GLenum pname, GLfloat *value)
    {
        const Path *pathObj = mState.mPaths->getPath(path);
    
        switch (pname)
        {
            case GL_PATH_STROKE_WIDTH_CHROMIUM:
                *value = pathObj->getStrokeWidth();
                break;
            case GL_PATH_END_CAPS_CHROMIUM:
                *value = static_cast<GLfloat>(pathObj->getEndCaps());
                break;
            case GL_PATH_JOIN_STYLE_CHROMIUM:
                *value = static_cast<GLfloat>(pathObj->getJoinStyle());
                break;
            case GL_PATH_MITER_LIMIT_CHROMIUM:
                *value = pathObj->getMiterLimit();
                break;
            case GL_PATH_STROKE_BOUND_CHROMIUM:
                *value = pathObj->getStrokeBound();
                break;
            default:
                UNREACHABLE();
                break;
        }
    }
    
    void Context::getPathParameteriv(GLuint path, GLenum pname, GLint *value)
    {
        GLfloat val = 0.0f;
        getPathParameterfv(path, pname, value != nullptr ? &val : nullptr);
        if (value)
            *value = static_cast<GLint>(val);
    }
    
    void Context::pathStencilFunc(GLenum func, GLint ref, GLuint mask)
    {
        mGLState.setPathStencilFunc(func, ref, mask);
    }
    
    void Context::deleteFramebuffer(GLuint framebuffer)
    {
        if (mState.mFramebuffers->getFramebuffer(framebuffer))
        {
            detachFramebuffer(framebuffer);
        }
    
        mState.mFramebuffers->deleteObject(this, framebuffer);
    }
    
    void Context::deleteFencesNV(GLsizei n, const GLuint *fences)
    {
        for (int i = 0; i < n; i++)
        {
            GLuint fence = fences[i];
    
            FenceNV *fenceObject = nullptr;
            if (mFenceNVMap.erase(fence, &fenceObject))
            {
                mFenceNVHandleAllocator.release(fence);
                delete fenceObject;
            }
        }
    }
    
    Buffer *Context::getBuffer(GLuint handle) const
    {
        return mState.mBuffers->getBuffer(handle);
    }
    
    Texture *Context::getTexture(GLuint handle) const
    {
        return mState.mTextures->getTexture(handle);
    }
    
    Renderbuffer *Context::getRenderbuffer(GLuint handle) const
    {
        return mState.mRenderbuffers->getRenderbuffer(handle);
    }
    
    Sync *Context::getSync(GLsync handle) const
    {
        return mState.mSyncs->getSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
    }
    
    VertexArray *Context::getVertexArray(GLuint handle) const
    {
        return mVertexArrayMap.query(handle);
    }
    
    Sampler *Context::getSampler(GLuint handle) const
    {
        return mState.mSamplers->getSampler(handle);
    }
    
    TransformFeedback *Context::getTransformFeedback(GLuint handle) const
    {
        return mTransformFeedbackMap.query(handle);
    }
    
    ProgramPipeline *Context::getProgramPipeline(GLuint handle) const
    {
        return mState.mPipelines->getProgramPipeline(handle);
    }
    
    gl::LabeledObject *Context::getLabeledObject(GLenum identifier, GLuint name) const
    {
        switch (identifier)
        {
            case GL_BUFFER:
                return getBuffer(name);
            case GL_SHADER:
                return getShader(name);
            case GL_PROGRAM:
                return getProgram(name);
            case GL_VERTEX_ARRAY:
                return getVertexArray(name);
            case GL_QUERY:
                return getQuery(name);
            case GL_TRANSFORM_FEEDBACK:
                return getTransformFeedback(name);
            case GL_SAMPLER:
                return getSampler(name);
            case GL_TEXTURE:
                return getTexture(name);
            case GL_RENDERBUFFER:
                return getRenderbuffer(name);
            case GL_FRAMEBUFFER:
                return getFramebuffer(name);
            default:
                UNREACHABLE();
                return nullptr;
        }
    }
    
    gl::LabeledObject *Context::getLabeledObjectFromPtr(const void *ptr) const
    {
        return getSync(reinterpret_cast<GLsync>(const_cast<void *>(ptr)));
    }
    
    void Context::objectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
    {
        gl::LabeledObject *object = getLabeledObject(identifier, name);
        ASSERT(object != nullptr);
    
        std::string labelName = GetObjectLabelFromPointer(length, label);
        object->setLabel(labelName);
    
        // TODO(jmadill): Determine if the object is dirty based on 'name'. Conservatively assume the
        // specified object is active until we do this.
        mGLState.setObjectDirty(identifier);
    }
    
    void Context::objectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
    {
        gl::LabeledObject *object = getLabeledObjectFromPtr(ptr);
        ASSERT(object != nullptr);
    
        std::string labelName = GetObjectLabelFromPointer(length, label);
        object->setLabel(labelName);
    }
    
    void Context::getObjectLabel(GLenum identifier,
                                 GLuint name,
                                 GLsizei bufSize,
                                 GLsizei *length,
                                 GLchar *label) const
    {
        gl::LabeledObject *object = getLabeledObject(identifier, name);
        ASSERT(object != nullptr);
    
        const std::string &objectLabel = object->getLabel();
        GetObjectLabelBase(objectLabel, bufSize, length, label);
    }
    
    void Context::getObjectPtrLabel(const void *ptr,
                                    GLsizei bufSize,
                                    GLsizei *length,
                                    GLchar *label) const
    {
        gl::LabeledObject *object = getLabeledObjectFromPtr(ptr);
        ASSERT(object != nullptr);
    
        const std::string &objectLabel = object->getLabel();
        GetObjectLabelBase(objectLabel, bufSize, length, label);
    }
    
    bool Context::isSampler(GLuint samplerName) const
    {
        return mState.mSamplers->isSampler(samplerName);
    }
    
    void Context::bindTexture(TextureType target, GLuint handle)
    {
        Texture *texture = nullptr;
    
        if (handle == 0)
        {
            texture = mZeroTextures[target].get();
        }
        else
        {
            texture = mState.mTextures->checkTextureAllocation(mImplementation.get(), handle, target);
        }
    
        ASSERT(texture);
        mGLState.setSamplerTexture(this, target, texture);
    }
    
    void Context::bindReadFramebuffer(GLuint framebufferHandle)
    {
        Framebuffer *framebuffer = mState.mFramebuffers->checkFramebufferAllocation(
            mImplementation.get(), mCaps, framebufferHandle);
        mGLState.setReadFramebufferBinding(framebuffer);
        mReadFramebufferObserverBinding.bind(framebuffer);
    }
    
    void Context::bindDrawFramebuffer(GLuint framebufferHandle)
    {
        Framebuffer *framebuffer = mState.mFramebuffers->checkFramebufferAllocation(
            mImplementation.get(), mCaps, framebufferHandle);
        mGLState.setDrawFramebufferBinding(framebuffer);
        mDrawFramebufferObserverBinding.bind(framebuffer);
    }
    
    void Context::bindVertexArray(GLuint vertexArrayHandle)
    {
        VertexArray *vertexArray = checkVertexArrayAllocation(vertexArrayHandle);
        mGLState.setVertexArrayBinding(this, vertexArray);
        mVertexArrayObserverBinding.bind(vertexArray);
        mStateCache.onVertexArrayBindingChange(this);
    }
    
    void Context::bindVertexBuffer(GLuint bindingIndex,
                                   GLuint bufferHandle,
                                   GLintptr offset,
                                   GLsizei stride)
    {
        Buffer *buffer = mState.mBuffers->checkBufferAllocation(mImplementation.get(), bufferHandle);
        mGLState.bindVertexBuffer(this, bindingIndex, buffer, offset, stride);
        mStateCache.onVertexArrayStateChange(this);
    }
    
    void Context::bindSampler(GLuint textureUnit, GLuint samplerHandle)
    {
        ASSERT(textureUnit < mCaps.maxCombinedTextureImageUnits);
        Sampler *sampler =
            mState.mSamplers->checkSamplerAllocation(mImplementation.get(), samplerHandle);
        mGLState.setSamplerBinding(this, textureUnit, sampler);
    }
    
    void Context::bindImageTexture(GLuint unit,
                                   GLuint texture,
                                   GLint level,
                                   GLboolean layered,
                                   GLint layer,
                                   GLenum access,
                                   GLenum format)
    {
        Texture *tex = mState.mTextures->getTexture(texture);
        mGLState.setImageUnit(this, unit, tex, level, layered, layer, access, format);
    }
    
    void Context::useProgram(GLuint program)
    {
        mGLState.setProgram(this, getProgram(program));
        mStateCache.onProgramExecutableChange(this);
    }
    
    void Context::useProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
    {
        UNIMPLEMENTED();
    }
    
    void Context::bindTransformFeedback(GLenum target, GLuint transformFeedbackHandle)
    {
        ASSERT(target == GL_TRANSFORM_FEEDBACK);
        TransformFeedback *transformFeedback =
            checkTransformFeedbackAllocation(transformFeedbackHandle);
        mGLState.setTransformFeedbackBinding(this, transformFeedback);
    }
    
    void Context::bindProgramPipeline(GLuint pipelineHandle)
    {
        ProgramPipeline *pipeline =
            mState.mPipelines->checkProgramPipelineAllocation(mImplementation.get(), pipelineHandle);
        mGLState.setProgramPipelineBinding(this, pipeline);
    }
    
    void Context::beginQuery(QueryType target, GLuint query)
    {
        Query *queryObject = getQuery(query, true, target);
        ASSERT(queryObject);
    
        // begin query
        ANGLE_CONTEXT_TRY(queryObject->begin(this));
    
        // set query as active for specified target only if begin succeeded
        mGLState.setActiveQuery(this, target, queryObject);
    }
    
    void Context::endQuery(QueryType target)
    {
        Query *queryObject = mGLState.getActiveQuery(target);
        ASSERT(queryObject);
    
        handleError(queryObject->end(this));
    
        // Always unbind the query, even if there was an error. This may delete the query object.
        mGLState.setActiveQuery(this, target, nullptr);
    }
    
    void Context::queryCounter(GLuint id, QueryType target)
    {
        ASSERT(target == QueryType::Timestamp);
    
        Query *queryObject = getQuery(id, true, target);
        ASSERT(queryObject);
    
        handleError(queryObject->queryCounter(this));
    }
    
    void Context::getQueryiv(QueryType target, GLenum pname, GLint *params)
    {
        switch (pname)
        {
            case GL_CURRENT_QUERY_EXT:
                params[0] = mGLState.getActiveQueryId(target);
                break;
            case GL_QUERY_COUNTER_BITS_EXT:
                switch (target)
                {
                    case QueryType::TimeElapsed:
                        params[0] = getExtensions().queryCounterBitsTimeElapsed;
                        break;
                    case QueryType::Timestamp:
                        params[0] = getExtensions().queryCounterBitsTimestamp;
                        break;
                    default:
                        UNREACHABLE();
                        params[0] = 0;
                        break;
                }
                break;
            default:
                UNREACHABLE();
                return;
        }
    }
    
    void Context::getQueryivRobust(QueryType target,
                                   GLenum pname,
                                   GLsizei bufSize,
                                   GLsizei *length,
                                   GLint *params)
    {
        getQueryiv(target, pname, params);
    }
    
    void Context::getQueryObjectiv(GLuint id, GLenum pname, GLint *params)
    {
        handleError(GetQueryObjectParameter(this, getQuery(id), pname, params));
    }
    
    void Context::getQueryObjectivRobust(GLuint id,
                                         GLenum pname,
                                         GLsizei bufSize,
                                         GLsizei *length,
                                         GLint *params)
    {
        getQueryObjectiv(id, pname, params);
    }
    
    void Context::getQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
    {
        handleError(GetQueryObjectParameter(this, getQuery(id), pname, params));
    }
    
    void Context::getQueryObjectuivRobust(GLuint id,
                                          GLenum pname,
                                          GLsizei bufSize,
                                          GLsizei *length,
                                          GLuint *params)
    {
        getQueryObjectuiv(id, pname, params);
    }
    
    void Context::getQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
    {
        handleError(GetQueryObjectParameter(this, getQuery(id), pname, params));
    }
    
    void Context::getQueryObjecti64vRobust(GLuint id,
                                           GLenum pname,
                                           GLsizei bufSize,
                                           GLsizei *length,
                                           GLint64 *params)
    {
        getQueryObjecti64v(id, pname, params);
    }
    
    void Context::getQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
    {
        handleError(GetQueryObjectParameter(this, getQuery(id), pname, params));
    }
    
    void Context::getQueryObjectui64vRobust(GLuint id,
                                            GLenum pname,
                                            GLsizei bufSize,
                                            GLsizei *length,
                                            GLuint64 *params)
    {
        getQueryObjectui64v(id, pname, params);
    }
    
    Framebuffer *Context::getFramebuffer(GLuint handle) const
    {
        return mState.mFramebuffers->getFramebuffer(handle);
    }
    
    FenceNV *Context::getFenceNV(GLuint handle)
    {
        return mFenceNVMap.query(handle);
    }
    
    Query *Context::getQuery(GLuint handle, bool create, QueryType type)
    {
        if (!mQueryMap.contains(handle))
        {
            return nullptr;
        }
    
        Query *query = mQueryMap.query(handle);
        if (!query && create)
        {
            ASSERT(type != QueryType::InvalidEnum);
            query = new Query(mImplementation->createQuery(type), handle);
            query->addRef();
            mQueryMap.assign(handle, query);
        }
        return query;
    }
    
    Query *Context::getQuery(GLuint handle) const
    {
        return mQueryMap.query(handle);
    }
    
    Texture *Context::getTargetTexture(TextureType type) const
    {
        ASSERT(ValidTextureTarget(this, type) || ValidTextureExternalTarget(this, type));
        return mGLState.getTargetTexture(type);
    }
    
    Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
    {
        return mGLState.getSamplerTexture(sampler, type);
    }
    
    Compiler *Context::getCompiler() const
    {
        if (mCompiler.get() == nullptr)
        {
            mCompiler.set(this, new Compiler(mImplementation.get(), mState));
        }
        return mCompiler.get();
    }
    
    void Context::getBooleanvImpl(GLenum pname, GLboolean *params)
    {
        switch (pname)
        {
            case GL_SHADER_COMPILER:
                *params = GL_TRUE;
                break;
            case GL_CONTEXT_ROBUST_ACCESS_EXT:
                *params = mRobustAccess ? GL_TRUE : GL_FALSE;
                break;
            default:
                mGLState.getBooleanv(pname, params);
                break;
        }
    }
    
    void Context::getFloatvImpl(GLenum pname, GLfloat *params)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
        switch (pname)
        {
            case GL_ALIASED_LINE_WIDTH_RANGE:
                params[0] = mCaps.minAliasedLineWidth;
                params[1] = mCaps.maxAliasedLineWidth;
                break;
            case GL_ALIASED_POINT_SIZE_RANGE:
                params[0] = mCaps.minAliasedPointSize;
                params[1] = mCaps.maxAliasedPointSize;
                break;
            case GL_SMOOTH_POINT_SIZE_RANGE:
                params[0] = mCaps.minSmoothPointSize;
                params[1] = mCaps.maxSmoothPointSize;
                break;
            case GL_SMOOTH_LINE_WIDTH_RANGE:
                params[0] = mCaps.minSmoothLineWidth;
                params[1] = mCaps.maxSmoothLineWidth;
                break;
            case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
                ASSERT(mExtensions.textureFilterAnisotropic);
                *params = mExtensions.maxTextureAnisotropy;
                break;
            case GL_MAX_TEXTURE_LOD_BIAS:
                *params = mCaps.maxLODBias;
                break;
    
            case GL_PATH_MODELVIEW_MATRIX_CHROMIUM:
            case GL_PATH_PROJECTION_MATRIX_CHROMIUM:
            {
                // GLES1 emulation: // GL_PATH_(MODELVIEW|PROJECTION)_MATRIX_CHROMIUM collides with the
                // GLES1 constants for modelview/projection matrix.
                if (getClientVersion() < Version(2, 0))
                {
                    mGLState.getFloatv(pname, params);
                }
                else
                {
                    ASSERT(mExtensions.pathRendering);
                    const GLfloat *m = mGLState.getPathRenderingMatrix(pname);
                    memcpy(params, m, 16 * sizeof(GLfloat));
                }
            }
            break;
    
            default:
                mGLState.getFloatv(pname, params);
                break;
        }
    }
    
    void Context::getIntegervImpl(GLenum pname, GLint *params)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
    
        switch (pname)
        {
            case GL_MAX_VERTEX_ATTRIBS:
                *params = mCaps.maxVertexAttributes;
                break;
            case GL_MAX_VERTEX_UNIFORM_VECTORS:
                *params = mCaps.maxVertexUniformVectors;
                break;
            case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
                *params = mCaps.maxShaderUniformComponents[ShaderType::Vertex];
                break;
            case GL_MAX_VARYING_VECTORS:
                *params = mCaps.maxVaryingVectors;
                break;
            case GL_MAX_VARYING_COMPONENTS:
                *params = mCaps.maxVertexOutputComponents;
                break;
            case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
                *params = mCaps.maxCombinedTextureImageUnits;
                break;
            case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
                *params = mCaps.maxShaderTextureImageUnits[ShaderType::Vertex];
                break;
            case GL_MAX_TEXTURE_IMAGE_UNITS:
                *params = mCaps.maxShaderTextureImageUnits[ShaderType::Fragment];
                break;
            case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
                *params = mCaps.maxFragmentUniformVectors;
                break;
            case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
                *params = mCaps.maxShaderUniformComponents[ShaderType::Fragment];
                break;
            case GL_MAX_RENDERBUFFER_SIZE:
                *params = mCaps.maxRenderbufferSize;
                break;
            case GL_MAX_COLOR_ATTACHMENTS_EXT:
                *params = mCaps.maxColorAttachments;
                break;
            case GL_MAX_DRAW_BUFFERS_EXT:
                *params = mCaps.maxDrawBuffers;
                break;
            // case GL_FRAMEBUFFER_BINDING:                    // now equivalent to
            // GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
            case GL_SUBPIXEL_BITS:
                *params = 4;
                break;
            case GL_MAX_TEXTURE_SIZE:
                *params = mCaps.max2DTextureSize;
                break;
            case GL_MAX_RECTANGLE_TEXTURE_SIZE_ANGLE:
                *params = mCaps.maxRectangleTextureSize;
                break;
            case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
                *params = mCaps.maxCubeMapTextureSize;
                break;
            case GL_MAX_3D_TEXTURE_SIZE:
                *params = mCaps.max3DTextureSize;
                break;
            case GL_MAX_ARRAY_TEXTURE_LAYERS:
                *params = mCaps.maxArrayTextureLayers;
                break;
            case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
                *params = mCaps.uniformBufferOffsetAlignment;
                break;
            case GL_MAX_UNIFORM_BUFFER_BINDINGS:
                *params = mCaps.maxUniformBufferBindings;
                break;
            case GL_MAX_VERTEX_UNIFORM_BLOCKS:
                *params = mCaps.maxShaderUniformBlocks[ShaderType::Vertex];
                break;
            case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
                *params = mCaps.maxShaderUniformBlocks[ShaderType::Fragment];
                break;
            case GL_MAX_COMBINED_UNIFORM_BLOCKS:
                *params = mCaps.maxCombinedTextureImageUnits;
                break;
            case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
                *params = mCaps.maxVertexOutputComponents;
                break;
            case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
                *params = mCaps.maxFragmentInputComponents;
                break;
            case GL_MIN_PROGRAM_TEXEL_OFFSET:
                *params = mCaps.minProgramTexelOffset;
                break;
            case GL_MAX_PROGRAM_TEXEL_OFFSET:
                *params = mCaps.maxProgramTexelOffset;
                break;
            case GL_MAJOR_VERSION:
                *params = getClientVersion().major;
                break;
            case GL_MINOR_VERSION:
                *params = getClientVersion().minor;
                break;
            case GL_MAX_ELEMENTS_INDICES:
                *params = mCaps.maxElementsIndices;
                break;
            case GL_MAX_ELEMENTS_VERTICES:
                *params = mCaps.maxElementsVertices;
                break;
            case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
                *params = mCaps.maxTransformFeedbackInterleavedComponents;
                break;
            case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
                *params = mCaps.maxTransformFeedbackSeparateAttributes;
                break;
            case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
                *params = mCaps.maxTransformFeedbackSeparateComponents;
                break;
            case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
                *params = static_cast<GLint>(mCaps.compressedTextureFormats.size());
                break;
            case GL_MAX_SAMPLES_ANGLE:
                *params = mCaps.maxSamples;
                break;
            case GL_MAX_VIEWPORT_DIMS:
            {
                params[0] = mCaps.maxViewportWidth;
                params[1] = mCaps.maxViewportHeight;
            }
            break;
            case GL_COMPRESSED_TEXTURE_FORMATS:
                std::copy(mCaps.compressedTextureFormats.begin(), mCaps.compressedTextureFormats.end(),
                          params);
                break;
            case GL_RESET_NOTIFICATION_STRATEGY_EXT:
                *params = mResetStrategy;
                break;
            case GL_NUM_SHADER_BINARY_FORMATS:
                *params = static_cast<GLint>(mCaps.shaderBinaryFormats.size());
                break;
            case GL_SHADER_BINARY_FORMATS:
                std::copy(mCaps.shaderBinaryFormats.begin(), mCaps.shaderBinaryFormats.end(), params);
                break;
            case GL_NUM_PROGRAM_BINARY_FORMATS:
                *params = static_cast<GLint>(mCaps.programBinaryFormats.size());
                break;
            case GL_PROGRAM_BINARY_FORMATS:
                std::copy(mCaps.programBinaryFormats.begin(), mCaps.programBinaryFormats.end(), params);
                break;
            case GL_NUM_EXTENSIONS:
                *params = static_cast<GLint>(mExtensionStrings.size());
                break;
    
            // GL_KHR_debug
            case GL_MAX_DEBUG_MESSAGE_LENGTH:
                *params = mExtensions.maxDebugMessageLength;
                break;
            case GL_MAX_DEBUG_LOGGED_MESSAGES:
                *params = mExtensions.maxDebugLoggedMessages;
                break;
            case GL_MAX_DEBUG_GROUP_STACK_DEPTH:
                *params = mExtensions.maxDebugGroupStackDepth;
                break;
            case GL_MAX_LABEL_LENGTH:
                *params = mExtensions.maxLabelLength;
                break;
    
            // GL_ANGLE_multiview
            case GL_MAX_VIEWS_ANGLE:
                *params = mExtensions.maxViews;
                break;
    
            // GL_EXT_disjoint_timer_query
            case GL_GPU_DISJOINT_EXT:
                *params = mImplementation->getGPUDisjoint();
                break;
            case GL_MAX_FRAMEBUFFER_WIDTH:
                *params = mCaps.maxFramebufferWidth;
                break;
            case GL_MAX_FRAMEBUFFER_HEIGHT:
                *params = mCaps.maxFramebufferHeight;
                break;
            case GL_MAX_FRAMEBUFFER_SAMPLES:
                *params = mCaps.maxFramebufferSamples;
                break;
            case GL_MAX_SAMPLE_MASK_WORDS:
                *params = mCaps.maxSampleMaskWords;
                break;
            case GL_MAX_COLOR_TEXTURE_SAMPLES:
                *params = mCaps.maxColorTextureSamples;
                break;
            case GL_MAX_DEPTH_TEXTURE_SAMPLES:
                *params = mCaps.maxDepthTextureSamples;
                break;
            case GL_MAX_INTEGER_SAMPLES:
                *params = mCaps.maxIntegerSamples;
                break;
            case GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET:
                *params = mCaps.maxVertexAttribRelativeOffset;
                break;
            case GL_MAX_VERTEX_ATTRIB_BINDINGS:
                *params = mCaps.maxVertexAttribBindings;
                break;
            case GL_MAX_VERTEX_ATTRIB_STRIDE:
                *params = mCaps.maxVertexAttribStride;
                break;
            case GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS:
                *params = mCaps.maxShaderAtomicCounterBuffers[ShaderType::Vertex];
                break;
            case GL_MAX_VERTEX_ATOMIC_COUNTERS:
                *params = mCaps.maxShaderAtomicCounters[ShaderType::Vertex];
                break;
            case GL_MAX_VERTEX_IMAGE_UNIFORMS:
                *params = mCaps.maxShaderImageUniforms[ShaderType::Vertex];
                break;
            case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS:
                *params = mCaps.maxShaderStorageBlocks[ShaderType::Vertex];
                break;
            case GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS:
                *params = mCaps.maxShaderAtomicCounterBuffers[ShaderType::Fragment];
                break;
            case GL_MAX_FRAGMENT_ATOMIC_COUNTERS:
                *params = mCaps.maxShaderAtomicCounters[ShaderType::Fragment];
                break;
            case GL_MAX_FRAGMENT_IMAGE_UNIFORMS:
                *params = mCaps.maxShaderImageUniforms[ShaderType::Fragment];
                break;
            case GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS:
                *params = mCaps.maxShaderStorageBlocks[ShaderType::Fragment];
                break;
            case GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET:
                *params = mCaps.minProgramTextureGatherOffset;
                break;
            case GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET:
                *params = mCaps.maxProgramTextureGatherOffset;
                break;
            case GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS:
                *params = mCaps.maxComputeWorkGroupInvocations;
                break;
            case GL_MAX_COMPUTE_UNIFORM_BLOCKS:
                *params = mCaps.maxShaderUniformBlocks[ShaderType::Compute];
                break;
            case GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS:
                *params = mCaps.maxShaderTextureImageUnits[ShaderType::Compute];
                break;
            case GL_MAX_COMPUTE_SHARED_MEMORY_SIZE:
                *params = mCaps.maxComputeSharedMemorySize;
                break;
            case GL_MAX_COMPUTE_UNIFORM_COMPONENTS:
                *params = mCaps.maxShaderUniformComponents[ShaderType::Compute];
                break;
            case GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS:
                *params = mCaps.maxShaderAtomicCounterBuffers[ShaderType::Compute];
                break;
            case GL_MAX_COMPUTE_ATOMIC_COUNTERS:
                *params = mCaps.maxShaderAtomicCounters[ShaderType::Compute];
                break;
            case GL_MAX_COMPUTE_IMAGE_UNIFORMS:
                *params = mCaps.maxShaderImageUniforms[ShaderType::Compute];
                break;
            case GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS:
                *params =
                    static_cast<GLint>(mCaps.maxCombinedShaderUniformComponents[ShaderType::Compute]);
                break;
            case GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS:
                *params = mCaps.maxShaderStorageBlocks[ShaderType::Compute];
                break;
            case GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES:
                *params = mCaps.maxCombinedShaderOutputResources;
                break;
            case GL_MAX_UNIFORM_LOCATIONS:
                *params = mCaps.maxUniformLocations;
                break;
            case GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS:
                *params = mCaps.maxAtomicCounterBufferBindings;
                break;
            case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE:
                *params = mCaps.maxAtomicCounterBufferSize;
                break;
            case GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS:
                *params = mCaps.maxCombinedAtomicCounterBuffers;
                break;
            case GL_MAX_COMBINED_ATOMIC_COUNTERS:
                *params = mCaps.maxCombinedAtomicCounters;
                break;
            case GL_MAX_IMAGE_UNITS:
                *params = mCaps.maxImageUnits;
                break;
            case GL_MAX_COMBINED_IMAGE_UNIFORMS:
                *params = mCaps.maxCombinedImageUniforms;
                break;
            case GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS:
                *params = mCaps.maxShaderStorageBufferBindings;
                break;
            case GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS:
                *params = mCaps.maxCombinedShaderStorageBlocks;
                break;
            case GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT:
                *params = mCaps.shaderStorageBufferOffsetAlignment;
                break;
    
            // GL_EXT_geometry_shader
            case GL_MAX_FRAMEBUFFER_LAYERS_EXT:
                *params = mCaps.maxFramebufferLayers;
                break;
            case GL_LAYER_PROVOKING_VERTEX_EXT:
                *params = mCaps.layerProvokingVertex;
                break;
            case GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT:
                *params = mCaps.maxShaderUniformComponents[ShaderType::Geometry];
                break;
            case GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT:
                *params = mCaps.maxShaderUniformBlocks[ShaderType::Geometry];
                break;
            case GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT:
                *params =
                    static_cast<GLint>(mCaps.maxCombinedShaderUniformComponents[ShaderType::Geometry]);
                break;
            case GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT:
                *params = mCaps.maxGeometryInputComponents;
                break;
            case GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT:
                *params = mCaps.maxGeometryOutputComponents;
                break;
            case GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT:
                *params = mCaps.maxGeometryOutputVertices;
                break;
            case GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT:
                *params = mCaps.maxGeometryTotalOutputComponents;
                break;
            case GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT:
                *params = mCaps.maxGeometryShaderInvocations;
                break;
            case GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT:
                *params = mCaps.maxShaderTextureImageUnits[ShaderType::Geometry];
                break;
            case GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT:
                *params = mCaps.maxShaderAtomicCounterBuffers[ShaderType::Geometry];
                break;
            case GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT:
                *params = mCaps.maxShaderAtomicCounters[ShaderType::Geometry];
                break;
            case GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT:
                *params = mCaps.maxShaderImageUniforms[ShaderType::Geometry];
                break;
            case GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT:
                *params = mCaps.maxShaderStorageBlocks[ShaderType::Geometry];
                break;
            // GLES1 emulation: Caps queries
            case GL_MAX_TEXTURE_UNITS:
                *params = mCaps.maxMultitextureUnits;
                break;
            case GL_MAX_MODELVIEW_STACK_DEPTH:
                *params = mCaps.maxModelviewMatrixStackDepth;
                break;
            case GL_MAX_PROJECTION_STACK_DEPTH:
                *params = mCaps.maxProjectionMatrixStackDepth;
                break;
            case GL_MAX_TEXTURE_STACK_DEPTH:
                *params = mCaps.maxTextureMatrixStackDepth;
                break;
            case GL_MAX_LIGHTS:
                *params = mCaps.maxLights;
                break;
            case GL_MAX_CLIP_PLANES:
                *params = mCaps.maxClipPlanes;
                break;
            // GLES1 emulation: Vertex attribute queries
            case GL_VERTEX_ARRAY_BUFFER_BINDING:
            case GL_NORMAL_ARRAY_BUFFER_BINDING:
            case GL_COLOR_ARRAY_BUFFER_BINDING:
            case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
            case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING:
                getVertexAttribiv(static_cast<GLuint>(vertexArrayIndex(ParamToVertexArrayType(pname))),
                                  GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, params);
                break;
            case GL_VERTEX_ARRAY_STRIDE:
            case GL_NORMAL_ARRAY_STRIDE:
            case GL_COLOR_ARRAY_STRIDE:
            case GL_POINT_SIZE_ARRAY_STRIDE_OES:
            case GL_TEXTURE_COORD_ARRAY_STRIDE:
                getVertexAttribiv(static_cast<GLuint>(vertexArrayIndex(ParamToVertexArrayType(pname))),
                                  GL_VERTEX_ATTRIB_ARRAY_STRIDE, params);
                break;
            case GL_VERTEX_ARRAY_SIZE:
            case GL_COLOR_ARRAY_SIZE:
            case GL_TEXTURE_COORD_ARRAY_SIZE:
                getVertexAttribiv(static_cast<GLuint>(vertexArrayIndex(ParamToVertexArrayType(pname))),
                                  GL_VERTEX_ATTRIB_ARRAY_SIZE, params);
                break;
            case GL_VERTEX_ARRAY_TYPE:
            case GL_COLOR_ARRAY_TYPE:
            case GL_NORMAL_ARRAY_TYPE:
            case GL_POINT_SIZE_ARRAY_TYPE_OES:
            case GL_TEXTURE_COORD_ARRAY_TYPE:
                getVertexAttribiv(static_cast<GLuint>(vertexArrayIndex(ParamToVertexArrayType(pname))),
                                  GL_VERTEX_ATTRIB_ARRAY_TYPE, params);
                break;
    
            // GL_KHR_parallel_shader_compile
            case GL_MAX_SHADER_COMPILER_THREADS_KHR:
                *params = mGLState.getMaxShaderCompilerThreads();
                break;
    
            default:
                handleError(mGLState.getIntegerv(this, pname, params));
                break;
        }
    }
    
    void Context::getInteger64vImpl(GLenum pname, GLint64 *params)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
        switch (pname)
        {
            case GL_MAX_ELEMENT_INDEX:
                *params = mCaps.maxElementIndex;
                break;
            case GL_MAX_UNIFORM_BLOCK_SIZE:
                *params = mCaps.maxUniformBlockSize;
                break;
            case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
                *params = mCaps.maxCombinedShaderUniformComponents[ShaderType::Vertex];
                break;
            case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
                *params = mCaps.maxCombinedShaderUniformComponents[ShaderType::Fragment];
                break;
            case GL_MAX_SERVER_WAIT_TIMEOUT:
                *params = mCaps.maxServerWaitTimeout;
                break;
    
            // GL_EXT_disjoint_timer_query
            case GL_TIMESTAMP_EXT:
                *params = mImplementation->getTimestamp();
                break;
    
            case GL_MAX_SHADER_STORAGE_BLOCK_SIZE:
                *params = mCaps.maxShaderStorageBlockSize;
                break;
            default:
                UNREACHABLE();
                break;
        }
    }
    
    void Context::getPointerv(GLenum pname, void **params) const
    {
        mGLState.getPointerv(this, pname, params);
    }
    
    void Context::getPointervRobustANGLERobust(GLenum pname,
                                               GLsizei bufSize,
                                               GLsizei *length,
                                               void **params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getIntegeri_v(GLenum target, GLuint index, GLint *data)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
    
        GLenum nativeType;
        unsigned int numParams;
        bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams);
        ASSERT(queryStatus);
    
        if (nativeType == GL_INT)
        {
            switch (target)
            {
                case GL_MAX_COMPUTE_WORK_GROUP_COUNT:
                    ASSERT(index < 3u);
                    *data = mCaps.maxComputeWorkGroupCount[index];
                    break;
                case GL_MAX_COMPUTE_WORK_GROUP_SIZE:
                    ASSERT(index < 3u);
                    *data = mCaps.maxComputeWorkGroupSize[index];
                    break;
                default:
                    mGLState.getIntegeri_v(target, index, data);
            }
        }
        else
        {
            CastIndexedStateValues(this, nativeType, target, index, numParams, data);
        }
    }
    
    void Context::getIntegeri_vRobust(GLenum target,
                                      GLuint index,
                                      GLsizei bufSize,
                                      GLsizei *length,
                                      GLint *data)
    {
        getIntegeri_v(target, index, data);
    }
    
    void Context::getInteger64i_v(GLenum target, GLuint index, GLint64 *data)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
    
        GLenum nativeType;
        unsigned int numParams;
        bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams);
        ASSERT(queryStatus);
    
        if (nativeType == GL_INT_64_ANGLEX)
        {
            mGLState.getInteger64i_v(target, index, data);
        }
        else
        {
            CastIndexedStateValues(this, nativeType, target, index, numParams, data);
        }
    }
    
    void Context::getInteger64i_vRobust(GLenum target,
                                        GLuint index,
                                        GLsizei bufSize,
                                        GLsizei *length,
                                        GLint64 *data)
    {
        getInteger64i_v(target, index, data);
    }
    
    void Context::getBooleani_v(GLenum target, GLuint index, GLboolean *data)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
    
        GLenum nativeType;
        unsigned int numParams;
        bool queryStatus = getIndexedQueryParameterInfo(target, &nativeType, &numParams);
        ASSERT(queryStatus);
    
        if (nativeType == GL_BOOL)
        {
            mGLState.getBooleani_v(target, index, data);
        }
        else
        {
            CastIndexedStateValues(this, nativeType, target, index, numParams, data);
        }
    }
    
    void Context::getBooleani_vRobust(GLenum target,
                                      GLuint index,
                                      GLsizei bufSize,
                                      GLsizei *length,
                                      GLboolean *data)
    {
        getBooleani_v(target, index, data);
    }
    
    void Context::getBufferParameteriv(BufferBinding target, GLenum pname, GLint *params)
    {
        Buffer *buffer = mGLState.getTargetBuffer(target);
        QueryBufferParameteriv(buffer, pname, params);
    }
    
    void Context::getBufferParameterivRobust(BufferBinding target,
                                             GLenum pname,
                                             GLsizei bufSize,
                                             GLsizei *length,
                                             GLint *params)
    {
        getBufferParameteriv(target, pname, params);
    }
    
    void Context::getFramebufferAttachmentParameteriv(GLenum target,
                                                      GLenum attachment,
                                                      GLenum pname,
                                                      GLint *params)
    {
        const Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        QueryFramebufferAttachmentParameteriv(this, framebuffer, attachment, pname, params);
    }
    
    void Context::getFramebufferAttachmentParameterivRobust(GLenum target,
                                                            GLenum attachment,
                                                            GLenum pname,
                                                            GLsizei bufSize,
                                                            GLsizei *length,
                                                            GLint *params)
    {
        getFramebufferAttachmentParameteriv(target, attachment, pname, params);
    }
    
    void Context::getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
    {
        Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer();
        QueryRenderbufferiv(this, renderbuffer, pname, params);
    }
    
    void Context::getRenderbufferParameterivRobust(GLenum target,
                                                   GLenum pname,
                                                   GLsizei bufSize,
                                                   GLsizei *length,
                                                   GLint *params)
    {
        getRenderbufferParameteriv(target, pname, params);
    }
    
    void Context::getTexParameterfv(TextureType target, GLenum pname, GLfloat *params)
    {
        Texture *texture = getTargetTexture(target);
        QueryTexParameterfv(texture, pname, params);
    }
    
    void Context::getTexParameterfvRobust(TextureType target,
                                          GLenum pname,
                                          GLsizei bufSize,
                                          GLsizei *length,
                                          GLfloat *params)
    {
        getTexParameterfv(target, pname, params);
    }
    
    void Context::getTexParameteriv(TextureType target, GLenum pname, GLint *params)
    {
        Texture *texture = getTargetTexture(target);
        QueryTexParameteriv(texture, pname, params);
    }
    
    void Context::getTexParameterivRobust(TextureType target,
                                          GLenum pname,
                                          GLsizei bufSize,
                                          GLsizei *length,
                                          GLint *params)
    {
        getTexParameteriv(target, pname, params);
    }
    
    void Context::getTexParameterIivRobust(TextureType target,
                                           GLenum pname,
                                           GLsizei bufSize,
                                           GLsizei *length,
                                           GLint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getTexParameterIuivRobust(TextureType target,
                                            GLenum pname,
                                            GLsizei bufSize,
                                            GLsizei *length,
                                            GLuint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getTexLevelParameteriv(TextureTarget target, GLint level, GLenum pname, GLint *params)
    {
        Texture *texture = getTargetTexture(TextureTargetToType(target));
        QueryTexLevelParameteriv(texture, target, level, pname, params);
    }
    
    void Context::getTexLevelParameterivRobust(TextureTarget target,
                                               GLint level,
                                               GLenum pname,
                                               GLsizei bufSize,
                                               GLsizei *length,
                                               GLint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getTexLevelParameterfv(TextureTarget target,
                                         GLint level,
                                         GLenum pname,
                                         GLfloat *params)
    {
        Texture *texture = getTargetTexture(TextureTargetToType(target));
        QueryTexLevelParameterfv(texture, target, level, pname, params);
    }
    
    void Context::getTexLevelParameterfvRobust(TextureTarget target,
                                               GLint level,
                                               GLenum pname,
                                               GLsizei bufSize,
                                               GLsizei *length,
                                               GLfloat *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::texParameterf(TextureType target, GLenum pname, GLfloat param)
    {
        Texture *texture = getTargetTexture(target);
        SetTexParameterf(this, texture, pname, param);
        onTextureChange(texture);
    }
    
    void Context::texParameterfv(TextureType target, GLenum pname, const GLfloat *params)
    {
        Texture *texture = getTargetTexture(target);
        SetTexParameterfv(this, texture, pname, params);
        onTextureChange(texture);
    }
    
    void Context::texParameterfvRobust(TextureType target,
                                       GLenum pname,
                                       GLsizei bufSize,
                                       const GLfloat *params)
    {
        texParameterfv(target, pname, params);
    }
    
    void Context::texParameteri(TextureType target, GLenum pname, GLint param)
    {
        Texture *texture = getTargetTexture(target);
        SetTexParameteri(this, texture, pname, param);
        onTextureChange(texture);
    }
    
    void Context::texParameteriv(TextureType target, GLenum pname, const GLint *params)
    {
        Texture *texture = getTargetTexture(target);
        SetTexParameteriv(this, texture, pname, params);
        onTextureChange(texture);
    }
    
    void Context::texParameterivRobust(TextureType target,
                                       GLenum pname,
                                       GLsizei bufSize,
                                       const GLint *params)
    {
        texParameteriv(target, pname, params);
    }
    
    void Context::texParameterIivRobust(TextureType target,
                                        GLenum pname,
                                        GLsizei bufSize,
                                        const GLint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::texParameterIuivRobust(TextureType target,
                                         GLenum pname,
                                         GLsizei bufSize,
                                         const GLuint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::drawArrays(PrimitiveMode mode, GLint first, GLsizei count)
    {
        // No-op if count draws no primitives for given mode
        if (noopDraw(mode, count))
        {
            return;
        }
    
        ANGLE_CONTEXT_TRY(prepareForDraw(mode));
        ANGLE_CONTEXT_TRY(mImplementation->drawArrays(this, mode, first, count));
        MarkTransformFeedbackBufferUsage(this, mGLState.getCurrentTransformFeedback(), count, 1);
    }
    
    void Context::drawArraysInstanced(PrimitiveMode mode,
                                      GLint first,
                                      GLsizei count,
                                      GLsizei instanceCount)
    {
        // No-op if count draws no primitives for given mode
        if (noopDrawInstanced(mode, count, instanceCount))
        {
            return;
        }
    
        ANGLE_CONTEXT_TRY(prepareForDraw(mode));
        ANGLE_CONTEXT_TRY(
            mImplementation->drawArraysInstanced(this, mode, first, count, instanceCount));
        MarkTransformFeedbackBufferUsage(this, mGLState.getCurrentTransformFeedback(), count,
                                         instanceCount);
    }
    
    void Context::drawElements(PrimitiveMode mode, GLsizei count, GLenum type, const void *indices)
    {
        // No-op if count draws no primitives for given mode
        if (noopDraw(mode, count))
        {
            return;
        }
    
        ANGLE_CONTEXT_TRY(prepareForDraw(mode));
        ANGLE_CONTEXT_TRY(mImplementation->drawElements(this, mode, count, type, indices));
    }
    
    void Context::drawElementsInstanced(PrimitiveMode mode,
                                        GLsizei count,
                                        GLenum type,
                                        const void *indices,
                                        GLsizei instances)
    {
        // No-op if count draws no primitives for given mode
        if (noopDrawInstanced(mode, count, instances))
        {
            return;
        }
    
        ANGLE_CONTEXT_TRY(prepareForDraw(mode));
        ANGLE_CONTEXT_TRY(
            mImplementation->drawElementsInstanced(this, mode, count, type, indices, instances));
    }
    
    void Context::drawRangeElements(PrimitiveMode mode,
                                    GLuint start,
                                    GLuint end,
                                    GLsizei count,
                                    GLenum type,
                                    const void *indices)
    {
        // No-op if count draws no primitives for given mode
        if (noopDraw(mode, count))
        {
            return;
        }
    
        ANGLE_CONTEXT_TRY(prepareForDraw(mode));
        ANGLE_CONTEXT_TRY(
            mImplementation->drawRangeElements(this, mode, start, end, count, type, indices));
    }
    
    void Context::drawArraysIndirect(PrimitiveMode mode, const void *indirect)
    {
        ANGLE_CONTEXT_TRY(prepareForDraw(mode));
        ANGLE_CONTEXT_TRY(mImplementation->drawArraysIndirect(this, mode, indirect));
    }
    
    void Context::drawElementsIndirect(PrimitiveMode mode, GLenum type, const void *indirect)
    {
        ANGLE_CONTEXT_TRY(prepareForDraw(mode));
        ANGLE_CONTEXT_TRY(mImplementation->drawElementsIndirect(this, mode, type, indirect));
    }
    
    void Context::flush()
    {
        handleError(mImplementation->flush(this));
    }
    
    void Context::finish()
    {
        handleError(mImplementation->finish(this));
    }
    
    void Context::insertEventMarker(GLsizei length, const char *marker)
    {
        ASSERT(mImplementation);
        mImplementation->insertEventMarker(length, marker);
    }
    
    void Context::pushGroupMarker(GLsizei length, const char *marker)
    {
        ASSERT(mImplementation);
    
        if (marker == nullptr)
        {
            // From the EXT_debug_marker spec,
            // "If <marker> is null then an empty string is pushed on the stack."
            mImplementation->pushGroupMarker(length, "");
        }
        else
        {
            mImplementation->pushGroupMarker(length, marker);
        }
    }
    
    void Context::popGroupMarker()
    {
        ASSERT(mImplementation);
        mImplementation->popGroupMarker();
    }
    
    void Context::bindUniformLocation(GLuint program, GLint location, const GLchar *name)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
    
        programObject->bindUniformLocation(location, name);
    }
    
    void Context::coverageModulation(GLenum components)
    {
        mGLState.setCoverageModulation(components);
    }
    
    void Context::matrixLoadf(GLenum matrixMode, const GLfloat *matrix)
    {
        mGLState.loadPathRenderingMatrix(matrixMode, matrix);
    }
    
    void Context::matrixLoadIdentity(GLenum matrixMode)
    {
        GLfloat I[16];
        angle::Matrix<GLfloat>::setToIdentity(I);
    
        mGLState.loadPathRenderingMatrix(matrixMode, I);
    }
    
    void Context::stencilFillPath(GLuint path, GLenum fillMode, GLuint mask)
    {
        const auto *pathObj = mState.mPaths->getPath(path);
        if (!pathObj)
            return;
    
        ANGLE_CONTEXT_TRY(syncStateForPathOperation());
    
        mImplementation->stencilFillPath(pathObj, fillMode, mask);
    }
    
    void Context::stencilStrokePath(GLuint path, GLint reference, GLuint mask)
    {
        const auto *pathObj = mState.mPaths->getPath(path);
        if (!pathObj)
            return;
    
        ANGLE_CONTEXT_TRY(syncStateForPathOperation());
    
        mImplementation->stencilStrokePath(pathObj, reference, mask);
    }
    
    void Context::coverFillPath(GLuint path, GLenum coverMode)
    {
        const auto *pathObj = mState.mPaths->getPath(path);
        if (!pathObj)
            return;
    
        ANGLE_CONTEXT_TRY(syncStateForPathOperation());
    
        mImplementation->coverFillPath(pathObj, coverMode);
    }
    
    void Context::coverStrokePath(GLuint path, GLenum coverMode)
    {
        const auto *pathObj = mState.mPaths->getPath(path);
        if (!pathObj)
            return;
    
        ANGLE_CONTEXT_TRY(syncStateForPathOperation());
    
        mImplementation->coverStrokePath(pathObj, coverMode);
    }
    
    void Context::stencilThenCoverFillPath(GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode)
    {
        const auto *pathObj = mState.mPaths->getPath(path);
        if (!pathObj)
            return;
    
        ANGLE_CONTEXT_TRY(syncStateForPathOperation());
    
        mImplementation->stencilThenCoverFillPath(pathObj, fillMode, mask, coverMode);
    }
    
    void Context::stencilThenCoverStrokePath(GLuint path,
                                             GLint reference,
                                             GLuint mask,
                                             GLenum coverMode)
    {
        const auto *pathObj = mState.mPaths->getPath(path);
        if (!pathObj)
            return;
    
        ANGLE_CONTEXT_TRY(syncStateForPathOperation());
    
        mImplementation->stencilThenCoverStrokePath(pathObj, reference, mask, coverMode);
    }
    
    void Context::coverFillPathInstanced(GLsizei numPaths,
                                         GLenum pathNameType,
                                         const void *paths,
                                         GLuint pathBase,
                                         GLenum coverMode,
                                         GLenum transformType,
                                         const GLfloat *transformValues)
    {
        const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase);
    
        ANGLE_CONTEXT_TRY(syncStateForPathOperation());
    
        mImplementation->coverFillPathInstanced(pathObjects, coverMode, transformType, transformValues);
    }
    
    void Context::coverStrokePathInstanced(GLsizei numPaths,
                                           GLenum pathNameType,
                                           const void *paths,
                                           GLuint pathBase,
                                           GLenum coverMode,
                                           GLenum transformType,
                                           const GLfloat *transformValues)
    {
        const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase);
    
        // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
        ANGLE_CONTEXT_TRY(syncStateForPathOperation());
    
        mImplementation->coverStrokePathInstanced(pathObjects, coverMode, transformType,
                                                  transformValues);
    }
    
    void Context::stencilFillPathInstanced(GLsizei numPaths,
                                           GLenum pathNameType,
                                           const void *paths,
                                           GLuint pathBase,
                                           GLenum fillMode,
                                           GLuint mask,
                                           GLenum transformType,
                                           const GLfloat *transformValues)
    {
        const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase);
    
        // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
        ANGLE_CONTEXT_TRY(syncStateForPathOperation());
    
        mImplementation->stencilFillPathInstanced(pathObjects, fillMode, mask, transformType,
                                                  transformValues);
    }
    
    void Context::stencilStrokePathInstanced(GLsizei numPaths,
                                             GLenum pathNameType,
                                             const void *paths,
                                             GLuint pathBase,
                                             GLint reference,
                                             GLuint mask,
                                             GLenum transformType,
                                             const GLfloat *transformValues)
    {
        const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase);
    
        ANGLE_CONTEXT_TRY(syncStateForPathOperation());
    
        mImplementation->stencilStrokePathInstanced(pathObjects, reference, mask, transformType,
                                                    transformValues);
    }
    
    void Context::stencilThenCoverFillPathInstanced(GLsizei numPaths,
                                                    GLenum pathNameType,
                                                    const void *paths,
                                                    GLuint pathBase,
                                                    GLenum fillMode,
                                                    GLuint mask,
                                                    GLenum coverMode,
                                                    GLenum transformType,
                                                    const GLfloat *transformValues)
    {
        const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase);
    
        ANGLE_CONTEXT_TRY(syncStateForPathOperation());
    
        mImplementation->stencilThenCoverFillPathInstanced(pathObjects, coverMode, fillMode, mask,
                                                           transformType, transformValues);
    }
    
    void Context::stencilThenCoverStrokePathInstanced(GLsizei numPaths,
                                                      GLenum pathNameType,
                                                      const void *paths,
                                                      GLuint pathBase,
                                                      GLint reference,
                                                      GLuint mask,
                                                      GLenum coverMode,
                                                      GLenum transformType,
                                                      const GLfloat *transformValues)
    {
        const auto &pathObjects = GatherPaths(*mState.mPaths, numPaths, pathNameType, paths, pathBase);
    
        ANGLE_CONTEXT_TRY(syncStateForPathOperation());
    
        mImplementation->stencilThenCoverStrokePathInstanced(pathObjects, coverMode, reference, mask,
                                                             transformType, transformValues);
    }
    
    void Context::bindFragmentInputLocation(GLuint program, GLint location, const GLchar *name)
    {
        auto *programObject = getProgram(program);
    
        programObject->bindFragmentInputLocation(location, name);
    }
    
    void Context::programPathFragmentInputGen(GLuint program,
                                              GLint location,
                                              GLenum genMode,
                                              GLint components,
                                              const GLfloat *coeffs)
    {
        auto *programObject = getProgram(program);
    
        programObject->pathFragmentInputGen(location, genMode, components, coeffs);
    }
    
    GLuint Context::getProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
    {
        const auto *programObject = getProgram(program);
        return QueryProgramResourceIndex(programObject, programInterface, name);
    }
    
    void Context::getProgramResourceName(GLuint program,
                                         GLenum programInterface,
                                         GLuint index,
                                         GLsizei bufSize,
                                         GLsizei *length,
                                         GLchar *name)
    {
        const auto *programObject = getProgram(program);
        QueryProgramResourceName(programObject, programInterface, index, bufSize, length, name);
    }
    
    GLint Context::getProgramResourceLocation(GLuint program,
                                              GLenum programInterface,
                                              const GLchar *name)
    {
        const auto *programObject = getProgram(program);
        return QueryProgramResourceLocation(programObject, programInterface, name);
    }
    
    void Context::getProgramResourceiv(GLuint program,
                                       GLenum programInterface,
                                       GLuint index,
                                       GLsizei propCount,
                                       const GLenum *props,
                                       GLsizei bufSize,
                                       GLsizei *length,
                                       GLint *params)
    {
        const auto *programObject = getProgram(program);
        QueryProgramResourceiv(programObject, programInterface, index, propCount, props, bufSize,
                               length, params);
    }
    
    void Context::getProgramInterfaceiv(GLuint program,
                                        GLenum programInterface,
                                        GLenum pname,
                                        GLint *params)
    {
        const auto *programObject = getProgram(program);
        QueryProgramInterfaceiv(programObject, programInterface, pname, params);
    }
    
    void Context::getProgramInterfaceivRobust(GLuint program,
                                              GLenum programInterface,
                                              GLenum pname,
                                              GLsizei bufSize,
                                              GLsizei *length,
                                              GLint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::handleError(const Error &error) const
    {
        mErrors.handleError(error);
    }
    
    // Get one of the recorded errors and clear its flag, if any.
    // [OpenGL ES 2.0.24] section 2.5 page 13.
    GLenum Context::getError()
    {
        if (mErrors.empty())
        {
            return GL_NO_ERROR;
        }
        else
        {
            return mErrors.popError();
        }
    }
    
    // NOTE: this function should not assume that this context is current!
    void Context::markContextLost()
    {
        if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
        {
            mResetStatus       = GL_UNKNOWN_CONTEXT_RESET_EXT;
            mContextLostForced = true;
        }
        mContextLost = true;
    }
    
    bool Context::isContextLost() const
    {
        return mContextLost;
    }
    
    GLenum Context::getGraphicsResetStatus()
    {
        // Even if the application doesn't want to know about resets, we want to know
        // as it will allow us to skip all the calls.
        if (mResetStrategy == GL_NO_RESET_NOTIFICATION_EXT)
        {
            if (!mContextLost && mImplementation->getResetStatus() != GL_NO_ERROR)
            {
                mContextLost = true;
            }
    
            // EXT_robustness, section 2.6: If the reset notification behavior is
            // NO_RESET_NOTIFICATION_EXT, then the implementation will never deliver notification of
            // reset events, and GetGraphicsResetStatusEXT will always return NO_ERROR.
            return GL_NO_ERROR;
        }
    
        // The GL_EXT_robustness spec says that if a reset is encountered, a reset
        // status should be returned at least once, and GL_NO_ERROR should be returned
        // once the device has finished resetting.
        if (!mContextLost)
        {
            ASSERT(mResetStatus == GL_NO_ERROR);
            mResetStatus = mImplementation->getResetStatus();
    
            if (mResetStatus != GL_NO_ERROR)
            {
                mContextLost = true;
            }
        }
        else if (!mContextLostForced && mResetStatus != GL_NO_ERROR)
        {
            // If markContextLost was used to mark the context lost then
            // assume that is not recoverable, and continue to report the
            // lost reset status for the lifetime of this context.
            mResetStatus = mImplementation->getResetStatus();
        }
    
        return mResetStatus;
    }
    
    bool Context::isResetNotificationEnabled()
    {
        return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
    }
    
    const egl::Config *Context::getConfig() const
    {
        return mConfig;
    }
    
    EGLenum Context::getClientType() const
    {
        return mClientType;
    }
    
    EGLenum Context::getRenderBuffer() const
    {
        const Framebuffer *framebuffer = mState.mFramebuffers->getFramebuffer(0);
        if (framebuffer == nullptr)
        {
            return EGL_NONE;
        }
    
        const FramebufferAttachment *backAttachment = framebuffer->getAttachment(this, GL_BACK);
        ASSERT(backAttachment != nullptr);
        return backAttachment->getSurface()->getRenderBuffer();
    }
    
    VertexArray *Context::checkVertexArrayAllocation(GLuint vertexArrayHandle)
    {
        // Only called after a prior call to Gen.
        VertexArray *vertexArray = getVertexArray(vertexArrayHandle);
        if (!vertexArray)
        {
            vertexArray = new VertexArray(mImplementation.get(), vertexArrayHandle,
                                          mCaps.maxVertexAttributes, mCaps.maxVertexAttribBindings);
    
            mVertexArrayMap.assign(vertexArrayHandle, vertexArray);
        }
    
        return vertexArray;
    }
    
    TransformFeedback *Context::checkTransformFeedbackAllocation(GLuint transformFeedbackHandle)
    {
        // Only called after a prior call to Gen.
        TransformFeedback *transformFeedback = getTransformFeedback(transformFeedbackHandle);
        if (!transformFeedback)
        {
            transformFeedback =
                new TransformFeedback(mImplementation.get(), transformFeedbackHandle, mCaps);
            transformFeedback->addRef();
            mTransformFeedbackMap.assign(transformFeedbackHandle, transformFeedback);
        }
    
        return transformFeedback;
    }
    
    bool Context::isVertexArrayGenerated(GLuint vertexArray)
    {
        ASSERT(mVertexArrayMap.contains(0));
        return mVertexArrayMap.contains(vertexArray);
    }
    
    bool Context::isTransformFeedbackGenerated(GLuint transformFeedback)
    {
        ASSERT(mTransformFeedbackMap.contains(0));
        return mTransformFeedbackMap.contains(transformFeedback);
    }
    
    void Context::detachTexture(GLuint texture)
    {
        // Simple pass-through to State's detachTexture method, as textures do not require
        // allocation map management either here or in the resource manager at detach time.
        // Zero textures are held by the Context, and we don't attempt to request them from
        // the State.
        mGLState.detachTexture(this, mZeroTextures, texture);
    }
    
    void Context::detachBuffer(Buffer *buffer)
    {
        // Simple pass-through to State's detachBuffer method, since
        // only buffer attachments to container objects that are bound to the current context
        // should be detached. And all those are available in State.
    
        // [OpenGL ES 3.2] section 5.1.2 page 45:
        // Attachments to unbound container objects, such as
        // deletion of a buffer attached to a vertex array object which is not bound to the context,
        // are not affected and continue to act as references on the deleted object
        mGLState.detachBuffer(this, buffer);
    }
    
    void Context::detachFramebuffer(GLuint framebuffer)
    {
        // Framebuffer detachment is handled by Context, because 0 is a valid
        // Framebuffer object, and a pointer to it must be passed from Context
        // to State at binding time.
    
        // [OpenGL ES 2.0.24] section 4.4 page 107:
        // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as
        // though BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of
        // zero.
    
        if (mGLState.removeReadFramebufferBinding(framebuffer) && framebuffer != 0)
        {
            bindReadFramebuffer(0);
        }
    
        if (mGLState.removeDrawFramebufferBinding(framebuffer) && framebuffer != 0)
        {
            bindDrawFramebuffer(0);
        }
    }
    
    void Context::detachRenderbuffer(GLuint renderbuffer)
    {
        mGLState.detachRenderbuffer(this, renderbuffer);
    }
    
    void Context::detachVertexArray(GLuint vertexArray)
    {
        // Vertex array detachment is handled by Context, because 0 is a valid
        // VAO, and a pointer to it must be passed from Context to State at
        // binding time.
    
        // [OpenGL ES 3.0.2] section 2.10 page 43:
        // If a vertex array object that is currently bound is deleted, the binding
        // for that object reverts to zero and the default vertex array becomes current.
        if (mGLState.removeVertexArrayBinding(this, vertexArray))
        {
            bindVertexArray(0);
        }
    }
    
    void Context::detachTransformFeedback(GLuint transformFeedback)
    {
        // Transform feedback detachment is handled by Context, because 0 is a valid
        // transform feedback, and a pointer to it must be passed from Context to State at
        // binding time.
    
        // The OpenGL specification doesn't mention what should happen when the currently bound
        // transform feedback object is deleted. Since it is a container object, we treat it like
        // VAOs and FBOs and set the current bound transform feedback back to 0.
        if (mGLState.removeTransformFeedbackBinding(this, transformFeedback))
        {
            bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
        }
    }
    
    void Context::detachSampler(GLuint sampler)
    {
        mGLState.detachSampler(this, sampler);
    }
    
    void Context::detachProgramPipeline(GLuint pipeline)
    {
        mGLState.detachProgramPipeline(this, pipeline);
    }
    
    void Context::vertexAttribDivisor(GLuint index, GLuint divisor)
    {
        mGLState.setVertexAttribDivisor(this, index, divisor);
        mStateCache.onVertexArrayStateChange(this);
    }
    
    void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
    {
        Sampler *samplerObject =
            mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
        SetSamplerParameteri(samplerObject, pname, param);
        mGLState.setObjectDirty(GL_SAMPLER);
    }
    
    void Context::samplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
    {
        Sampler *samplerObject =
            mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
        SetSamplerParameteriv(samplerObject, pname, param);
        mGLState.setObjectDirty(GL_SAMPLER);
    }
    
    void Context::samplerParameterivRobust(GLuint sampler,
                                           GLenum pname,
                                           GLsizei bufSize,
                                           const GLint *param)
    {
        samplerParameteriv(sampler, pname, param);
    }
    
    void Context::samplerParameterIivRobust(GLuint sampler,
                                            GLenum pname,
                                            GLsizei bufSize,
                                            const GLint *param)
    {
        UNIMPLEMENTED();
    }
    
    void Context::samplerParameterIuivRobust(GLuint sampler,
                                             GLenum pname,
                                             GLsizei bufSize,
                                             const GLuint *param)
    {
        UNIMPLEMENTED();
    }
    
    void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
    {
        Sampler *samplerObject =
            mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
        SetSamplerParameterf(samplerObject, pname, param);
        mGLState.setObjectDirty(GL_SAMPLER);
    }
    
    void Context::samplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
    {
        Sampler *samplerObject =
            mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
        SetSamplerParameterfv(samplerObject, pname, param);
        mGLState.setObjectDirty(GL_SAMPLER);
    }
    
    void Context::samplerParameterfvRobust(GLuint sampler,
                                           GLenum pname,
                                           GLsizei bufSize,
                                           const GLfloat *param)
    {
        samplerParameterfv(sampler, pname, param);
    }
    
    void Context::getSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
    {
        const Sampler *samplerObject =
            mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
        QuerySamplerParameteriv(samplerObject, pname, params);
        mGLState.setObjectDirty(GL_SAMPLER);
    }
    
    void Context::getSamplerParameterivRobust(GLuint sampler,
                                              GLenum pname,
                                              GLsizei bufSize,
                                              GLsizei *length,
                                              GLint *params)
    {
        getSamplerParameteriv(sampler, pname, params);
    }
    
    void Context::getSamplerParameterIivRobust(GLuint sampler,
                                               GLenum pname,
                                               GLsizei bufSize,
                                               GLsizei *length,
                                               GLint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getSamplerParameterIuivRobust(GLuint sampler,
                                                GLenum pname,
                                                GLsizei bufSize,
                                                GLsizei *length,
                                                GLuint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
    {
        const Sampler *samplerObject =
            mState.mSamplers->checkSamplerAllocation(mImplementation.get(), sampler);
        QuerySamplerParameterfv(samplerObject, pname, params);
        mGLState.setObjectDirty(GL_SAMPLER);
    }
    
    void Context::getSamplerParameterfvRobust(GLuint sampler,
                                              GLenum pname,
                                              GLsizei bufSize,
                                              GLsizei *length,
                                              GLfloat *params)
    {
        getSamplerParameterfv(sampler, pname, params);
    }
    
    void Context::programParameteri(GLuint program, GLenum pname, GLint value)
    {
        gl::Program *programObject = getProgram(program);
        SetProgramParameteri(programObject, pname, value);
    }
    
    void Context::initRendererString()
    {
        std::ostringstream rendererString;
        rendererString << "ANGLE (";
        rendererString << mImplementation->getRendererDescription();
        rendererString << ")";
    
        mRendererString = MakeStaticString(rendererString.str());
    }
    
    void Context::initVersionStrings()
    {
        const Version &clientVersion = getClientVersion();
    
        std::ostringstream versionString;
        versionString << "OpenGL ES " << clientVersion.major << "." << clientVersion.minor << " (ANGLE "
                      << ANGLE_VERSION_STRING << ")";
        mVersionString = MakeStaticString(versionString.str());
    
        std::ostringstream shadingLanguageVersionString;
        shadingLanguageVersionString << "OpenGL ES GLSL ES "
                                     << (clientVersion.major == 2 ? 1 : clientVersion.major) << "."
                                     << clientVersion.minor << "0 (ANGLE " << ANGLE_VERSION_STRING
                                     << ")";
        mShadingLanguageString = MakeStaticString(shadingLanguageVersionString.str());
    }
    
    void Context::initExtensionStrings()
    {
        auto mergeExtensionStrings = [](const std::vector<const char *> &strings) {
            std::ostringstream combinedStringStream;
            std::copy(strings.begin(), strings.end(),
                      std::ostream_iterator<const char *>(combinedStringStream, " "));
            return MakeStaticString(combinedStringStream.str());
        };
    
        mExtensionStrings.clear();
        for (const auto &extensionString : mExtensions.getStrings())
        {
            mExtensionStrings.push_back(MakeStaticString(extensionString));
        }
        mExtensionString = mergeExtensionStrings(mExtensionStrings);
    
        mRequestableExtensionStrings.clear();
        for (const auto &extensionInfo : GetExtensionInfoMap())
        {
            if (extensionInfo.second.Requestable &&
                !(mExtensions.*(extensionInfo.second.ExtensionsMember)) &&
                mSupportedExtensions.*(extensionInfo.second.ExtensionsMember))
            {
                mRequestableExtensionStrings.push_back(MakeStaticString(extensionInfo.first));
            }
        }
        mRequestableExtensionString = mergeExtensionStrings(mRequestableExtensionStrings);
    }
    
    const GLubyte *Context::getString(GLenum name) const
    {
        switch (name)
        {
            case GL_VENDOR:
                return reinterpret_cast<const GLubyte *>("Google Inc.");
    
            case GL_RENDERER:
                return reinterpret_cast<const GLubyte *>(mRendererString);
    
            case GL_VERSION:
                return reinterpret_cast<const GLubyte *>(mVersionString);
    
            case GL_SHADING_LANGUAGE_VERSION:
                return reinterpret_cast<const GLubyte *>(mShadingLanguageString);
    
            case GL_EXTENSIONS:
                return reinterpret_cast<const GLubyte *>(mExtensionString);
    
            case GL_REQUESTABLE_EXTENSIONS_ANGLE:
                return reinterpret_cast<const GLubyte *>(mRequestableExtensionString);
    
            default:
                UNREACHABLE();
                return nullptr;
        }
    }
    
    const GLubyte *Context::getStringi(GLenum name, GLuint index) const
    {
        switch (name)
        {
            case GL_EXTENSIONS:
                return reinterpret_cast<const GLubyte *>(mExtensionStrings[index]);
    
            case GL_REQUESTABLE_EXTENSIONS_ANGLE:
                return reinterpret_cast<const GLubyte *>(mRequestableExtensionStrings[index]);
    
            default:
                UNREACHABLE();
                return nullptr;
        }
    }
    
    size_t Context::getExtensionStringCount() const
    {
        return mExtensionStrings.size();
    }
    
    bool Context::isExtensionRequestable(const char *name)
    {
        const ExtensionInfoMap &extensionInfos = GetExtensionInfoMap();
        auto extension                         = extensionInfos.find(name);
    
        return extension != extensionInfos.end() && extension->second.Requestable &&
               mSupportedExtensions.*(extension->second.ExtensionsMember);
    }
    
    void Context::requestExtension(const char *name)
    {
        const ExtensionInfoMap &extensionInfos = GetExtensionInfoMap();
        ASSERT(extensionInfos.find(name) != extensionInfos.end());
        const auto &extension = extensionInfos.at(name);
        ASSERT(extension.Requestable);
        ASSERT(isExtensionRequestable(name));
    
        if (mExtensions.*(extension.ExtensionsMember))
        {
            // Extension already enabled
            return;
        }
    
        mExtensions.*(extension.ExtensionsMember) = true;
        updateCaps();
        initExtensionStrings();
    
        // Release the shader compiler so it will be re-created with the requested extensions enabled.
        releaseShaderCompiler();
    
        // Invalidate all textures and framebuffer. Some extensions make new formats renderable or
        // sampleable.
        mState.mTextures->signalAllTexturesDirty(this);
        for (auto &zeroTexture : mZeroTextures)
        {
            if (zeroTexture.get() != nullptr)
            {
                zeroTexture->signalDirty(this, InitState::Initialized);
            }
        }
    
        mState.mFramebuffers->invalidateFramebufferComplenessCache(this);
    }
    
    size_t Context::getRequestableExtensionStringCount() const
    {
        return mRequestableExtensionStrings.size();
    }
    
    void Context::beginTransformFeedback(PrimitiveMode primitiveMode)
    {
        TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback();
        ASSERT(transformFeedback != nullptr);
        ASSERT(!transformFeedback->isPaused());
    
        transformFeedback->begin(this, primitiveMode, mGLState.getProgram());
    }
    
    bool Context::hasActiveTransformFeedback(GLuint program) const
    {
        for (auto pair : mTransformFeedbackMap)
        {
            if (pair.second != nullptr && pair.second->hasBoundProgram(program))
            {
                return true;
            }
        }
        return false;
    }
    
    Extensions Context::generateSupportedExtensions() const
    {
        Extensions supportedExtensions = mImplementation->getNativeExtensions();
    
        // Explicitly enable GL_KHR_parallel_shader_compile
        supportedExtensions.parallelShaderCompile = true;
    
        if (getClientVersion() < ES_2_0)
        {
            // Default extensions for GLES1
            supportedExtensions.pointSizeArray        = true;
            supportedExtensions.textureCubeMap        = true;
            supportedExtensions.pointSprite           = true;
            supportedExtensions.drawTexture           = true;
            supportedExtensions.parallelShaderCompile = false;
        }
    
        if (getClientVersion() < ES_3_0)
        {
            // Disable ES3+ extensions
            supportedExtensions.colorBufferFloat      = false;
            supportedExtensions.eglImageExternalEssl3 = false;
            supportedExtensions.textureNorm16         = false;
            supportedExtensions.multiview             = false;
            supportedExtensions.maxViews              = 1u;
        }
    
        if (getClientVersion() < ES_3_1)
        {
            // Disable ES3.1+ extensions
            supportedExtensions.geometryShader = false;
        }
    
        if (getClientVersion() > ES_2_0)
        {
            // FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts
            // supportedExtensions.sRGB = false;
        }
    
        // Some extensions are always available because they are implemented in the GL layer.
        supportedExtensions.bindUniformLocation   = true;
        supportedExtensions.vertexArrayObject     = true;
        supportedExtensions.bindGeneratesResource = true;
        supportedExtensions.clientArrays          = true;
        supportedExtensions.requestExtension      = true;
    
        // Enable the no error extension if the context was created with the flag.
        supportedExtensions.noError = mSkipValidation;
    
        // Enable surfaceless to advertise we'll have the correct behavior when there is no default FBO
        supportedExtensions.surfacelessContext = mSurfacelessSupported;
    
        // Explicitly enable GL_KHR_debug
        supportedExtensions.debug                   = true;
        supportedExtensions.maxDebugMessageLength   = 1024;
        supportedExtensions.maxDebugLoggedMessages  = 1024;
        supportedExtensions.maxDebugGroupStackDepth = 1024;
        supportedExtensions.maxLabelLength          = 1024;
    
        // Explicitly enable GL_ANGLE_robust_client_memory
        supportedExtensions.robustClientMemory = true;
    
        // Determine robust resource init availability from EGL.
        supportedExtensions.robustResourceInitialization = mGLState.isRobustResourceInitEnabled();
    
        // mExtensions.robustBufferAccessBehavior is true only if robust access is true and the backend
        // supports it.
        supportedExtensions.robustBufferAccessBehavior =
            mRobustAccess && supportedExtensions.robustBufferAccessBehavior;
    
        // Enable the cache control query unconditionally.
        supportedExtensions.programCacheControl = true;
    
        // Enable EGL_ANGLE_explicit_context subextensions
        if (mExplicitContextAvailable)
        {
            // GL_ANGLE_explicit_context_gles1
            supportedExtensions.explicitContextGles1 = true;
            // GL_ANGLE_explicit_context
            supportedExtensions.explicitContext = true;
        }
    
        return supportedExtensions;
    }
    
    void Context::initCaps()
    {
        mCaps = mImplementation->getNativeCaps();
    
        mSupportedExtensions = generateSupportedExtensions();
        mExtensions          = mSupportedExtensions;
    
        mLimitations = mImplementation->getNativeLimitations();
    
        // GLES1 emulation: Initialize caps (Table 6.20 / 6.22 in the ES 1.1 spec)
        if (getClientVersion() < Version(2, 0))
        {
            mCaps.maxMultitextureUnits          = 4;
            mCaps.maxClipPlanes                 = 6;
            mCaps.maxLights                     = 8;
            mCaps.maxModelviewMatrixStackDepth  = Caps::GlobalMatrixStackDepth;
            mCaps.maxProjectionMatrixStackDepth = Caps::GlobalMatrixStackDepth;
            mCaps.maxTextureMatrixStackDepth    = Caps::GlobalMatrixStackDepth;
            mCaps.minSmoothPointSize            = 1.0f;
            mCaps.maxSmoothPointSize            = 1.0f;
            mCaps.minSmoothLineWidth            = 1.0f;
            mCaps.maxSmoothLineWidth            = 1.0f;
        }
    
        // Apply/Verify implementation limits
        LimitCap(&mCaps.maxVertexAttributes, MAX_VERTEX_ATTRIBS);
    
        ASSERT(mCaps.minAliasedPointSize >= 1.0f);
    
        if (getClientVersion() < ES_3_1)
        {
            mCaps.maxVertexAttribBindings = mCaps.maxVertexAttributes;
        }
        else
        {
            LimitCap(&mCaps.maxVertexAttribBindings, MAX_VERTEX_ATTRIB_BINDINGS);
        }
    
        LimitCap(&mCaps.maxShaderUniformBlocks[ShaderType::Vertex],
                 IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS);
        LimitCap(&mCaps.maxVertexOutputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4);
        LimitCap(&mCaps.maxFragmentInputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4);
    
        // Limit textures as well, so we can use fast bitsets with texture bindings.
        LimitCap(&mCaps.maxCombinedTextureImageUnits, IMPLEMENTATION_MAX_ACTIVE_TEXTURES);
        LimitCap(&mCaps.maxShaderTextureImageUnits[ShaderType::Vertex],
                 IMPLEMENTATION_MAX_ACTIVE_TEXTURES / 2);
        LimitCap(&mCaps.maxShaderTextureImageUnits[ShaderType::Fragment],
                 IMPLEMENTATION_MAX_ACTIVE_TEXTURES / 2);
    
        mCaps.maxSampleMaskWords = std::min<GLuint>(mCaps.maxSampleMaskWords, MAX_SAMPLE_MASK_WORDS);
    
        // WebGL compatibility
        mExtensions.webglCompatibility = mWebGLContext;
        for (const auto &extensionInfo : GetExtensionInfoMap())
        {
            // If the user has requested that extensions start disabled and they are requestable,
            // disable them.
            if (!mExtensionsEnabled && extensionInfo.second.Requestable)
            {
                mExtensions.*(extensionInfo.second.ExtensionsMember) = false;
            }
        }
    
        // Generate texture caps
        updateCaps();
    }
    
    void Context::updateCaps()
    {
        mCaps.compressedTextureFormats.clear();
        mTextureCaps.clear();
    
        for (GLenum sizedInternalFormat : GetAllSizedInternalFormats())
        {
            TextureCaps formatCaps = mImplementation->getNativeTextureCaps().get(sizedInternalFormat);
            const InternalFormat &formatInfo = GetSizedInternalFormatInfo(sizedInternalFormat);
    
            // Update the format caps based on the client version and extensions.
            // Caps are AND'd with the renderer caps because some core formats are still unsupported in
            // ES3.
            formatCaps.texturable =
                formatCaps.texturable && formatInfo.textureSupport(getClientVersion(), mExtensions);
            formatCaps.filterable =
                formatCaps.filterable && formatInfo.filterSupport(getClientVersion(), mExtensions);
            formatCaps.textureAttachment =
                formatCaps.textureAttachment &&
                formatInfo.textureAttachmentSupport(getClientVersion(), mExtensions);
            formatCaps.renderbuffer = formatCaps.renderbuffer &&
                                      formatInfo.renderbufferSupport(getClientVersion(), mExtensions);
    
            // OpenGL ES does not support multisampling with non-rendererable formats
            // OpenGL ES 3.0 or prior does not support multisampling with integer formats
            if (!formatCaps.renderbuffer ||
                (getClientVersion() < ES_3_1 &&
                 (formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT)))
            {
                formatCaps.sampleCounts.clear();
            }
            else
            {
                // We may have limited the max samples for some required renderbuffer formats due to
                // non-conformant formats. In this case MAX_SAMPLES needs to be lowered accordingly.
                GLuint formatMaxSamples = formatCaps.getMaxSamples();
    
                // GLES 3.0.5 section 4.4.2.2: "Implementations must support creation of renderbuffers
                // in these required formats with up to the value of MAX_SAMPLES multisamples, with the
                // exception of signed and unsigned integer formats."
                if (formatInfo.componentType != GL_INT && formatInfo.componentType != GL_UNSIGNED_INT &&
                    formatInfo.isRequiredRenderbufferFormat(getClientVersion()))
                {
                    ASSERT(getClientVersion() < ES_3_0 || formatMaxSamples >= 4);
                    mCaps.maxSamples = std::min(mCaps.maxSamples, formatMaxSamples);
                }
    
                // Handle GLES 3.1 MAX_*_SAMPLES values similarly to MAX_SAMPLES.
                if (getClientVersion() >= ES_3_1)
                {
                    // GLES 3.1 section 9.2.5: "Implementations must support creation of renderbuffers
                    // in these required formats with up to the value of MAX_SAMPLES multisamples, with
                    // the exception that the signed and unsigned integer formats are required only to
                    // support creation of renderbuffers with up to the value of MAX_INTEGER_SAMPLES
                    // multisamples, which must be at least one."
                    if (formatInfo.componentType == GL_INT ||
                        formatInfo.componentType == GL_UNSIGNED_INT)
                    {
                        mCaps.maxIntegerSamples = std::min(mCaps.maxIntegerSamples, formatMaxSamples);
                    }
    
                    // GLES 3.1 section 19.3.1.
                    if (formatCaps.texturable)
                    {
                        if (formatInfo.depthBits > 0)
                        {
                            mCaps.maxDepthTextureSamples =
                                std::min(mCaps.maxDepthTextureSamples, formatMaxSamples);
                        }
                        else if (formatInfo.redBits > 0)
                        {
                            mCaps.maxColorTextureSamples =
                                std::min(mCaps.maxColorTextureSamples, formatMaxSamples);
                        }
                    }
                }
            }
    
            if (formatCaps.texturable && formatInfo.compressed)
            {
                mCaps.compressedTextureFormats.push_back(sizedInternalFormat);
            }
    
            mTextureCaps.insert(sizedInternalFormat, formatCaps);
        }
    
        // If program binary is disabled, blank out the memory cache pointer.
        if (!mSupportedExtensions.getProgramBinary)
        {
            mMemoryProgramCache = nullptr;
        }
    
        // Compute which buffer types are allowed
        mValidBufferBindings.reset();
        mValidBufferBindings.set(BufferBinding::ElementArray);
        mValidBufferBindings.set(BufferBinding::Array);
    
        if (mExtensions.pixelBufferObject || getClientVersion() >= ES_3_0)
        {
            mValidBufferBindings.set(BufferBinding::PixelPack);
            mValidBufferBindings.set(BufferBinding::PixelUnpack);
        }
    
        if (getClientVersion() >= ES_3_0)
        {
            mValidBufferBindings.set(BufferBinding::CopyRead);
            mValidBufferBindings.set(BufferBinding::CopyWrite);
            mValidBufferBindings.set(BufferBinding::TransformFeedback);
            mValidBufferBindings.set(BufferBinding::Uniform);
        }
    
        if (getClientVersion() >= ES_3_1)
        {
            mValidBufferBindings.set(BufferBinding::AtomicCounter);
            mValidBufferBindings.set(BufferBinding::ShaderStorage);
            mValidBufferBindings.set(BufferBinding::DrawIndirect);
            mValidBufferBindings.set(BufferBinding::DispatchIndirect);
        }
    
        mThreadPool = angle::WorkerThreadPool::Create(mExtensions.parallelShaderCompile);
    }
    
    void Context::initWorkarounds()
    {
        // Apply back-end workarounds.
        mImplementation->applyNativeWorkarounds(&mWorkarounds);
    
        // Lose the context upon out of memory error if the application is
        // expecting to watch for those events.
        mWorkarounds.loseContextOnOutOfMemory = (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
    }
    
    // Return true if the draw is a no-op, else return false.
    //  A no-op draw occurs if the count of vertices is less than the minimum required to
    //  have a valid primitive for this mode (0 for points, 0-1 for lines, 0-2 for tris).
    bool Context::noopDraw(PrimitiveMode mode, GLsizei count)
    {
        return count < kMinimumPrimitiveCounts[mode];
    }
    
    bool Context::noopDrawInstanced(PrimitiveMode mode, GLsizei count, GLsizei instanceCount)
    {
        return (instanceCount == 0) || noopDraw(mode, count);
    }
    
    Error Context::prepareForDraw(PrimitiveMode mode)
    {
        if (mGLES1Renderer)
        {
            ANGLE_TRY(mGLES1Renderer->prepareForDraw(mode, this, &mGLState));
        }
    
        ANGLE_TRY(syncDirtyObjects(mDrawDirtyObjects));
    
        if (isRobustResourceInitEnabled())
        {
            ANGLE_TRY(mGLState.clearUnclearedActiveTextures(this));
            ANGLE_TRY(mGLState.getDrawFramebuffer()->ensureDrawAttachmentsInitialized(this));
        }
    
        ANGLE_TRY(syncDirtyBits());
        return NoError();
    }
    
    Error Context::prepareForClear(GLbitfield mask)
    {
        ANGLE_TRY(syncDirtyObjects(mClearDirtyObjects));
        ANGLE_TRY(mGLState.getDrawFramebuffer()->ensureClearAttachmentsInitialized(this, mask));
        ANGLE_TRY(syncDirtyBits(mClearDirtyBits));
        return NoError();
    }
    
    Error Context::prepareForClearBuffer(GLenum buffer, GLint drawbuffer)
    {
        ANGLE_TRY(syncDirtyObjects(mClearDirtyObjects));
        ANGLE_TRY(mGLState.getDrawFramebuffer()->ensureClearBufferAttachmentsInitialized(this, buffer,
                                                                                         drawbuffer));
        ANGLE_TRY(syncDirtyBits(mClearDirtyBits));
        return NoError();
    }
    
    Error Context::syncState(const State::DirtyBits &bitMask, const State::DirtyObjects &objectMask)
    {
        ANGLE_TRY(syncDirtyObjects(objectMask));
        ANGLE_TRY(syncDirtyBits(bitMask));
        return NoError();
    }
    
    Error Context::syncDirtyBits()
    {
        const State::DirtyBits &dirtyBits = mGLState.getDirtyBits();
        ANGLE_TRY(mImplementation->syncState(this, dirtyBits));
        mGLState.clearDirtyBits();
        return NoError();
    }
    
    Error Context::syncDirtyBits(const State::DirtyBits &bitMask)
    {
        const State::DirtyBits &dirtyBits = (mGLState.getDirtyBits() & bitMask);
        ANGLE_TRY(mImplementation->syncState(this, dirtyBits));
        mGLState.clearDirtyBits(dirtyBits);
        return NoError();
    }
    
    Error Context::syncDirtyObjects(const State::DirtyObjects &objectMask)
    {
        return mGLState.syncDirtyObjects(this, objectMask);
    }
    
    void Context::blitFramebuffer(GLint srcX0,
                                  GLint srcY0,
                                  GLint srcX1,
                                  GLint srcY1,
                                  GLint dstX0,
                                  GLint dstY0,
                                  GLint dstX1,
                                  GLint dstY1,
                                  GLbitfield mask,
                                  GLenum filter)
    {
        if (mask == 0)
        {
            // ES3.0 spec, section 4.3.2 specifies that a mask of zero is valid and no
            // buffers are copied.
            return;
        }
    
        Framebuffer *drawFramebuffer = mGLState.getDrawFramebuffer();
        ASSERT(drawFramebuffer);
    
        Rectangle srcArea(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0);
        Rectangle dstArea(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0);
    
        ANGLE_CONTEXT_TRY(syncStateForBlit());
    
        handleError(drawFramebuffer->blit(this, srcArea, dstArea, mask, filter));
    }
    
    void Context::clear(GLbitfield mask)
    {
        ANGLE_CONTEXT_TRY(prepareForClear(mask));
        ANGLE_CONTEXT_TRY(mGLState.getDrawFramebuffer()->clear(this, mask));
    }
    
    void Context::clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *values)
    {
        ANGLE_CONTEXT_TRY(prepareForClearBuffer(buffer, drawbuffer));
        ANGLE_CONTEXT_TRY(
            mGLState.getDrawFramebuffer()->clearBufferfv(this, buffer, drawbuffer, values));
    }
    
    void Context::clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *values)
    {
        ANGLE_CONTEXT_TRY(prepareForClearBuffer(buffer, drawbuffer));
        ANGLE_CONTEXT_TRY(
            mGLState.getDrawFramebuffer()->clearBufferuiv(this, buffer, drawbuffer, values));
    }
    
    void Context::clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *values)
    {
        ANGLE_CONTEXT_TRY(prepareForClearBuffer(buffer, drawbuffer));
        ANGLE_CONTEXT_TRY(
            mGLState.getDrawFramebuffer()->clearBufferiv(this, buffer, drawbuffer, values));
    }
    
    void Context::clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
    {
        Framebuffer *framebufferObject = mGLState.getDrawFramebuffer();
        ASSERT(framebufferObject);
    
        // If a buffer is not present, the clear has no effect
        if (framebufferObject->getDepthbuffer() == nullptr &&
            framebufferObject->getStencilbuffer() == nullptr)
        {
            return;
        }
    
        ANGLE_CONTEXT_TRY(prepareForClearBuffer(buffer, drawbuffer));
        ANGLE_CONTEXT_TRY(framebufferObject->clearBufferfi(this, buffer, drawbuffer, depth, stencil));
    }
    
    void Context::readPixels(GLint x,
                             GLint y,
                             GLsizei width,
                             GLsizei height,
                             GLenum format,
                             GLenum type,
                             void *pixels)
    {
        if (width == 0 || height == 0)
        {
            return;
        }
    
        ANGLE_CONTEXT_TRY(syncStateForReadPixels());
    
        Framebuffer *readFBO = mGLState.getReadFramebuffer();
        ASSERT(readFBO);
    
        Rectangle area(x, y, width, height);
        handleError(readFBO->readPixels(this, area, format, type, pixels));
    }
    
    void Context::readPixelsRobust(GLint x,
                                   GLint y,
                                   GLsizei width,
                                   GLsizei height,
                                   GLenum format,
                                   GLenum type,
                                   GLsizei bufSize,
                                   GLsizei *length,
                                   GLsizei *columns,
                                   GLsizei *rows,
                                   void *pixels)
    {
        readPixels(x, y, width, height, format, type, pixels);
    }
    
    void Context::readnPixelsRobust(GLint x,
                                    GLint y,
                                    GLsizei width,
                                    GLsizei height,
                                    GLenum format,
                                    GLenum type,
                                    GLsizei bufSize,
                                    GLsizei *length,
                                    GLsizei *columns,
                                    GLsizei *rows,
                                    void *data)
    {
        readPixels(x, y, width, height, format, type, data);
    }
    
    void Context::copyTexImage2D(TextureTarget target,
                                 GLint level,
                                 GLenum internalformat,
                                 GLint x,
                                 GLint y,
                                 GLsizei width,
                                 GLsizei height,
                                 GLint border)
    {
        // Only sync the read FBO
        ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER));
    
        Rectangle sourceArea(x, y, width, height);
    
        Framebuffer *framebuffer = mGLState.getReadFramebuffer();
        Texture *texture         = getTargetTexture(TextureTargetToType(target));
        handleError(texture->copyImage(this, target, level, sourceArea, internalformat, framebuffer));
    }
    
    void Context::copyTexSubImage2D(TextureTarget target,
                                    GLint level,
                                    GLint xoffset,
                                    GLint yoffset,
                                    GLint x,
                                    GLint y,
                                    GLsizei width,
                                    GLsizei height)
    {
        if (width == 0 || height == 0)
        {
            return;
        }
    
        // Only sync the read FBO
        ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER));
    
        Offset destOffset(xoffset, yoffset, 0);
        Rectangle sourceArea(x, y, width, height);
    
        Framebuffer *framebuffer = mGLState.getReadFramebuffer();
        Texture *texture         = getTargetTexture(TextureTargetToType(target));
        handleError(texture->copySubImage(this, target, level, destOffset, sourceArea, framebuffer));
    }
    
    void Context::copyTexSubImage3D(TextureType target,
                                    GLint level,
                                    GLint xoffset,
                                    GLint yoffset,
                                    GLint zoffset,
                                    GLint x,
                                    GLint y,
                                    GLsizei width,
                                    GLsizei height)
    {
        if (width == 0 || height == 0)
        {
            return;
        }
    
        // Only sync the read FBO
        ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, GL_READ_FRAMEBUFFER));
    
        Offset destOffset(xoffset, yoffset, zoffset);
        Rectangle sourceArea(x, y, width, height);
    
        Framebuffer *framebuffer = mGLState.getReadFramebuffer();
        Texture *texture         = getTargetTexture(target);
        handleError(texture->copySubImage(this, NonCubeTextureTypeToTarget(target), level, destOffset,
                                          sourceArea, framebuffer));
    }
    
    void Context::framebufferTexture2D(GLenum target,
                                       GLenum attachment,
                                       TextureTarget textarget,
                                       GLuint texture,
                                       GLint level)
    {
        Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        ASSERT(framebuffer);
    
        if (texture != 0)
        {
            Texture *textureObj = getTexture(texture);
            ImageIndex index    = ImageIndex::MakeFromTarget(textarget, level);
            framebuffer->setAttachment(this, GL_TEXTURE, attachment, index, textureObj);
        }
        else
        {
            framebuffer->resetAttachment(this, attachment);
        }
    
        mGLState.setObjectDirty(target);
    }
    
    void Context::framebufferRenderbuffer(GLenum target,
                                          GLenum attachment,
                                          GLenum renderbuffertarget,
                                          GLuint renderbuffer)
    {
        Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        ASSERT(framebuffer);
    
        if (renderbuffer != 0)
        {
            Renderbuffer *renderbufferObject = getRenderbuffer(renderbuffer);
    
            framebuffer->setAttachment(this, GL_RENDERBUFFER, attachment, gl::ImageIndex(),
                                       renderbufferObject);
        }
        else
        {
            framebuffer->resetAttachment(this, attachment);
        }
    
        mGLState.setObjectDirty(target);
    }
    
    void Context::framebufferTextureLayer(GLenum target,
                                          GLenum attachment,
                                          GLuint texture,
                                          GLint level,
                                          GLint layer)
    {
        Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        ASSERT(framebuffer);
    
        if (texture != 0)
        {
            Texture *textureObject = getTexture(texture);
            ImageIndex index       = ImageIndex::MakeFromType(textureObject->getType(), level, layer);
            framebuffer->setAttachment(this, GL_TEXTURE, attachment, index, textureObject);
        }
        else
        {
            framebuffer->resetAttachment(this, attachment);
        }
    
        mGLState.setObjectDirty(target);
    }
    
    void Context::framebufferTextureMultiviewLayered(GLenum target,
                                                     GLenum attachment,
                                                     GLuint texture,
                                                     GLint level,
                                                     GLint baseViewIndex,
                                                     GLsizei numViews)
    {
        Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        ASSERT(framebuffer);
    
        if (texture != 0)
        {
            Texture *textureObj = getTexture(texture);
    
            ImageIndex index = ImageIndex::Make2DArrayRange(level, baseViewIndex, numViews);
            framebuffer->setAttachmentMultiviewLayered(this, GL_TEXTURE, attachment, index, textureObj,
                                                       numViews, baseViewIndex);
        }
        else
        {
            framebuffer->resetAttachment(this, attachment);
        }
    
        mGLState.setObjectDirty(target);
    }
    
    void Context::framebufferTextureMultiviewSideBySide(GLenum target,
                                                        GLenum attachment,
                                                        GLuint texture,
                                                        GLint level,
                                                        GLsizei numViews,
                                                        const GLint *viewportOffsets)
    {
        Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        ASSERT(framebuffer);
    
        if (texture != 0)
        {
            Texture *textureObj = getTexture(texture);
    
            ImageIndex index = ImageIndex::Make2D(level);
            framebuffer->setAttachmentMultiviewSideBySide(this, GL_TEXTURE, attachment, index,
                                                          textureObj, numViews, viewportOffsets);
        }
        else
        {
            framebuffer->resetAttachment(this, attachment);
        }
    
        mGLState.setObjectDirty(target);
    }
    
    void Context::framebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
    {
        Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        ASSERT(framebuffer);
    
        if (texture != 0)
        {
            Texture *textureObj = getTexture(texture);
    
            ImageIndex index = ImageIndex::MakeFromType(
                textureObj->getType(), level, ImageIndex::kEntireLevel, ImageIndex::kEntireLevel);
            framebuffer->setAttachment(this, GL_TEXTURE, attachment, index, textureObj);
        }
        else
        {
            framebuffer->resetAttachment(this, attachment);
        }
    
        mGLState.setObjectDirty(target);
    }
    
    void Context::drawBuffers(GLsizei n, const GLenum *bufs)
    {
        Framebuffer *framebuffer = mGLState.getDrawFramebuffer();
        ASSERT(framebuffer);
        framebuffer->setDrawBuffers(n, bufs);
        mGLState.setObjectDirty(GL_DRAW_FRAMEBUFFER);
    }
    
    void Context::readBuffer(GLenum mode)
    {
        Framebuffer *readFBO = mGLState.getReadFramebuffer();
        readFBO->setReadBuffer(mode);
        mGLState.setObjectDirty(GL_READ_FRAMEBUFFER);
    }
    
    void Context::discardFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
    {
        // Only sync the FBO
        ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, target));
    
        Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        ASSERT(framebuffer);
    
        // The specification isn't clear what should be done when the framebuffer isn't complete.
        // We leave it up to the framebuffer implementation to decide what to do.
        handleError(framebuffer->discard(this, numAttachments, attachments));
    }
    
    void Context::invalidateFramebuffer(GLenum target,
                                        GLsizei numAttachments,
                                        const GLenum *attachments)
    {
        // Only sync the FBO
        ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, target));
    
        Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        ASSERT(framebuffer);
    
        if (!framebuffer->isComplete(this))
        {
            return;
        }
    
        handleError(framebuffer->invalidate(this, numAttachments, attachments));
    }
    
    void Context::invalidateSubFramebuffer(GLenum target,
                                           GLsizei numAttachments,
                                           const GLenum *attachments,
                                           GLint x,
                                           GLint y,
                                           GLsizei width,
                                           GLsizei height)
    {
        // Only sync the FBO
        ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, target));
    
        Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        ASSERT(framebuffer);
    
        if (!framebuffer->isComplete(this))
        {
            return;
        }
    
        Rectangle area(x, y, width, height);
        handleError(framebuffer->invalidateSub(this, numAttachments, attachments, area));
    }
    
    void Context::texImage2D(TextureTarget target,
                             GLint level,
                             GLint internalformat,
                             GLsizei width,
                             GLsizei height,
                             GLint border,
                             GLenum format,
                             GLenum type,
                             const void *pixels)
    {
        ANGLE_CONTEXT_TRY(syncStateForTexImage());
    
        Extents size(width, height, 1);
        Texture *texture = getTargetTexture(TextureTargetToType(target));
        handleError(texture->setImage(this, mGLState.getUnpackState(), target, level, internalformat,
                                      size, format, type, static_cast<const uint8_t *>(pixels)));
    }
    
    void Context::texImage2DRobust(TextureTarget target,
                                   GLint level,
                                   GLint internalformat,
                                   GLsizei width,
                                   GLsizei height,
                                   GLint border,
                                   GLenum format,
                                   GLenum type,
                                   GLsizei bufSize,
                                   const void *pixels)
    {
        texImage2D(target, level, internalformat, width, height, border, format, type, pixels);
    }
    
    void Context::texImage3D(TextureType target,
                             GLint level,
                             GLint internalformat,
                             GLsizei width,
                             GLsizei height,
                             GLsizei depth,
                             GLint border,
                             GLenum format,
                             GLenum type,
                             const void *pixels)
    {
        ANGLE_CONTEXT_TRY(syncStateForTexImage());
    
        Extents size(width, height, depth);
        Texture *texture = getTargetTexture(target);
        handleError(texture->setImage(this, mGLState.getUnpackState(),
                                      NonCubeTextureTypeToTarget(target), level, internalformat, size,
                                      format, type, static_cast<const uint8_t *>(pixels)));
    }
    
    void Context::texImage3DRobust(TextureType target,
                                   GLint level,
                                   GLint internalformat,
                                   GLsizei width,
                                   GLsizei height,
                                   GLsizei depth,
                                   GLint border,
                                   GLenum format,
                                   GLenum type,
                                   GLsizei bufSize,
                                   const void *pixels)
    {
        texImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);
    }
    
    void Context::texSubImage2D(TextureTarget target,
                                GLint level,
                                GLint xoffset,
                                GLint yoffset,
                                GLsizei width,
                                GLsizei height,
                                GLenum format,
                                GLenum type,
                                const void *pixels)
    {
        // Zero sized uploads are valid but no-ops
        if (width == 0 || height == 0)
        {
            return;
        }
    
        ANGLE_CONTEXT_TRY(syncStateForTexImage());
    
        Box area(xoffset, yoffset, 0, width, height, 1);
        Texture *texture = getTargetTexture(TextureTargetToType(target));
        handleError(texture->setSubImage(this, mGLState.getUnpackState(), target, level, area, format,
                                         type, static_cast<const uint8_t *>(pixels)));
    }
    
    void Context::texSubImage2DRobust(TextureTarget target,
                                      GLint level,
                                      GLint xoffset,
                                      GLint yoffset,
                                      GLsizei width,
                                      GLsizei height,
                                      GLenum format,
                                      GLenum type,
                                      GLsizei bufSize,
                                      const void *pixels)
    {
        texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
    }
    
    void Context::texSubImage3D(TextureType target,
                                GLint level,
                                GLint xoffset,
                                GLint yoffset,
                                GLint zoffset,
                                GLsizei width,
                                GLsizei height,
                                GLsizei depth,
                                GLenum format,
                                GLenum type,
                                const void *pixels)
    {
        // Zero sized uploads are valid but no-ops
        if (width == 0 || height == 0 || depth == 0)
        {
            return;
        }
    
        ANGLE_CONTEXT_TRY(syncStateForTexImage());
    
        Box area(xoffset, yoffset, zoffset, width, height, depth);
        Texture *texture = getTargetTexture(target);
        handleError(texture->setSubImage(this, mGLState.getUnpackState(),
                                         NonCubeTextureTypeToTarget(target), level, area, format, type,
                                         static_cast<const uint8_t *>(pixels)));
    }
    
    void Context::texSubImage3DRobust(TextureType target,
                                      GLint level,
                                      GLint xoffset,
                                      GLint yoffset,
                                      GLint zoffset,
                                      GLsizei width,
                                      GLsizei height,
                                      GLsizei depth,
                                      GLenum format,
                                      GLenum type,
                                      GLsizei bufSize,
                                      const void *pixels)
    {
        texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type,
                      pixels);
    }
    
    void Context::compressedTexImage2D(TextureTarget target,
                                       GLint level,
                                       GLenum internalformat,
                                       GLsizei width,
                                       GLsizei height,
                                       GLint border,
                                       GLsizei imageSize,
                                       const void *data)
    {
        ANGLE_CONTEXT_TRY(syncStateForTexImage());
    
        Extents size(width, height, 1);
        Texture *texture = getTargetTexture(TextureTargetToType(target));
        handleError(texture->setCompressedImage(this, mGLState.getUnpackState(), target, level,
                                                internalformat, size, imageSize,
                                                static_cast<const uint8_t *>(data)));
    }
    
    void Context::compressedTexImage2DRobust(TextureTarget target,
                                             GLint level,
                                             GLenum internalformat,
                                             GLsizei width,
                                             GLsizei height,
                                             GLint border,
                                             GLsizei imageSize,
                                             GLsizei dataSize,
                                             const GLvoid *data)
    {
        compressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
    }
    
    void Context::compressedTexImage3D(TextureType target,
                                       GLint level,
                                       GLenum internalformat,
                                       GLsizei width,
                                       GLsizei height,
                                       GLsizei depth,
                                       GLint border,
                                       GLsizei imageSize,
                                       const void *data)
    {
        ANGLE_CONTEXT_TRY(syncStateForTexImage());
    
        Extents size(width, height, depth);
        Texture *texture = getTargetTexture(target);
        handleError(texture->setCompressedImage(
            this, mGLState.getUnpackState(), NonCubeTextureTypeToTarget(target), level, internalformat,
            size, imageSize, static_cast<const uint8_t *>(data)));
    }
    
    void Context::compressedTexImage3DRobust(TextureType target,
                                             GLint level,
                                             GLenum internalformat,
                                             GLsizei width,
                                             GLsizei height,
                                             GLsizei depth,
                                             GLint border,
                                             GLsizei imageSize,
                                             GLsizei dataSize,
                                             const GLvoid *data)
    {
        compressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize,
                             data);
    }
    
    void Context::compressedTexSubImage2D(TextureTarget target,
                                          GLint level,
                                          GLint xoffset,
                                          GLint yoffset,
                                          GLsizei width,
                                          GLsizei height,
                                          GLenum format,
                                          GLsizei imageSize,
                                          const void *data)
    {
        ANGLE_CONTEXT_TRY(syncStateForTexImage());
    
        Box area(xoffset, yoffset, 0, width, height, 1);
        Texture *texture = getTargetTexture(TextureTargetToType(target));
        handleError(texture->setCompressedSubImage(this, mGLState.getUnpackState(), target, level, area,
                                                   format, imageSize,
                                                   static_cast<const uint8_t *>(data)));
    }
    
    void Context::compressedTexSubImage2DRobust(TextureTarget target,
                                                GLint level,
                                                GLint xoffset,
                                                GLint yoffset,
                                                GLsizei width,
                                                GLsizei height,
                                                GLenum format,
                                                GLsizei imageSize,
                                                GLsizei dataSize,
                                                const GLvoid *data)
    {
        compressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize,
                                data);
    }
    
    void Context::compressedTexSubImage3D(TextureType target,
                                          GLint level,
                                          GLint xoffset,
                                          GLint yoffset,
                                          GLint zoffset,
                                          GLsizei width,
                                          GLsizei height,
                                          GLsizei depth,
                                          GLenum format,
                                          GLsizei imageSize,
                                          const void *data)
    {
        // Zero sized uploads are valid but no-ops
        if (width == 0 || height == 0)
        {
            return;
        }
    
        ANGLE_CONTEXT_TRY(syncStateForTexImage());
    
        Box area(xoffset, yoffset, zoffset, width, height, depth);
        Texture *texture = getTargetTexture(target);
        handleError(texture->setCompressedSubImage(
            this, mGLState.getUnpackState(), NonCubeTextureTypeToTarget(target), level, area, format,
            imageSize, static_cast<const uint8_t *>(data)));
    }
    
    void Context::compressedTexSubImage3DRobust(TextureType target,
                                                GLint level,
                                                GLint xoffset,
                                                GLint yoffset,
                                                GLint zoffset,
                                                GLsizei width,
                                                GLsizei height,
                                                GLsizei depth,
                                                GLenum format,
                                                GLsizei imageSize,
                                                GLsizei dataSize,
                                                const GLvoid *data)
    {
        compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format,
                                imageSize, data);
    }
    
    void Context::generateMipmap(TextureType target)
    {
        Texture *texture = getTargetTexture(target);
        handleError(texture->generateMipmap(this));
    }
    
    void Context::copyTexture(GLuint sourceId,
                              GLint sourceLevel,
                              TextureTarget destTarget,
                              GLuint destId,
                              GLint destLevel,
                              GLint internalFormat,
                              GLenum destType,
                              GLboolean unpackFlipY,
                              GLboolean unpackPremultiplyAlpha,
                              GLboolean unpackUnmultiplyAlpha)
    {
        ANGLE_CONTEXT_TRY(syncStateForTexImage());
    
        gl::Texture *sourceTexture = getTexture(sourceId);
        gl::Texture *destTexture   = getTexture(destId);
        handleError(destTexture->copyTexture(this, destTarget, destLevel, internalFormat, destType,
                                             sourceLevel, ConvertToBool(unpackFlipY),
                                             ConvertToBool(unpackPremultiplyAlpha),
                                             ConvertToBool(unpackUnmultiplyAlpha), sourceTexture));
    }
    
    void Context::copySubTexture(GLuint sourceId,
                                 GLint sourceLevel,
                                 TextureTarget destTarget,
                                 GLuint destId,
                                 GLint destLevel,
                                 GLint xoffset,
                                 GLint yoffset,
                                 GLint x,
                                 GLint y,
                                 GLsizei width,
                                 GLsizei height,
                                 GLboolean unpackFlipY,
                                 GLboolean unpackPremultiplyAlpha,
                                 GLboolean unpackUnmultiplyAlpha)
    {
        // Zero sized copies are valid but no-ops
        if (width == 0 || height == 0)
        {
            return;
        }
    
        ANGLE_CONTEXT_TRY(syncStateForTexImage());
    
        gl::Texture *sourceTexture = getTexture(sourceId);
        gl::Texture *destTexture   = getTexture(destId);
        Offset offset(xoffset, yoffset, 0);
        Rectangle area(x, y, width, height);
        handleError(destTexture->copySubTexture(this, destTarget, destLevel, offset, sourceLevel, area,
                                                ConvertToBool(unpackFlipY),
                                                ConvertToBool(unpackPremultiplyAlpha),
                                                ConvertToBool(unpackUnmultiplyAlpha), sourceTexture));
    }
    
    void Context::compressedCopyTexture(GLuint sourceId, GLuint destId)
    {
        ANGLE_CONTEXT_TRY(syncStateForTexImage());
    
        gl::Texture *sourceTexture = getTexture(sourceId);
        gl::Texture *destTexture   = getTexture(destId);
        handleError(destTexture->copyCompressedTexture(this, sourceTexture));
    }
    
    void Context::getBufferPointerv(BufferBinding target, GLenum pname, void **params)
    {
        Buffer *buffer = mGLState.getTargetBuffer(target);
        ASSERT(buffer);
    
        QueryBufferPointerv(buffer, pname, params);
    }
    
    void Context::getBufferPointervRobust(BufferBinding target,
                                          GLenum pname,
                                          GLsizei bufSize,
                                          GLsizei *length,
                                          void **params)
    {
        getBufferPointerv(target, pname, params);
    }
    
    void *Context::mapBuffer(BufferBinding target, GLenum access)
    {
        Buffer *buffer = mGLState.getTargetBuffer(target);
        ASSERT(buffer);
    
        Error error = buffer->map(this, access);
        if (error.isError())
        {
            handleError(error);
            return nullptr;
        }
    
        return buffer->getMapPointer();
    }
    
    GLboolean Context::unmapBuffer(BufferBinding target)
    {
        Buffer *buffer = mGLState.getTargetBuffer(target);
        ASSERT(buffer);
    
        GLboolean result;
        Error error = buffer->unmap(this, &result);
        if (error.isError())
        {
            handleError(error);
            return GL_FALSE;
        }
    
        return result;
    }
    
    void *Context::mapBufferRange(BufferBinding target,
                                  GLintptr offset,
                                  GLsizeiptr length,
                                  GLbitfield access)
    {
        Buffer *buffer = mGLState.getTargetBuffer(target);
        ASSERT(buffer);
    
        Error error = buffer->mapRange(this, offset, length, access);
        if (error.isError())
        {
            handleError(error);
            return nullptr;
        }
    
        return buffer->getMapPointer();
    }
    
    void Context::flushMappedBufferRange(BufferBinding /*target*/,
                                         GLintptr /*offset*/,
                                         GLsizeiptr /*length*/)
    {
        // We do not currently support a non-trivial implementation of FlushMappedBufferRange
    }
    
    Error Context::syncStateForReadPixels()
    {
        return syncState(mReadPixelsDirtyBits, mReadPixelsDirtyObjects);
    }
    
    Error Context::syncStateForTexImage()
    {
        return syncState(mTexImageDirtyBits, mTexImageDirtyObjects);
    }
    
    Error Context::syncStateForBlit()
    {
        return syncState(mBlitDirtyBits, mBlitDirtyObjects);
    }
    
    Error Context::syncStateForPathOperation()
    {
        ANGLE_TRY(syncDirtyObjects(mPathOperationDirtyObjects));
    
        // TODO(svaisanen@nvidia.com): maybe sync only state required for path rendering?
        ANGLE_TRY(syncDirtyBits());
    
        return NoError();
    }
    
    void Context::activeShaderProgram(GLuint pipeline, GLuint program)
    {
        UNIMPLEMENTED();
    }
    
    void Context::activeTexture(GLenum texture)
    {
        mGLState.setActiveSampler(texture - GL_TEXTURE0);
    }
    
    void Context::blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
    {
        mGLState.setBlendColor(clamp01(red), clamp01(green), clamp01(blue), clamp01(alpha));
    }
    
    void Context::blendEquation(GLenum mode)
    {
        mGLState.setBlendEquation(mode, mode);
    }
    
    void Context::blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
    {
        mGLState.setBlendEquation(modeRGB, modeAlpha);
    }
    
    void Context::blendFunc(GLenum sfactor, GLenum dfactor)
    {
        mGLState.setBlendFactors(sfactor, dfactor, sfactor, dfactor);
    }
    
    void Context::blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
    {
        mGLState.setBlendFactors(srcRGB, dstRGB, srcAlpha, dstAlpha);
    }
    
    void Context::clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
    {
        mGLState.setColorClearValue(red, green, blue, alpha);
    }
    
    void Context::clearDepthf(GLfloat depth)
    {
        mGLState.setDepthClearValue(depth);
    }
    
    void Context::clearStencil(GLint s)
    {
        mGLState.setStencilClearValue(s);
    }
    
    void Context::colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
    {
        mGLState.setColorMask(ConvertToBool(red), ConvertToBool(green), ConvertToBool(blue),
                              ConvertToBool(alpha));
    }
    
    void Context::cullFace(CullFaceMode mode)
    {
        mGLState.setCullMode(mode);
    }
    
    void Context::depthFunc(GLenum func)
    {
        mGLState.setDepthFunc(func);
    }
    
    void Context::depthMask(GLboolean flag)
    {
        mGLState.setDepthMask(ConvertToBool(flag));
    }
    
    void Context::depthRangef(GLfloat zNear, GLfloat zFar)
    {
        mGLState.setDepthRange(zNear, zFar);
    }
    
    void Context::disable(GLenum cap)
    {
        mGLState.setEnableFeature(cap, false);
    }
    
    void Context::disableVertexAttribArray(GLuint index)
    {
        mGLState.setEnableVertexAttribArray(index, false);
        mStateCache.onVertexArrayStateChange(this);
    }
    
    void Context::enable(GLenum cap)
    {
        mGLState.setEnableFeature(cap, true);
    }
    
    void Context::enableVertexAttribArray(GLuint index)
    {
        mGLState.setEnableVertexAttribArray(index, true);
        mStateCache.onVertexArrayStateChange(this);
    }
    
    void Context::frontFace(GLenum mode)
    {
        mGLState.setFrontFace(mode);
    }
    
    void Context::hint(GLenum target, GLenum mode)
    {
        switch (target)
        {
            case GL_GENERATE_MIPMAP_HINT:
                mGLState.setGenerateMipmapHint(mode);
                break;
    
            case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
                mGLState.setFragmentShaderDerivativeHint(mode);
                break;
    
            case GL_PERSPECTIVE_CORRECTION_HINT:
            case GL_POINT_SMOOTH_HINT:
            case GL_LINE_SMOOTH_HINT:
            case GL_FOG_HINT:
                mGLState.gles1().setHint(target, mode);
                break;
            default:
                UNREACHABLE();
                return;
        }
    }
    
    void Context::lineWidth(GLfloat width)
    {
        mGLState.setLineWidth(width);
    }
    
    void Context::pixelStorei(GLenum pname, GLint param)
    {
        switch (pname)
        {
            case GL_UNPACK_ALIGNMENT:
                mGLState.setUnpackAlignment(param);
                break;
    
            case GL_PACK_ALIGNMENT:
                mGLState.setPackAlignment(param);
                break;
    
            case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
                mGLState.setPackReverseRowOrder(param != 0);
                break;
    
            case GL_UNPACK_ROW_LENGTH:
                ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage);
                mGLState.setUnpackRowLength(param);
                break;
    
            case GL_UNPACK_IMAGE_HEIGHT:
                ASSERT(getClientMajorVersion() >= 3);
                mGLState.setUnpackImageHeight(param);
                break;
    
            case GL_UNPACK_SKIP_IMAGES:
                ASSERT(getClientMajorVersion() >= 3);
                mGLState.setUnpackSkipImages(param);
                break;
    
            case GL_UNPACK_SKIP_ROWS:
                ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage);
                mGLState.setUnpackSkipRows(param);
                break;
    
            case GL_UNPACK_SKIP_PIXELS:
                ASSERT((getClientMajorVersion() >= 3) || getExtensions().unpackSubimage);
                mGLState.setUnpackSkipPixels(param);
                break;
    
            case GL_PACK_ROW_LENGTH:
                ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage);
                mGLState.setPackRowLength(param);
                break;
    
            case GL_PACK_SKIP_ROWS:
                ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage);
                mGLState.setPackSkipRows(param);
                break;
    
            case GL_PACK_SKIP_PIXELS:
                ASSERT((getClientMajorVersion() >= 3) || getExtensions().packSubimage);
                mGLState.setPackSkipPixels(param);
                break;
    
            default:
                UNREACHABLE();
                return;
        }
    }
    
    void Context::polygonOffset(GLfloat factor, GLfloat units)
    {
        mGLState.setPolygonOffsetParams(factor, units);
    }
    
    void Context::sampleCoverage(GLfloat value, GLboolean invert)
    {
        mGLState.setSampleCoverageParams(clamp01(value), ConvertToBool(invert));
    }
    
    void Context::sampleMaski(GLuint maskNumber, GLbitfield mask)
    {
        mGLState.setSampleMaskParams(maskNumber, mask);
    }
    
    void Context::scissor(GLint x, GLint y, GLsizei width, GLsizei height)
    {
        mGLState.setScissorParams(x, y, width, height);
    }
    
    void Context::stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
    {
        if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
        {
            mGLState.setStencilParams(func, ref, mask);
        }
    
        if (face == GL_BACK || face == GL_FRONT_AND_BACK)
        {
            mGLState.setStencilBackParams(func, ref, mask);
        }
    }
    
    void Context::stencilMaskSeparate(GLenum face, GLuint mask)
    {
        if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
        {
            mGLState.setStencilWritemask(mask);
        }
    
        if (face == GL_BACK || face == GL_FRONT_AND_BACK)
        {
            mGLState.setStencilBackWritemask(mask);
        }
    }
    
    void Context::stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
    {
        if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
        {
            mGLState.setStencilOperations(fail, zfail, zpass);
        }
    
        if (face == GL_BACK || face == GL_FRONT_AND_BACK)
        {
            mGLState.setStencilBackOperations(fail, zfail, zpass);
        }
    }
    
    void Context::vertexAttrib1f(GLuint index, GLfloat x)
    {
        GLfloat vals[4] = {x, 0, 0, 1};
        mGLState.setVertexAttribf(index, vals);
    }
    
    void Context::vertexAttrib1fv(GLuint index, const GLfloat *values)
    {
        GLfloat vals[4] = {values[0], 0, 0, 1};
        mGLState.setVertexAttribf(index, vals);
    }
    
    void Context::vertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
    {
        GLfloat vals[4] = {x, y, 0, 1};
        mGLState.setVertexAttribf(index, vals);
    }
    
    void Context::vertexAttrib2fv(GLuint index, const GLfloat *values)
    {
        GLfloat vals[4] = {values[0], values[1], 0, 1};
        mGLState.setVertexAttribf(index, vals);
    }
    
    void Context::vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
    {
        GLfloat vals[4] = {x, y, z, 1};
        mGLState.setVertexAttribf(index, vals);
    }
    
    void Context::vertexAttrib3fv(GLuint index, const GLfloat *values)
    {
        GLfloat vals[4] = {values[0], values[1], values[2], 1};
        mGLState.setVertexAttribf(index, vals);
    }
    
    void Context::vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
    {
        GLfloat vals[4] = {x, y, z, w};
        mGLState.setVertexAttribf(index, vals);
    }
    
    void Context::vertexAttrib4fv(GLuint index, const GLfloat *values)
    {
        mGLState.setVertexAttribf(index, values);
    }
    
    void Context::vertexAttribPointer(GLuint index,
                                      GLint size,
                                      GLenum type,
                                      GLboolean normalized,
                                      GLsizei stride,
                                      const void *ptr)
    {
        mGLState.setVertexAttribPointer(this, index, mGLState.getTargetBuffer(BufferBinding::Array),
                                        size, type, ConvertToBool(normalized), false, stride, ptr);
        mStateCache.onVertexArrayStateChange(this);
    }
    
    void Context::vertexAttribFormat(GLuint attribIndex,
                                     GLint size,
                                     GLenum type,
                                     GLboolean normalized,
                                     GLuint relativeOffset)
    {
        mGLState.setVertexAttribFormat(attribIndex, size, type, ConvertToBool(normalized), false,
                                       relativeOffset);
        mStateCache.onVertexArraySizeChange(this);
    }
    
    void Context::vertexAttribIFormat(GLuint attribIndex,
                                      GLint size,
                                      GLenum type,
                                      GLuint relativeOffset)
    {
        mGLState.setVertexAttribFormat(attribIndex, size, type, false, true, relativeOffset);
        mStateCache.onVertexArraySizeChange(this);
    }
    
    void Context::vertexAttribBinding(GLuint attribIndex, GLuint bindingIndex)
    {
        mGLState.setVertexAttribBinding(this, attribIndex, bindingIndex);
        mStateCache.onVertexArrayStateChange(this);
    }
    
    void Context::vertexBindingDivisor(GLuint bindingIndex, GLuint divisor)
    {
        mGLState.setVertexBindingDivisor(bindingIndex, divisor);
        mStateCache.onVertexArraySizeChange(this);
    }
    
    void Context::viewport(GLint x, GLint y, GLsizei width, GLsizei height)
    {
        mGLState.setViewportParams(x, y, width, height);
    }
    
    void Context::vertexAttribIPointer(GLuint index,
                                       GLint size,
                                       GLenum type,
                                       GLsizei stride,
                                       const void *pointer)
    {
        mGLState.setVertexAttribPointer(this, index, mGLState.getTargetBuffer(BufferBinding::Array),
                                        size, type, false, true, stride, pointer);
        mStateCache.onVertexArrayStateChange(this);
    }
    
    void Context::vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
    {
        GLint vals[4] = {x, y, z, w};
        mGLState.setVertexAttribi(index, vals);
    }
    
    void Context::vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
    {
        GLuint vals[4] = {x, y, z, w};
        mGLState.setVertexAttribu(index, vals);
    }
    
    void Context::vertexAttribI4iv(GLuint index, const GLint *v)
    {
        mGLState.setVertexAttribi(index, v);
    }
    
    void Context::vertexAttribI4uiv(GLuint index, const GLuint *v)
    {
        mGLState.setVertexAttribu(index, v);
    }
    
    void Context::getVertexAttribiv(GLuint index, GLenum pname, GLint *params)
    {
        const VertexAttribCurrentValueData &currentValues =
            getGLState().getVertexAttribCurrentValue(index);
        const VertexArray *vao = getGLState().getVertexArray();
        QueryVertexAttribiv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index),
                            currentValues, pname, params);
    }
    
    void Context::getVertexAttribivRobust(GLuint index,
                                          GLenum pname,
                                          GLsizei bufSize,
                                          GLsizei *length,
                                          GLint *params)
    {
        getVertexAttribiv(index, pname, params);
    }
    
    void Context::getVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
    {
        const VertexAttribCurrentValueData &currentValues =
            getGLState().getVertexAttribCurrentValue(index);
        const VertexArray *vao = getGLState().getVertexArray();
        QueryVertexAttribfv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index),
                            currentValues, pname, params);
    }
    
    void Context::getVertexAttribfvRobust(GLuint index,
                                          GLenum pname,
                                          GLsizei bufSize,
                                          GLsizei *length,
                                          GLfloat *params)
    {
        getVertexAttribfv(index, pname, params);
    }
    
    void Context::getVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
    {
        const VertexAttribCurrentValueData &currentValues =
            getGLState().getVertexAttribCurrentValue(index);
        const VertexArray *vao = getGLState().getVertexArray();
        QueryVertexAttribIiv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index),
                             currentValues, pname, params);
    }
    
    void Context::getVertexAttribIivRobust(GLuint index,
                                           GLenum pname,
                                           GLsizei bufSize,
                                           GLsizei *length,
                                           GLint *params)
    {
        getVertexAttribIiv(index, pname, params);
    }
    
    void Context::getVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
    {
        const VertexAttribCurrentValueData &currentValues =
            getGLState().getVertexAttribCurrentValue(index);
        const VertexArray *vao = getGLState().getVertexArray();
        QueryVertexAttribIuiv(vao->getVertexAttribute(index), vao->getBindingFromAttribIndex(index),
                              currentValues, pname, params);
    }
    
    void Context::getVertexAttribIuivRobust(GLuint index,
                                            GLenum pname,
                                            GLsizei bufSize,
                                            GLsizei *length,
                                            GLuint *params)
    {
        getVertexAttribIuiv(index, pname, params);
    }
    
    void Context::getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
    {
        const VertexAttribute &attrib = getGLState().getVertexArray()->getVertexAttribute(index);
        QueryVertexAttribPointerv(attrib, pname, pointer);
    }
    
    void Context::getVertexAttribPointervRobust(GLuint index,
                                                GLenum pname,
                                                GLsizei bufSize,
                                                GLsizei *length,
                                                void **pointer)
    {
        getVertexAttribPointerv(index, pname, pointer);
    }
    
    void Context::debugMessageControl(GLenum source,
                                      GLenum type,
                                      GLenum severity,
                                      GLsizei count,
                                      const GLuint *ids,
                                      GLboolean enabled)
    {
        std::vector<GLuint> idVector(ids, ids + count);
        mGLState.getDebug().setMessageControl(source, type, severity, std::move(idVector),
                                              ConvertToBool(enabled));
    }
    
    void Context::debugMessageInsert(GLenum source,
                                     GLenum type,
                                     GLuint id,
                                     GLenum severity,
                                     GLsizei length,
                                     const GLchar *buf)
    {
        std::string msg(buf, (length > 0) ? static_cast<size_t>(length) : strlen(buf));
        mGLState.getDebug().insertMessage(source, type, id, severity, std::move(msg));
    }
    
    void Context::debugMessageCallback(GLDEBUGPROCKHR callback, const void *userParam)
    {
        mGLState.getDebug().setCallback(callback, userParam);
    }
    
    GLuint Context::getDebugMessageLog(GLuint count,
                                       GLsizei bufSize,
                                       GLenum *sources,
                                       GLenum *types,
                                       GLuint *ids,
                                       GLenum *severities,
                                       GLsizei *lengths,
                                       GLchar *messageLog)
    {
        return static_cast<GLuint>(mGLState.getDebug().getMessages(count, bufSize, sources, types, ids,
                                                                   severities, lengths, messageLog));
    }
    
    void Context::pushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
    {
        std::string msg(message, (length > 0) ? static_cast<size_t>(length) : strlen(message));
        mGLState.getDebug().pushGroup(source, id, std::move(msg));
        mImplementation->pushDebugGroup(source, id, length, message);
    }
    
    void Context::popDebugGroup()
    {
        mGLState.getDebug().popGroup();
        mImplementation->popDebugGroup();
    }
    
    void Context::bufferData(BufferBinding target, GLsizeiptr size, const void *data, BufferUsage usage)
    {
        Buffer *buffer = mGLState.getTargetBuffer(target);
        ASSERT(buffer);
        handleError(buffer->bufferData(this, target, data, size, usage));
    }
    
    void Context::bufferSubData(BufferBinding target,
                                GLintptr offset,
                                GLsizeiptr size,
                                const void *data)
    {
        if (data == nullptr)
        {
            return;
        }
    
        Buffer *buffer = mGLState.getTargetBuffer(target);
        ASSERT(buffer);
        handleError(buffer->bufferSubData(this, target, data, size, offset));
    }
    
    void Context::attachShader(GLuint program, GLuint shader)
    {
        Program *programObject = mState.mShaderPrograms->getProgram(program);
        Shader *shaderObject   = mState.mShaderPrograms->getShader(shader);
        ASSERT(programObject && shaderObject);
        programObject->attachShader(shaderObject);
    }
    
    const Workarounds &Context::getWorkarounds() const
    {
        return mWorkarounds;
    }
    
    void Context::copyBufferSubData(BufferBinding readTarget,
                                    BufferBinding writeTarget,
                                    GLintptr readOffset,
                                    GLintptr writeOffset,
                                    GLsizeiptr size)
    {
        // if size is zero, the copy is a successful no-op
        if (size == 0)
        {
            return;
        }
    
        // TODO(jmadill): cache these.
        Buffer *readBuffer  = mGLState.getTargetBuffer(readTarget);
        Buffer *writeBuffer = mGLState.getTargetBuffer(writeTarget);
    
        handleError(writeBuffer->copyBufferSubData(this, readBuffer, readOffset, writeOffset, size));
    }
    
    void Context::bindAttribLocation(GLuint program, GLuint index, const GLchar *name)
    {
        Program *programObject = getProgram(program);
        // TODO(jmadill): Re-use this from the validation if possible.
        ASSERT(programObject);
        programObject->bindAttributeLocation(index, name);
    }
    
    void Context::bindBuffer(BufferBinding target, GLuint buffer)
    {
        Buffer *bufferObject = mState.mBuffers->checkBufferAllocation(mImplementation.get(), buffer);
        mGLState.setBufferBinding(this, target, bufferObject);
    }
    
    void Context::bindBufferBase(BufferBinding target, GLuint index, GLuint buffer)
    {
        bindBufferRange(target, index, buffer, 0, 0);
    }
    
    void Context::bindBufferRange(BufferBinding target,
                                  GLuint index,
                                  GLuint buffer,
                                  GLintptr offset,
                                  GLsizeiptr size)
    {
        Buffer *bufferObject = mState.mBuffers->checkBufferAllocation(mImplementation.get(), buffer);
        mGLState.setIndexedBufferBinding(this, target, index, bufferObject, offset, size);
    }
    
    void Context::bindFramebuffer(GLenum target, GLuint framebuffer)
    {
        if (target == GL_READ_FRAMEBUFFER || target == GL_FRAMEBUFFER)
        {
            bindReadFramebuffer(framebuffer);
        }
    
        if (target == GL_DRAW_FRAMEBUFFER || target == GL_FRAMEBUFFER)
        {
            bindDrawFramebuffer(framebuffer);
        }
    }
    
    void Context::bindRenderbuffer(GLenum target, GLuint renderbuffer)
    {
        ASSERT(target == GL_RENDERBUFFER);
        Renderbuffer *object =
            mState.mRenderbuffers->checkRenderbufferAllocation(mImplementation.get(), renderbuffer);
        mGLState.setRenderbufferBinding(this, object);
    }
    
    void Context::texStorage2DMultisample(TextureType target,
                                          GLsizei samples,
                                          GLenum internalformat,
                                          GLsizei width,
                                          GLsizei height,
                                          GLboolean fixedsamplelocations)
    {
        Extents size(width, height, 1);
        Texture *texture = getTargetTexture(target);
        handleError(texture->setStorageMultisample(this, target, samples, internalformat, size,
                                                   ConvertToBool(fixedsamplelocations)));
    }
    
    void Context::getMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
    {
        // According to spec 3.1 Table 20.49: Framebuffer Dependent Values,
        // the sample position should be queried by DRAW_FRAMEBUFFER.
        ANGLE_CONTEXT_TRY(mGLState.syncDirtyObject(this, GL_DRAW_FRAMEBUFFER));
        const Framebuffer *framebuffer = mGLState.getDrawFramebuffer();
    
        switch (pname)
        {
            case GL_SAMPLE_POSITION:
                handleError(framebuffer->getSamplePosition(this, index, val));
                break;
            default:
                UNREACHABLE();
        }
    }
    
    void Context::getMultisamplefvRobust(GLenum pname,
                                         GLuint index,
                                         GLsizei bufSize,
                                         GLsizei *length,
                                         GLfloat *val)
    {
        UNIMPLEMENTED();
    }
    
    void Context::renderbufferStorage(GLenum target,
                                      GLenum internalformat,
                                      GLsizei width,
                                      GLsizei height)
    {
        // Hack for the special WebGL 1 "DEPTH_STENCIL" internal format.
        GLenum convertedInternalFormat = getConvertedRenderbufferFormat(internalformat);
    
        Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer();
        handleError(renderbuffer->setStorage(this, convertedInternalFormat, width, height));
    }
    
    void Context::renderbufferStorageMultisample(GLenum target,
                                                 GLsizei samples,
                                                 GLenum internalformat,
                                                 GLsizei width,
                                                 GLsizei height)
    {
        // Hack for the special WebGL 1 "DEPTH_STENCIL" internal format.
        GLenum convertedInternalFormat = getConvertedRenderbufferFormat(internalformat);
    
        Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer();
        handleError(
            renderbuffer->setStorageMultisample(this, samples, convertedInternalFormat, width, height));
    }
    
    void Context::getSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
    {
        const Sync *syncObject = getSync(sync);
        handleError(QuerySynciv(this, syncObject, pname, bufSize, length, values));
    }
    
    void Context::getFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
    {
        Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        QueryFramebufferParameteriv(framebuffer, pname, params);
    }
    
    void Context::getFramebufferParameterivRobust(GLenum target,
                                                  GLenum pname,
                                                  GLsizei bufSize,
                                                  GLsizei *length,
                                                  GLint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::framebufferParameteri(GLenum target, GLenum pname, GLint param)
    {
        Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        SetFramebufferParameteri(this, framebuffer, pname, param);
    }
    
    bool Context::getScratchBuffer(size_t requstedSizeBytes,
                                   angle::MemoryBuffer **scratchBufferOut) const
    {
        return mScratchBuffer.get(requstedSizeBytes, scratchBufferOut);
    }
    
    bool Context::getZeroFilledBuffer(size_t requstedSizeBytes,
                                      angle::MemoryBuffer **zeroBufferOut) const
    {
        return mZeroFilledBuffer.getInitialized(requstedSizeBytes, zeroBufferOut, 0);
    }
    
    Error Context::prepareForDispatch()
    {
        ANGLE_TRY(syncState(mComputeDirtyBits, mComputeDirtyObjects));
    
        if (isRobustResourceInitEnabled())
        {
            ANGLE_TRY(mGLState.clearUnclearedActiveTextures(this));
        }
    
        return NoError();
    }
    
    void Context::dispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ)
    {
        if (numGroupsX == 0u || numGroupsY == 0u || numGroupsZ == 0u)
        {
            return;
        }
    
        ANGLE_CONTEXT_TRY(prepareForDispatch());
        handleError(mImplementation->dispatchCompute(this, numGroupsX, numGroupsY, numGroupsZ));
    }
    
    void Context::dispatchComputeIndirect(GLintptr indirect)
    {
        ANGLE_CONTEXT_TRY(prepareForDispatch());
        handleError(mImplementation->dispatchComputeIndirect(this, indirect));
    }
    
    void Context::texStorage2D(TextureType target,
                               GLsizei levels,
                               GLenum internalFormat,
                               GLsizei width,
                               GLsizei height)
    {
        Extents size(width, height, 1);
        Texture *texture = getTargetTexture(target);
        handleError(texture->setStorage(this, target, levels, internalFormat, size));
    }
    
    void Context::texStorage3D(TextureType target,
                               GLsizei levels,
                               GLenum internalFormat,
                               GLsizei width,
                               GLsizei height,
                               GLsizei depth)
    {
        Extents size(width, height, depth);
        Texture *texture = getTargetTexture(target);
        handleError(texture->setStorage(this, target, levels, internalFormat, size));
    }
    
    void Context::memoryBarrier(GLbitfield barriers)
    {
        handleError(mImplementation->memoryBarrier(this, barriers));
    }
    
    void Context::memoryBarrierByRegion(GLbitfield barriers)
    {
        handleError(mImplementation->memoryBarrierByRegion(this, barriers));
    }
    
    GLenum Context::checkFramebufferStatus(GLenum target)
    {
        Framebuffer *framebuffer = mGLState.getTargetFramebuffer(target);
        ASSERT(framebuffer);
        return framebuffer->checkStatus(this);
    }
    
    void Context::compileShader(GLuint shader)
    {
        Shader *shaderObject = GetValidShader(this, shader);
        if (!shaderObject)
        {
            return;
        }
        shaderObject->compile(this);
    }
    
    void Context::deleteBuffers(GLsizei n, const GLuint *buffers)
    {
        for (int i = 0; i < n; i++)
        {
            deleteBuffer(buffers[i]);
        }
    }
    
    void Context::deleteFramebuffers(GLsizei n, const GLuint *framebuffers)
    {
        for (int i = 0; i < n; i++)
        {
            if (framebuffers[i] != 0)
            {
                deleteFramebuffer(framebuffers[i]);
            }
        }
    }
    
    void Context::deleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
    {
        for (int i = 0; i < n; i++)
        {
            deleteRenderbuffer(renderbuffers[i]);
        }
    }
    
    void Context::deleteTextures(GLsizei n, const GLuint *textures)
    {
        for (int i = 0; i < n; i++)
        {
            if (textures[i] != 0)
            {
                deleteTexture(textures[i]);
            }
        }
    }
    
    void Context::detachShader(GLuint program, GLuint shader)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
    
        Shader *shaderObject = getShader(shader);
        ASSERT(shaderObject);
    
        programObject->detachShader(this, shaderObject);
    }
    
    void Context::genBuffers(GLsizei n, GLuint *buffers)
    {
        for (int i = 0; i < n; i++)
        {
            buffers[i] = createBuffer();
        }
    }
    
    void Context::genFramebuffers(GLsizei n, GLuint *framebuffers)
    {
        for (int i = 0; i < n; i++)
        {
            framebuffers[i] = createFramebuffer();
        }
    }
    
    void Context::genRenderbuffers(GLsizei n, GLuint *renderbuffers)
    {
        for (int i = 0; i < n; i++)
        {
            renderbuffers[i] = createRenderbuffer();
        }
    }
    
    void Context::genTextures(GLsizei n, GLuint *textures)
    {
        for (int i = 0; i < n; i++)
        {
            textures[i] = createTexture();
        }
    }
    
    void Context::getActiveAttrib(GLuint program,
                                  GLuint index,
                                  GLsizei bufsize,
                                  GLsizei *length,
                                  GLint *size,
                                  GLenum *type,
                                  GLchar *name)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->getActiveAttribute(index, bufsize, length, size, type, name);
    }
    
    void Context::getActiveUniform(GLuint program,
                                   GLuint index,
                                   GLsizei bufsize,
                                   GLsizei *length,
                                   GLint *size,
                                   GLenum *type,
                                   GLchar *name)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->getActiveUniform(index, bufsize, length, size, type, name);
    }
    
    void Context::getAttachedShaders(GLuint program, GLsizei maxcount, GLsizei *count, GLuint *shaders)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->getAttachedShaders(maxcount, count, shaders);
    }
    
    GLint Context::getAttribLocation(GLuint program, const GLchar *name)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        return programObject->getAttributeLocation(name);
    }
    
    void Context::getBooleanv(GLenum pname, GLboolean *params)
    {
        GLenum nativeType;
        unsigned int numParams = 0;
        getQueryParameterInfo(pname, &nativeType, &numParams);
    
        if (nativeType == GL_BOOL)
        {
            getBooleanvImpl(pname, params);
        }
        else
        {
            CastStateValues(this, nativeType, pname, numParams, params);
        }
    }
    
    void Context::getBooleanvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLboolean *params)
    {
        getBooleanv(pname, params);
    }
    
    void Context::getFloatv(GLenum pname, GLfloat *params)
    {
        GLenum nativeType;
        unsigned int numParams = 0;
        getQueryParameterInfo(pname, &nativeType, &numParams);
    
        if (nativeType == GL_FLOAT)
        {
            getFloatvImpl(pname, params);
        }
        else
        {
            CastStateValues(this, nativeType, pname, numParams, params);
        }
    }
    
    void Context::getFloatvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLfloat *params)
    {
        getFloatv(pname, params);
    }
    
    void Context::getIntegerv(GLenum pname, GLint *params)
    {
        GLenum nativeType;
        unsigned int numParams = 0;
        getQueryParameterInfo(pname, &nativeType, &numParams);
    
        if (nativeType == GL_INT)
        {
            getIntegervImpl(pname, params);
        }
        else
        {
            CastStateValues(this, nativeType, pname, numParams, params);
        }
    }
    
    void Context::getIntegervRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint *data)
    {
        getIntegerv(pname, data);
    }
    
    void Context::getProgramiv(GLuint program, GLenum pname, GLint *params)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        QueryProgramiv(this, programObject, pname, params);
    }
    
    void Context::getProgramivRobust(GLuint program,
                                     GLenum pname,
                                     GLsizei bufSize,
                                     GLsizei *length,
                                     GLint *params)
    {
        getProgramiv(program, pname, params);
    }
    
    void Context::getProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->getInfoLog(bufsize, length, infolog);
    }
    
    void Context::getProgramPipelineInfoLog(GLuint pipeline,
                                            GLsizei bufSize,
                                            GLsizei *length,
                                            GLchar *infoLog)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getShaderiv(GLuint shader, GLenum pname, GLint *params)
    {
        Shader *shaderObject = getShader(shader);
        ASSERT(shaderObject);
        QueryShaderiv(shaderObject, pname, params);
    }
    
    void Context::getShaderivRobust(GLuint shader,
                                    GLenum pname,
                                    GLsizei bufSize,
                                    GLsizei *length,
                                    GLint *params)
    {
        getShaderiv(shader, pname, params);
    }
    
    void Context::getShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *infolog)
    {
        Shader *shaderObject = getShader(shader);
        ASSERT(shaderObject);
        shaderObject->getInfoLog(bufsize, length, infolog);
    }
    
    void Context::getShaderPrecisionFormat(GLenum shadertype,
                                           GLenum precisiontype,
                                           GLint *range,
                                           GLint *precision)
    {
        // TODO(jmadill): Compute shaders.
    
        switch (shadertype)
        {
            case GL_VERTEX_SHADER:
                switch (precisiontype)
                {
                    case GL_LOW_FLOAT:
                        mCaps.vertexLowpFloat.get(range, precision);
                        break;
                    case GL_MEDIUM_FLOAT:
                        mCaps.vertexMediumpFloat.get(range, precision);
                        break;
                    case GL_HIGH_FLOAT:
                        mCaps.vertexHighpFloat.get(range, precision);
                        break;
    
                    case GL_LOW_INT:
                        mCaps.vertexLowpInt.get(range, precision);
                        break;
                    case GL_MEDIUM_INT:
                        mCaps.vertexMediumpInt.get(range, precision);
                        break;
                    case GL_HIGH_INT:
                        mCaps.vertexHighpInt.get(range, precision);
                        break;
    
                    default:
                        UNREACHABLE();
                        return;
                }
                break;
    
            case GL_FRAGMENT_SHADER:
                switch (precisiontype)
                {
                    case GL_LOW_FLOAT:
                        mCaps.fragmentLowpFloat.get(range, precision);
                        break;
                    case GL_MEDIUM_FLOAT:
                        mCaps.fragmentMediumpFloat.get(range, precision);
                        break;
                    case GL_HIGH_FLOAT:
                        mCaps.fragmentHighpFloat.get(range, precision);
                        break;
    
                    case GL_LOW_INT:
                        mCaps.fragmentLowpInt.get(range, precision);
                        break;
                    case GL_MEDIUM_INT:
                        mCaps.fragmentMediumpInt.get(range, precision);
                        break;
                    case GL_HIGH_INT:
                        mCaps.fragmentHighpInt.get(range, precision);
                        break;
    
                    default:
                        UNREACHABLE();
                        return;
                }
                break;
    
            default:
                UNREACHABLE();
                return;
        }
    }
    
    void Context::getShaderSource(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *source)
    {
        Shader *shaderObject = getShader(shader);
        ASSERT(shaderObject);
        shaderObject->getSource(bufsize, length, source);
    }
    
    void Context::getUniformfv(GLuint program, GLint location, GLfloat *params)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->getUniformfv(this, location, params);
    }
    
    void Context::getUniformfvRobust(GLuint program,
                                     GLint location,
                                     GLsizei bufSize,
                                     GLsizei *length,
                                     GLfloat *params)
    {
        getUniformfv(program, location, params);
    }
    
    void Context::getUniformiv(GLuint program, GLint location, GLint *params)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->getUniformiv(this, location, params);
    }
    
    void Context::getUniformivRobust(GLuint program,
                                     GLint location,
                                     GLsizei bufSize,
                                     GLsizei *length,
                                     GLint *params)
    {
        getUniformiv(program, location, params);
    }
    
    GLint Context::getUniformLocation(GLuint program, const GLchar *name)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        return programObject->getUniformLocation(name);
    }
    
    GLboolean Context::isBuffer(GLuint buffer)
    {
        if (buffer == 0)
        {
            return GL_FALSE;
        }
    
        return (getBuffer(buffer) ? GL_TRUE : GL_FALSE);
    }
    
    GLboolean Context::isEnabled(GLenum cap)
    {
        return mGLState.getEnableFeature(cap);
    }
    
    GLboolean Context::isFramebuffer(GLuint framebuffer)
    {
        if (framebuffer == 0)
        {
            return GL_FALSE;
        }
    
        return (getFramebuffer(framebuffer) ? GL_TRUE : GL_FALSE);
    }
    
    GLboolean Context::isProgram(GLuint program)
    {
        if (program == 0)
        {
            return GL_FALSE;
        }
    
        return (getProgram(program) ? GL_TRUE : GL_FALSE);
    }
    
    GLboolean Context::isRenderbuffer(GLuint renderbuffer)
    {
        if (renderbuffer == 0)
        {
            return GL_FALSE;
        }
    
        return (getRenderbuffer(renderbuffer) ? GL_TRUE : GL_FALSE);
    }
    
    GLboolean Context::isShader(GLuint shader)
    {
        if (shader == 0)
        {
            return GL_FALSE;
        }
    
        return (getShader(shader) ? GL_TRUE : GL_FALSE);
    }
    
    GLboolean Context::isTexture(GLuint texture)
    {
        if (texture == 0)
        {
            return GL_FALSE;
        }
    
        return (getTexture(texture) ? GL_TRUE : GL_FALSE);
    }
    
    void Context::linkProgram(GLuint program)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        handleError(programObject->link(this));
    
        // Don't parallel link a program which is active in any GL contexts. With this assumption, we
        // don't need to worry that:
        //   1. Draw calls after link use the new executable code or the old one depending on the link
        //      result.
        //   2. When a backend program, e.g., ProgramD3D is linking, other backend classes like
        //      StateManager11, Renderer11, etc., may have a chance to make unexpected calls to
        //      ProgramD3D.
        if (programObject->isInUse())
        {
            // isLinked() which forces to resolve linking, will be called.
            mGLState.onProgramExecutableChange(programObject);
            mStateCache.onProgramExecutableChange(this);
        }
    }
    
    void Context::releaseShaderCompiler()
    {
        mCompiler.set(this, nullptr);
    }
    
    void Context::shaderBinary(GLsizei n,
                               const GLuint *shaders,
                               GLenum binaryformat,
                               const void *binary,
                               GLsizei length)
    {
        // No binary shader formats are supported.
        UNIMPLEMENTED();
    }
    
    void Context::shaderSource(GLuint shader,
                               GLsizei count,
                               const GLchar *const *string,
                               const GLint *length)
    {
        Shader *shaderObject = getShader(shader);
        ASSERT(shaderObject);
        shaderObject->setSource(count, string, length);
    }
    
    void Context::stencilFunc(GLenum func, GLint ref, GLuint mask)
    {
        stencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
    }
    
    void Context::stencilMask(GLuint mask)
    {
        stencilMaskSeparate(GL_FRONT_AND_BACK, mask);
    }
    
    void Context::stencilOp(GLenum fail, GLenum zfail, GLenum zpass)
    {
        stencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
    }
    
    void Context::uniform1f(GLint location, GLfloat x)
    {
        Program *program = mGLState.getProgram();
        program->setUniform1fv(location, 1, &x);
    }
    
    void Context::uniform1fv(GLint location, GLsizei count, const GLfloat *v)
    {
        Program *program = mGLState.getProgram();
        program->setUniform1fv(location, count, v);
    }
    
    void Context::setUniform1iImpl(Program *program, GLint location, GLsizei count, const GLint *v)
    {
        if (program->setUniform1iv(location, count, v) == Program::SetUniformResult::SamplerChanged)
        {
            mGLState.setObjectDirty(GL_PROGRAM);
        }
    }
    
    void Context::uniform1i(GLint location, GLint x)
    {
        setUniform1iImpl(mGLState.getProgram(), location, 1, &x);
    }
    
    void Context::uniform1iv(GLint location, GLsizei count, const GLint *v)
    {
        setUniform1iImpl(mGLState.getProgram(), location, count, v);
    }
    
    void Context::uniform2f(GLint location, GLfloat x, GLfloat y)
    {
        GLfloat xy[2]    = {x, y};
        Program *program = mGLState.getProgram();
        program->setUniform2fv(location, 1, xy);
    }
    
    void Context::uniform2fv(GLint location, GLsizei count, const GLfloat *v)
    {
        Program *program = mGLState.getProgram();
        program->setUniform2fv(location, count, v);
    }
    
    void Context::uniform2i(GLint location, GLint x, GLint y)
    {
        GLint xy[2]      = {x, y};
        Program *program = mGLState.getProgram();
        program->setUniform2iv(location, 1, xy);
    }
    
    void Context::uniform2iv(GLint location, GLsizei count, const GLint *v)
    {
        Program *program = mGLState.getProgram();
        program->setUniform2iv(location, count, v);
    }
    
    void Context::uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
    {
        GLfloat xyz[3]   = {x, y, z};
        Program *program = mGLState.getProgram();
        program->setUniform3fv(location, 1, xyz);
    }
    
    void Context::uniform3fv(GLint location, GLsizei count, const GLfloat *v)
    {
        Program *program = mGLState.getProgram();
        program->setUniform3fv(location, count, v);
    }
    
    void Context::uniform3i(GLint location, GLint x, GLint y, GLint z)
    {
        GLint xyz[3]     = {x, y, z};
        Program *program = mGLState.getProgram();
        program->setUniform3iv(location, 1, xyz);
    }
    
    void Context::uniform3iv(GLint location, GLsizei count, const GLint *v)
    {
        Program *program = mGLState.getProgram();
        program->setUniform3iv(location, count, v);
    }
    
    void Context::uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
    {
        GLfloat xyzw[4]  = {x, y, z, w};
        Program *program = mGLState.getProgram();
        program->setUniform4fv(location, 1, xyzw);
    }
    
    void Context::uniform4fv(GLint location, GLsizei count, const GLfloat *v)
    {
        Program *program = mGLState.getProgram();
        program->setUniform4fv(location, count, v);
    }
    
    void Context::uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
    {
        GLint xyzw[4]    = {x, y, z, w};
        Program *program = mGLState.getProgram();
        program->setUniform4iv(location, 1, xyzw);
    }
    
    void Context::uniform4iv(GLint location, GLsizei count, const GLint *v)
    {
        Program *program = mGLState.getProgram();
        program->setUniform4iv(location, count, v);
    }
    
    void Context::uniformMatrix2fv(GLint location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniformMatrix2fv(location, count, transpose, value);
    }
    
    void Context::uniformMatrix3fv(GLint location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniformMatrix3fv(location, count, transpose, value);
    }
    
    void Context::uniformMatrix4fv(GLint location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniformMatrix4fv(location, count, transpose, value);
    }
    
    void Context::validateProgram(GLuint program)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->validate(mCaps);
    }
    
    void Context::validateProgramPipeline(GLuint pipeline)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getProgramBinary(GLuint program,
                                   GLsizei bufSize,
                                   GLsizei *length,
                                   GLenum *binaryFormat,
                                   void *binary)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject != nullptr);
    
        handleError(programObject->saveBinary(this, binaryFormat, binary, bufSize, length));
    }
    
    void Context::programBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject != nullptr);
    
        handleError(programObject->loadBinary(this, binaryFormat, binary, length));
        mStateCache.onProgramExecutableChange(this);
    }
    
    void Context::uniform1ui(GLint location, GLuint v0)
    {
        Program *program = mGLState.getProgram();
        program->setUniform1uiv(location, 1, &v0);
    }
    
    void Context::uniform2ui(GLint location, GLuint v0, GLuint v1)
    {
        Program *program  = mGLState.getProgram();
        const GLuint xy[] = {v0, v1};
        program->setUniform2uiv(location, 1, xy);
    }
    
    void Context::uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
    {
        Program *program   = mGLState.getProgram();
        const GLuint xyz[] = {v0, v1, v2};
        program->setUniform3uiv(location, 1, xyz);
    }
    
    void Context::uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
    {
        Program *program    = mGLState.getProgram();
        const GLuint xyzw[] = {v0, v1, v2, v3};
        program->setUniform4uiv(location, 1, xyzw);
    }
    
    void Context::uniform1uiv(GLint location, GLsizei count, const GLuint *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniform1uiv(location, count, value);
    }
    void Context::uniform2uiv(GLint location, GLsizei count, const GLuint *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniform2uiv(location, count, value);
    }
    
    void Context::uniform3uiv(GLint location, GLsizei count, const GLuint *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniform3uiv(location, count, value);
    }
    
    void Context::uniform4uiv(GLint location, GLsizei count, const GLuint *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniform4uiv(location, count, value);
    }
    
    void Context::genQueries(GLsizei n, GLuint *ids)
    {
        for (GLsizei i = 0; i < n; i++)
        {
            GLuint handle = mQueryHandleAllocator.allocate();
            mQueryMap.assign(handle, nullptr);
            ids[i] = handle;
        }
    }
    
    void Context::deleteQueries(GLsizei n, const GLuint *ids)
    {
        for (int i = 0; i < n; i++)
        {
            GLuint query = ids[i];
    
            Query *queryObject = nullptr;
            if (mQueryMap.erase(query, &queryObject))
            {
                mQueryHandleAllocator.release(query);
                if (queryObject)
                {
                    queryObject->release(this);
                }
            }
        }
    }
    
    GLboolean Context::isQuery(GLuint id)
    {
        return (getQuery(id, false, QueryType::InvalidEnum) != nullptr) ? GL_TRUE : GL_FALSE;
    }
    
    void Context::uniformMatrix2x3fv(GLint location,
                                     GLsizei count,
                                     GLboolean transpose,
                                     const GLfloat *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniformMatrix2x3fv(location, count, transpose, value);
    }
    
    void Context::uniformMatrix3x2fv(GLint location,
                                     GLsizei count,
                                     GLboolean transpose,
                                     const GLfloat *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniformMatrix3x2fv(location, count, transpose, value);
    }
    
    void Context::uniformMatrix2x4fv(GLint location,
                                     GLsizei count,
                                     GLboolean transpose,
                                     const GLfloat *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniformMatrix2x4fv(location, count, transpose, value);
    }
    
    void Context::uniformMatrix4x2fv(GLint location,
                                     GLsizei count,
                                     GLboolean transpose,
                                     const GLfloat *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniformMatrix4x2fv(location, count, transpose, value);
    }
    
    void Context::uniformMatrix3x4fv(GLint location,
                                     GLsizei count,
                                     GLboolean transpose,
                                     const GLfloat *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniformMatrix3x4fv(location, count, transpose, value);
    }
    
    void Context::uniformMatrix4x3fv(GLint location,
                                     GLsizei count,
                                     GLboolean transpose,
                                     const GLfloat *value)
    {
        Program *program = mGLState.getProgram();
        program->setUniformMatrix4x3fv(location, count, transpose, value);
    }
    
    void Context::deleteVertexArrays(GLsizei n, const GLuint *arrays)
    {
        for (int arrayIndex = 0; arrayIndex < n; arrayIndex++)
        {
            GLuint vertexArray = arrays[arrayIndex];
    
            if (arrays[arrayIndex] != 0)
            {
                VertexArray *vertexArrayObject = nullptr;
                if (mVertexArrayMap.erase(vertexArray, &vertexArrayObject))
                {
                    if (vertexArrayObject != nullptr)
                    {
                        detachVertexArray(vertexArray);
                        vertexArrayObject->onDestroy(this);
                    }
    
                    mVertexArrayHandleAllocator.release(vertexArray);
                }
            }
        }
    }
    
    void Context::genVertexArrays(GLsizei n, GLuint *arrays)
    {
        for (int arrayIndex = 0; arrayIndex < n; arrayIndex++)
        {
            GLuint vertexArray = mVertexArrayHandleAllocator.allocate();
            mVertexArrayMap.assign(vertexArray, nullptr);
            arrays[arrayIndex] = vertexArray;
        }
    }
    
    bool Context::isVertexArray(GLuint array)
    {
        if (array == 0)
        {
            return GL_FALSE;
        }
    
        VertexArray *vao = getVertexArray(array);
        return (vao != nullptr ? GL_TRUE : GL_FALSE);
    }
    
    void Context::endTransformFeedback()
    {
        TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback();
        transformFeedback->end(this);
    }
    
    void Context::transformFeedbackVaryings(GLuint program,
                                            GLsizei count,
                                            const GLchar *const *varyings,
                                            GLenum bufferMode)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setTransformFeedbackVaryings(count, varyings, bufferMode);
    }
    
    void Context::getTransformFeedbackVarying(GLuint program,
                                              GLuint index,
                                              GLsizei bufSize,
                                              GLsizei *length,
                                              GLsizei *size,
                                              GLenum *type,
                                              GLchar *name)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->getTransformFeedbackVarying(index, bufSize, length, size, type, name);
    }
    
    void Context::deleteTransformFeedbacks(GLsizei n, const GLuint *ids)
    {
        for (int i = 0; i < n; i++)
        {
            GLuint transformFeedback = ids[i];
            if (transformFeedback == 0)
            {
                continue;
            }
    
            TransformFeedback *transformFeedbackObject = nullptr;
            if (mTransformFeedbackMap.erase(transformFeedback, &transformFeedbackObject))
            {
                if (transformFeedbackObject != nullptr)
                {
                    detachTransformFeedback(transformFeedback);
                    transformFeedbackObject->release(this);
                }
    
                mTransformFeedbackHandleAllocator.release(transformFeedback);
            }
        }
    }
    
    void Context::genTransformFeedbacks(GLsizei n, GLuint *ids)
    {
        for (int i = 0; i < n; i++)
        {
            GLuint transformFeedback = mTransformFeedbackHandleAllocator.allocate();
            mTransformFeedbackMap.assign(transformFeedback, nullptr);
            ids[i] = transformFeedback;
        }
    }
    
    bool Context::isTransformFeedback(GLuint id)
    {
        if (id == 0)
        {
            // The 3.0.4 spec [section 6.1.11] states that if ID is zero, IsTransformFeedback
            // returns FALSE
            return GL_FALSE;
        }
    
        const TransformFeedback *transformFeedback = getTransformFeedback(id);
        return ((transformFeedback != nullptr) ? GL_TRUE : GL_FALSE);
    }
    
    void Context::pauseTransformFeedback()
    {
        TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback();
        transformFeedback->pause();
    }
    
    void Context::resumeTransformFeedback()
    {
        TransformFeedback *transformFeedback = mGLState.getCurrentTransformFeedback();
        transformFeedback->resume();
    }
    
    void Context::getUniformuiv(GLuint program, GLint location, GLuint *params)
    {
        const Program *programObject = getProgram(program);
        programObject->getUniformuiv(this, location, params);
    }
    
    void Context::getUniformuivRobust(GLuint program,
                                      GLint location,
                                      GLsizei bufSize,
                                      GLsizei *length,
                                      GLuint *params)
    {
        getUniformuiv(program, location, params);
    }
    
    GLint Context::getFragDataLocation(GLuint program, const GLchar *name)
    {
        const Program *programObject = getProgram(program);
        return programObject->getFragDataLocation(name);
    }
    
    void Context::getUniformIndices(GLuint program,
                                    GLsizei uniformCount,
                                    const GLchar *const *uniformNames,
                                    GLuint *uniformIndices)
    {
        const Program *programObject = getProgram(program);
        if (!programObject->isLinked())
        {
            for (int uniformId = 0; uniformId < uniformCount; uniformId++)
            {
                uniformIndices[uniformId] = GL_INVALID_INDEX;
            }
        }
        else
        {
            for (int uniformId = 0; uniformId < uniformCount; uniformId++)
            {
                uniformIndices[uniformId] = programObject->getUniformIndex(uniformNames[uniformId]);
            }
        }
    }
    
    void Context::getActiveUniformsiv(GLuint program,
                                      GLsizei uniformCount,
                                      const GLuint *uniformIndices,
                                      GLenum pname,
                                      GLint *params)
    {
        const Program *programObject = getProgram(program);
        for (int uniformId = 0; uniformId < uniformCount; uniformId++)
        {
            const GLuint index = uniformIndices[uniformId];
            params[uniformId]  = GetUniformResourceProperty(programObject, index, pname);
        }
    }
    
    GLuint Context::getUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
    {
        const Program *programObject = getProgram(program);
        return programObject->getUniformBlockIndex(uniformBlockName);
    }
    
    void Context::getActiveUniformBlockiv(GLuint program,
                                          GLuint uniformBlockIndex,
                                          GLenum pname,
                                          GLint *params)
    {
        const Program *programObject = getProgram(program);
        QueryActiveUniformBlockiv(programObject, uniformBlockIndex, pname, params);
    }
    
    void Context::getActiveUniformBlockivRobust(GLuint program,
                                                GLuint uniformBlockIndex,
                                                GLenum pname,
                                                GLsizei bufSize,
                                                GLsizei *length,
                                                GLint *params)
    {
        getActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
    }
    
    void Context::getActiveUniformBlockName(GLuint program,
                                            GLuint uniformBlockIndex,
                                            GLsizei bufSize,
                                            GLsizei *length,
                                            GLchar *uniformBlockName)
    {
        const Program *programObject = getProgram(program);
        programObject->getActiveUniformBlockName(uniformBlockIndex, bufSize, length, uniformBlockName);
    }
    
    void Context::uniformBlockBinding(GLuint program,
                                      GLuint uniformBlockIndex,
                                      GLuint uniformBlockBinding)
    {
        Program *programObject = getProgram(program);
        programObject->bindUniformBlock(uniformBlockIndex, uniformBlockBinding);
    }
    
    GLsync Context::fenceSync(GLenum condition, GLbitfield flags)
    {
        GLuint handle     = mState.mSyncs->createSync(mImplementation.get());
        GLsync syncHandle = reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
    
        Sync *syncObject = getSync(syncHandle);
        Error error      = syncObject->set(this, condition, flags);
        if (error.isError())
        {
            deleteSync(syncHandle);
            handleError(error);
            return nullptr;
        }
    
        return syncHandle;
    }
    
    GLboolean Context::isSync(GLsync sync)
    {
        return (getSync(sync) != nullptr);
    }
    
    GLenum Context::clientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
    {
        Sync *syncObject = getSync(sync);
    
        GLenum result = GL_WAIT_FAILED;
        handleError(syncObject->clientWait(this, flags, timeout, &result));
        return result;
    }
    
    void Context::waitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
    {
        Sync *syncObject = getSync(sync);
        handleError(syncObject->serverWait(this, flags, timeout));
    }
    
    void Context::getInteger64v(GLenum pname, GLint64 *params)
    {
        GLenum nativeType      = GL_NONE;
        unsigned int numParams = 0;
        getQueryParameterInfo(pname, &nativeType, &numParams);
    
        if (nativeType == GL_INT_64_ANGLEX)
        {
            getInteger64vImpl(pname, params);
        }
        else
        {
            CastStateValues(this, nativeType, pname, numParams, params);
        }
    }
    
    void Context::getInteger64vRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint64 *data)
    {
        getInteger64v(pname, data);
    }
    
    void Context::getBufferParameteri64v(BufferBinding target, GLenum pname, GLint64 *params)
    {
        Buffer *buffer = mGLState.getTargetBuffer(target);
        QueryBufferParameteri64v(buffer, pname, params);
    }
    
    void Context::getBufferParameteri64vRobust(BufferBinding target,
                                               GLenum pname,
                                               GLsizei bufSize,
                                               GLsizei *length,
                                               GLint64 *params)
    {
        getBufferParameteri64v(target, pname, params);
    }
    
    void Context::genSamplers(GLsizei count, GLuint *samplers)
    {
        for (int i = 0; i < count; i++)
        {
            samplers[i] = mState.mSamplers->createSampler();
        }
    }
    
    void Context::deleteSamplers(GLsizei count, const GLuint *samplers)
    {
        for (int i = 0; i < count; i++)
        {
            GLuint sampler = samplers[i];
    
            if (mState.mSamplers->getSampler(sampler))
            {
                detachSampler(sampler);
            }
    
            mState.mSamplers->deleteObject(this, sampler);
        }
    }
    
    void Context::getInternalformativ(GLenum target,
                                      GLenum internalformat,
                                      GLenum pname,
                                      GLsizei bufSize,
                                      GLint *params)
    {
        const TextureCaps &formatCaps = mTextureCaps.get(internalformat);
        QueryInternalFormativ(formatCaps, pname, bufSize, params);
    }
    
    void Context::getInternalformativRobust(GLenum target,
                                            GLenum internalformat,
                                            GLenum pname,
                                            GLsizei bufSize,
                                            GLsizei *length,
                                            GLint *params)
    {
        getInternalformativ(target, internalformat, pname, bufSize, params);
    }
    
    void Context::programUniform1i(GLuint program, GLint location, GLint v0)
    {
        programUniform1iv(program, location, 1, &v0);
    }
    
    void Context::programUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
    {
        GLint xy[2] = {v0, v1};
        programUniform2iv(program, location, 1, xy);
    }
    
    void Context::programUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
    {
        GLint xyz[3] = {v0, v1, v2};
        programUniform3iv(program, location, 1, xyz);
    }
    
    void Context::programUniform4i(GLuint program,
                                   GLint location,
                                   GLint v0,
                                   GLint v1,
                                   GLint v2,
                                   GLint v3)
    {
        GLint xyzw[4] = {v0, v1, v2, v3};
        programUniform4iv(program, location, 1, xyzw);
    }
    
    void Context::programUniform1ui(GLuint program, GLint location, GLuint v0)
    {
        programUniform1uiv(program, location, 1, &v0);
    }
    
    void Context::programUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
    {
        GLuint xy[2] = {v0, v1};
        programUniform2uiv(program, location, 1, xy);
    }
    
    void Context::programUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
    {
        GLuint xyz[3] = {v0, v1, v2};
        programUniform3uiv(program, location, 1, xyz);
    }
    
    void Context::programUniform4ui(GLuint program,
                                    GLint location,
                                    GLuint v0,
                                    GLuint v1,
                                    GLuint v2,
                                    GLuint v3)
    {
        GLuint xyzw[4] = {v0, v1, v2, v3};
        programUniform4uiv(program, location, 1, xyzw);
    }
    
    void Context::programUniform1f(GLuint program, GLint location, GLfloat v0)
    {
        programUniform1fv(program, location, 1, &v0);
    }
    
    void Context::programUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
    {
        GLfloat xy[2] = {v0, v1};
        programUniform2fv(program, location, 1, xy);
    }
    
    void Context::programUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
    {
        GLfloat xyz[3] = {v0, v1, v2};
        programUniform3fv(program, location, 1, xyz);
    }
    
    void Context::programUniform4f(GLuint program,
                                   GLint location,
                                   GLfloat v0,
                                   GLfloat v1,
                                   GLfloat v2,
                                   GLfloat v3)
    {
        GLfloat xyzw[4] = {v0, v1, v2, v3};
        programUniform4fv(program, location, 1, xyzw);
    }
    
    void Context::programUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        setUniform1iImpl(programObject, location, count, value);
    }
    
    void Context::programUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniform2iv(location, count, value);
    }
    
    void Context::programUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniform3iv(location, count, value);
    }
    
    void Context::programUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniform4iv(location, count, value);
    }
    
    void Context::programUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniform1uiv(location, count, value);
    }
    
    void Context::programUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniform2uiv(location, count, value);
    }
    
    void Context::programUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniform3uiv(location, count, value);
    }
    
    void Context::programUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniform4uiv(location, count, value);
    }
    
    void Context::programUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniform1fv(location, count, value);
    }
    
    void Context::programUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniform2fv(location, count, value);
    }
    
    void Context::programUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniform3fv(location, count, value);
    }
    
    void Context::programUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniform4fv(location, count, value);
    }
    
    void Context::programUniformMatrix2fv(GLuint program,
                                          GLint location,
                                          GLsizei count,
                                          GLboolean transpose,
                                          const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniformMatrix2fv(location, count, transpose, value);
    }
    
    void Context::programUniformMatrix3fv(GLuint program,
                                          GLint location,
                                          GLsizei count,
                                          GLboolean transpose,
                                          const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniformMatrix3fv(location, count, transpose, value);
    }
    
    void Context::programUniformMatrix4fv(GLuint program,
                                          GLint location,
                                          GLsizei count,
                                          GLboolean transpose,
                                          const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniformMatrix4fv(location, count, transpose, value);
    }
    
    void Context::programUniformMatrix2x3fv(GLuint program,
                                            GLint location,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniformMatrix2x3fv(location, count, transpose, value);
    }
    
    void Context::programUniformMatrix3x2fv(GLuint program,
                                            GLint location,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniformMatrix3x2fv(location, count, transpose, value);
    }
    
    void Context::programUniformMatrix2x4fv(GLuint program,
                                            GLint location,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniformMatrix2x4fv(location, count, transpose, value);
    }
    
    void Context::programUniformMatrix4x2fv(GLuint program,
                                            GLint location,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniformMatrix4x2fv(location, count, transpose, value);
    }
    
    void Context::programUniformMatrix3x4fv(GLuint program,
                                            GLint location,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniformMatrix3x4fv(location, count, transpose, value);
    }
    
    void Context::programUniformMatrix4x3fv(GLuint program,
                                            GLint location,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
        programObject->setUniformMatrix4x3fv(location, count, transpose, value);
    }
    
    void Context::onTextureChange(const Texture *texture)
    {
        // Conservatively assume all textures are dirty.
        // TODO(jmadill): More fine-grained update.
        mGLState.setObjectDirty(GL_TEXTURE);
    }
    
    bool Context::isCurrentTransformFeedback(const TransformFeedback *tf) const
    {
        return mGLState.isCurrentTransformFeedback(tf);
    }
    bool Context::isCurrentVertexArray(const VertexArray *va) const
    {
        return mGLState.isCurrentVertexArray(va);
    }
    
    void Context::genProgramPipelines(GLsizei count, GLuint *pipelines)
    {
        for (int i = 0; i < count; i++)
        {
            pipelines[i] = createProgramPipeline();
        }
    }
    
    void Context::deleteProgramPipelines(GLsizei count, const GLuint *pipelines)
    {
        for (int i = 0; i < count; i++)
        {
            if (pipelines[i] != 0)
            {
                deleteProgramPipeline(pipelines[i]);
            }
        }
    }
    
    GLboolean Context::isProgramPipeline(GLuint pipeline)
    {
        if (pipeline == 0)
        {
            return GL_FALSE;
        }
    
        return (getProgramPipeline(pipeline) ? GL_TRUE : GL_FALSE);
    }
    
    void Context::finishFenceNV(GLuint fence)
    {
        FenceNV *fenceObject = getFenceNV(fence);
    
        ASSERT(fenceObject && fenceObject->isSet());
        handleError(fenceObject->finish(this));
    }
    
    void Context::getFenceivNV(GLuint fence, GLenum pname, GLint *params)
    {
        FenceNV *fenceObject = getFenceNV(fence);
    
        ASSERT(fenceObject && fenceObject->isSet());
    
        switch (pname)
        {
            case GL_FENCE_STATUS_NV:
            {
                // GL_NV_fence spec:
                // Once the status of a fence has been finished (via FinishFenceNV) or tested and
                // the returned status is TRUE (via either TestFenceNV or GetFenceivNV querying the
                // FENCE_STATUS_NV), the status remains TRUE until the next SetFenceNV of the fence.
                GLboolean status = GL_TRUE;
                if (fenceObject->getStatus() != GL_TRUE)
                {
                    ANGLE_CONTEXT_TRY(fenceObject->test(this, &status));
                }
                *params = status;
                break;
            }
    
            case GL_FENCE_CONDITION_NV:
            {
                *params = static_cast<GLint>(fenceObject->getCondition());
                break;
            }
    
            default:
                UNREACHABLE();
        }
    }
    
    void Context::getTranslatedShaderSource(GLuint shader,
                                            GLsizei bufsize,
                                            GLsizei *length,
                                            GLchar *source)
    {
        Shader *shaderObject = getShader(shader);
        ASSERT(shaderObject);
        shaderObject->getTranslatedSourceWithDebugInfo(bufsize, length, source);
    }
    
    void Context::getnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
    
        programObject->getUniformfv(this, location, params);
    }
    
    void Context::getnUniformfvRobust(GLuint program,
                                      GLint location,
                                      GLsizei bufSize,
                                      GLsizei *length,
                                      GLfloat *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params)
    {
        Program *programObject = getProgram(program);
        ASSERT(programObject);
    
        programObject->getUniformiv(this, location, params);
    }
    
    void Context::getnUniformivRobust(GLuint program,
                                      GLint location,
                                      GLsizei bufSize,
                                      GLsizei *length,
                                      GLint *params)
    {
        UNIMPLEMENTED();
    }
    
    void Context::getnUniformuivRobust(GLuint program,
                                       GLint location,
                                       GLsizei bufSize,
                                       GLsizei *length,
                                       GLuint *params)
    {
        UNIMPLEMENTED();
    }
    
    GLboolean Context::isFenceNV(GLuint fence)
    {
        FenceNV *fenceObject = getFenceNV(fence);
    
        if (fenceObject == nullptr)
        {
            return GL_FALSE;
        }
    
        // GL_NV_fence spec:
        // A name returned by GenFencesNV, but not yet set via SetFenceNV, is not the name of an
        // existing fence.
        return fenceObject->isSet();
    }
    
    void Context::readnPixels(GLint x,
                              GLint y,
                              GLsizei width,
                              GLsizei height,
                              GLenum format,
                              GLenum type,
                              GLsizei bufSize,
                              void *data)
    {
        return readPixels(x, y, width, height, format, type, data);
    }
    
    void Context::setFenceNV(GLuint fence, GLenum condition)
    {
        ASSERT(condition == GL_ALL_COMPLETED_NV);
    
        FenceNV *fenceObject = getFenceNV(fence);
        ASSERT(fenceObject != nullptr);
        handleError(fenceObject->set(this, condition));
    }
    
    GLboolean Context::testFenceNV(GLuint fence)
    {
        FenceNV *fenceObject = getFenceNV(fence);
    
        ASSERT(fenceObject != nullptr);
        ASSERT(fenceObject->isSet() == GL_TRUE);
    
        GLboolean result = GL_TRUE;
        Error error      = fenceObject->test(this, &result);
        if (error.isError())
        {
            handleError(error);
            return GL_TRUE;
        }
    
        return result;
    }
    
    void Context::eGLImageTargetTexture2D(TextureType target, GLeglImageOES image)
    {
        Texture *texture        = getTargetTexture(target);
        egl::Image *imageObject = static_cast<egl::Image *>(image);
        handleError(texture->setEGLImageTarget(this, target, imageObject));
    }
    
    void Context::eGLImageTargetRenderbufferStorage(GLenum target, GLeglImageOES image)
    {
        Renderbuffer *renderbuffer = mGLState.getCurrentRenderbuffer();
        egl::Image *imageObject    = static_cast<egl::Image *>(image);
        handleError(renderbuffer->setStorageEGLImageTarget(this, imageObject));
    }
    
    void Context::texStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
    {
        UNIMPLEMENTED();
    }
    
    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:
            {
                *type      = GL_INT;
                *numParams = static_cast<unsigned int>(getCaps().compressedTextureFormats.size());
                return true;
            }
            case GL_SHADER_BINARY_FORMATS:
            {
                *type      = GL_INT;
                *numParams = static_cast<unsigned int>(getCaps().shaderBinaryFormats.size());
                return true;
            }
    
            case GL_MAX_VERTEX_ATTRIBS:
            case GL_MAX_VERTEX_UNIFORM_VECTORS:
            case GL_MAX_VARYING_VECTORS:
            case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
            case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
            case GL_MAX_TEXTURE_IMAGE_UNITS:
            case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
            case GL_MAX_RENDERBUFFER_SIZE:
            case GL_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:
            case GL_RESET_NOTIFICATION_STRATEGY_EXT:
            {
                *type      = GL_INT;
                *numParams = 1;
                return true;
            }
            case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
            {
                if (!getExtensions().packReverseRowOrder)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
            }
            case GL_MAX_RECTANGLE_TEXTURE_SIZE_ANGLE:
            case GL_TEXTURE_BINDING_RECTANGLE_ANGLE:
            {
                if (!getExtensions().textureRectangle)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
            }
            case GL_MAX_DRAW_BUFFERS_EXT:
            case GL_MAX_COLOR_ATTACHMENTS_EXT:
            {
                if ((getClientMajorVersion() < 3) && !getExtensions().drawBuffers)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
            }
            case GL_MAX_VIEWPORT_DIMS:
            {
                *type      = GL_INT;
                *numParams = 2;
                return true;
            }
            case GL_VIEWPORT:
            case GL_SCISSOR_BOX:
            {
                *type      = GL_INT;
                *numParams = 4;
                return true;
            }
            case GL_SHADER_COMPILER:
            case GL_SAMPLE_COVERAGE_INVERT:
            case GL_DEPTH_WRITEMASK:
            case GL_CULL_FACE:                 // CULL_FACE through DITHER are natural to IsEnabled,
            case GL_POLYGON_OFFSET_FILL:       // but can be retrieved through the Get{Type}v queries.
            case GL_SAMPLE_ALPHA_TO_COVERAGE:  // For this purpose, they are treated here as
                                               // bool-natural
            case GL_SAMPLE_COVERAGE:
            case GL_SCISSOR_TEST:
            case GL_STENCIL_TEST:
            case GL_DEPTH_TEST:
            case GL_BLEND:
            case GL_DITHER:
            case GL_CONTEXT_ROBUST_ACCESS_EXT:
            {
                *type      = GL_BOOL;
                *numParams = 1;
                return true;
            }
            case GL_COLOR_WRITEMASK:
            {
                *type      = GL_BOOL;
                *numParams = 4;
                return true;
            }
            case GL_POLYGON_OFFSET_FACTOR:
            case GL_POLYGON_OFFSET_UNITS:
            case GL_SAMPLE_COVERAGE_VALUE:
            case GL_DEPTH_CLEAR_VALUE:
            case GL_LINE_WIDTH:
            {
                *type      = GL_FLOAT;
                *numParams = 1;
                return true;
            }
            case GL_ALIASED_LINE_WIDTH_RANGE:
            case GL_ALIASED_POINT_SIZE_RANGE:
            case GL_DEPTH_RANGE:
            {
                *type      = GL_FLOAT;
                *numParams = 2;
                return true;
            }
            case GL_COLOR_CLEAR_VALUE:
            case GL_BLEND_COLOR:
            {
                *type      = GL_FLOAT;
                *numParams = 4;
                return true;
            }
            case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
                if (!getExtensions().textureFilterAnisotropic)
                {
                    return false;
                }
                *type      = GL_FLOAT;
                *numParams = 1;
                return true;
            case GL_TIMESTAMP_EXT:
                if (!getExtensions().disjointTimerQuery)
                {
                    return false;
                }
                *type      = GL_INT_64_ANGLEX;
                *numParams = 1;
                return true;
            case GL_GPU_DISJOINT_EXT:
                if (!getExtensions().disjointTimerQuery)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
            case GL_COVERAGE_MODULATION_CHROMIUM:
                if (!getExtensions().framebufferMixedSamples)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
            case GL_TEXTURE_BINDING_EXTERNAL_OES:
                if (!getExtensions().eglStreamConsumerExternal && !getExtensions().eglImageExternal)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
        }
    
        if (getExtensions().debug)
        {
            switch (pname)
            {
                case GL_DEBUG_LOGGED_MESSAGES:
                case GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH:
                case GL_DEBUG_GROUP_STACK_DEPTH:
                case GL_MAX_DEBUG_MESSAGE_LENGTH:
                case GL_MAX_DEBUG_LOGGED_MESSAGES:
                case GL_MAX_DEBUG_GROUP_STACK_DEPTH:
                case GL_MAX_LABEL_LENGTH:
                    *type      = GL_INT;
                    *numParams = 1;
                    return true;
    
                case GL_DEBUG_OUTPUT_SYNCHRONOUS:
                case GL_DEBUG_OUTPUT:
                    *type      = GL_BOOL;
                    *numParams = 1;
                    return true;
            }
        }
    
        if (getExtensions().multisampleCompatibility)
        {
            switch (pname)
            {
                case GL_MULTISAMPLE_EXT:
                case GL_SAMPLE_ALPHA_TO_ONE_EXT:
                    *type      = GL_BOOL;
                    *numParams = 1;
                    return true;
            }
        }
    
        if (getExtensions().pathRendering)
        {
            switch (pname)
            {
                case GL_PATH_MODELVIEW_MATRIX_CHROMIUM:
                case GL_PATH_PROJECTION_MATRIX_CHROMIUM:
                    *type      = GL_FLOAT;
                    *numParams = 16;
                    return true;
            }
        }
    
        if (getExtensions().bindGeneratesResource)
        {
            switch (pname)
            {
                case GL_BIND_GENERATES_RESOURCE_CHROMIUM:
                    *type      = GL_BOOL;
                    *numParams = 1;
                    return true;
            }
        }
    
        if (getExtensions().clientArrays)
        {
            switch (pname)
            {
                case GL_CLIENT_ARRAYS_ANGLE:
                    *type      = GL_BOOL;
                    *numParams = 1;
                    return true;
            }
        }
    
        if (getExtensions().sRGBWriteControl)
        {
            switch (pname)
            {
                case GL_FRAMEBUFFER_SRGB_EXT:
                    *type      = GL_BOOL;
                    *numParams = 1;
                    return true;
            }
        }
    
        if (getExtensions().robustResourceInitialization &&
            pname == GL_ROBUST_RESOURCE_INITIALIZATION_ANGLE)
        {
            *type      = GL_BOOL;
            *numParams = 1;
            return true;
        }
    
        if (getExtensions().programCacheControl && pname == GL_PROGRAM_CACHE_ENABLED_ANGLE)
        {
            *type      = GL_BOOL;
            *numParams = 1;
            return true;
        }
    
        if (getExtensions().parallelShaderCompile && pname == GL_MAX_SHADER_COMPILER_THREADS_KHR)
        {
            *type      = GL_INT;
            *numParams = 1;
            return true;
        }
    
        // Check for ES3.0+ parameter names which are also exposed as ES2 extensions
        switch (pname)
        {
            // case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE  // equivalent to FRAMEBUFFER_BINDING
            case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
                if ((getClientMajorVersion() < 3) && !getExtensions().framebufferBlit)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
    
            case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
                if ((getClientMajorVersion() < 3) && !getExtensions().getProgramBinary)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
    
            case GL_PROGRAM_BINARY_FORMATS_OES:
                if ((getClientMajorVersion() < 3) && !getExtensions().getProgramBinary)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = static_cast<unsigned int>(getCaps().programBinaryFormats.size());
                return true;
    
            case GL_PACK_ROW_LENGTH:
            case GL_PACK_SKIP_ROWS:
            case GL_PACK_SKIP_PIXELS:
                if ((getClientMajorVersion() < 3) && !getExtensions().packSubimage)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
            case GL_UNPACK_ROW_LENGTH:
            case GL_UNPACK_SKIP_ROWS:
            case GL_UNPACK_SKIP_PIXELS:
                if ((getClientMajorVersion() < 3) && !getExtensions().unpackSubimage)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
            case GL_VERTEX_ARRAY_BINDING:
                if ((getClientMajorVersion() < 3) && !getExtensions().vertexArrayObject)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
            case GL_PIXEL_PACK_BUFFER_BINDING:
            case GL_PIXEL_UNPACK_BUFFER_BINDING:
                if ((getClientMajorVersion() < 3) && !getExtensions().pixelBufferObject)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
            case GL_MAX_SAMPLES:
            {
                static_assert(GL_MAX_SAMPLES_ANGLE == GL_MAX_SAMPLES,
                              "GL_MAX_SAMPLES_ANGLE not equal to GL_MAX_SAMPLES");
                if ((getClientMajorVersion() < 3) && !getExtensions().framebufferMultisample)
                {
                    return false;
                }
                *type      = GL_INT;
                *numParams = 1;
                return true;
    
                case GL_FRAGMENT_SHADER_DERIVATIVE_HINT:
                    if ((getClientMajorVersion() < 3) && !getExtensions().standardDerivatives)
                    {
                        return false;
                    }
                    *type      = GL_INT;
                    *numParams = 1;
                    return true;
            }
        }
    
        if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
        {
            if ((getClientVersion() < Version(3, 0)) && !getExtensions().drawBuffers)
            {
                return false;
            }
            *type      = GL_INT;
            *numParams = 1;
            return true;
        }
    
        if (getExtensions().multiview && pname == GL_MAX_VIEWS_ANGLE)
        {
            *type      = GL_INT;
            *numParams = 1;
            return true;
        }
    
        if (getClientVersion() < Version(2, 0))
        {
            switch (pname)
            {
                case GL_ALPHA_TEST_FUNC:
                case GL_CLIENT_ACTIVE_TEXTURE:
                case GL_MATRIX_MODE:
                case GL_MAX_TEXTURE_UNITS:
                case GL_MAX_MODELVIEW_STACK_DEPTH:
                case GL_MAX_PROJECTION_STACK_DEPTH:
                case GL_MAX_TEXTURE_STACK_DEPTH:
                case GL_MAX_LIGHTS:
                case GL_MAX_CLIP_PLANES:
                case GL_VERTEX_ARRAY_STRIDE:
                case GL_NORMAL_ARRAY_STRIDE:
                case GL_COLOR_ARRAY_STRIDE:
                case GL_TEXTURE_COORD_ARRAY_STRIDE:
                case GL_VERTEX_ARRAY_SIZE:
                case GL_COLOR_ARRAY_SIZE:
                case GL_TEXTURE_COORD_ARRAY_SIZE:
                case GL_VERTEX_ARRAY_TYPE:
                case GL_NORMAL_ARRAY_TYPE:
                case GL_COLOR_ARRAY_TYPE:
                case GL_TEXTURE_COORD_ARRAY_TYPE:
                case GL_VERTEX_ARRAY_BUFFER_BINDING:
                case GL_NORMAL_ARRAY_BUFFER_BINDING:
                case GL_COLOR_ARRAY_BUFFER_BINDING:
                case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING:
                case GL_POINT_SIZE_ARRAY_STRIDE_OES:
                case GL_POINT_SIZE_ARRAY_TYPE_OES:
                case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
                case GL_SHADE_MODEL:
                case GL_MODELVIEW_STACK_DEPTH:
                case GL_PROJECTION_STACK_DEPTH:
                case GL_TEXTURE_STACK_DEPTH:
                case GL_LOGIC_OP_MODE:
                case GL_BLEND_SRC:
                case GL_BLEND_DST:
                case GL_PERSPECTIVE_CORRECTION_HINT:
                case GL_POINT_SMOOTH_HINT:
                case GL_LINE_SMOOTH_HINT:
                case GL_FOG_HINT:
                    *type      = GL_INT;
                    *numParams = 1;
                    return true;
                case GL_ALPHA_TEST_REF:
                case GL_FOG_DENSITY:
                case GL_FOG_START:
                case GL_FOG_END:
                case GL_FOG_MODE:
                case GL_POINT_SIZE:
                case GL_POINT_SIZE_MIN:
                case GL_POINT_SIZE_MAX:
                case GL_POINT_FADE_THRESHOLD_SIZE:
                    *type      = GL_FLOAT;
                    *numParams = 1;
                    return true;
                case GL_SMOOTH_POINT_SIZE_RANGE:
                case GL_SMOOTH_LINE_WIDTH_RANGE:
                    *type      = GL_FLOAT;
                    *numParams = 2;
                    return true;
                case GL_CURRENT_COLOR:
                case GL_CURRENT_TEXTURE_COORDS:
                case GL_LIGHT_MODEL_AMBIENT:
                case GL_FOG_COLOR:
                    *type      = GL_FLOAT;
                    *numParams = 4;
                    return true;
                case GL_CURRENT_NORMAL:
                case GL_POINT_DISTANCE_ATTENUATION:
                    *type      = GL_FLOAT;
                    *numParams = 3;
                    return true;
                case GL_MODELVIEW_MATRIX:
                case GL_PROJECTION_MATRIX:
                case GL_TEXTURE_MATRIX:
                    *type      = GL_FLOAT;
                    *numParams = 16;
                    return true;
                case GL_LIGHT_MODEL_TWO_SIDE:
                    *type      = GL_BOOL;
                    *numParams = 1;
                    return true;
            }
        }
    
        if (getClientVersion() < Version(3, 0))
        {
            return false;
        }
    
        // Check for ES3.0+ parameter names
        switch (pname)
        {
            case GL_MAX_UNIFORM_BUFFER_BINDINGS:
            case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
            case GL_UNIFORM_BUFFER_BINDING:
            case GL_TRANSFORM_FEEDBACK_BINDING:
            case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
            case GL_COPY_READ_BUFFER_BINDING:
            case GL_COPY_WRITE_BUFFER_BINDING:
            case GL_SAMPLER_BINDING:
            case GL_READ_BUFFER:
            case GL_TEXTURE_BINDING_3D:
            case GL_TEXTURE_BINDING_2D_ARRAY:
            case GL_MAX_3D_TEXTURE_SIZE:
            case GL_MAX_ARRAY_TEXTURE_LAYERS:
            case GL_MAX_VERTEX_UNIFORM_BLOCKS:
            case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
            case GL_MAX_COMBINED_UNIFORM_BLOCKS:
            case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
            case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
            case GL_MAX_VARYING_COMPONENTS:
            case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
            case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
            case GL_MIN_PROGRAM_TEXEL_OFFSET:
            case GL_MAX_PROGRAM_TEXEL_OFFSET:
            case GL_NUM_EXTENSIONS:
            case GL_MAJOR_VERSION:
            case GL_MINOR_VERSION:
            case GL_MAX_ELEMENTS_INDICES:
            case GL_MAX_ELEMENTS_VERTICES:
            case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
            case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
            case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
            case GL_UNPACK_IMAGE_HEIGHT:
            case GL_UNPACK_SKIP_IMAGES:
            {
                *type      = GL_INT;
                *numParams = 1;
                return true;
            }
    
            case GL_MAX_ELEMENT_INDEX:
            case GL_MAX_UNIFORM_BLOCK_SIZE:
            case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
            case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
            case GL_MAX_SERVER_WAIT_TIMEOUT:
            {
                *type      = GL_INT_64_ANGLEX;
                *numParams = 1;
                return true;
            }
    
            case GL_TRANSFORM_FEEDBACK_ACTIVE:
            case GL_TRANSFORM_FEEDBACK_PAUSED:
            case GL_PRIMITIVE_RESTART_FIXED_INDEX:
            case GL_RASTERIZER_DISCARD:
            {
                *type      = GL_BOOL;
                *numParams = 1;
                return true;
            }
    
            case GL_MAX_TEXTURE_LOD_BIAS:
            {
                *type      = GL_FLOAT;
                *numParams = 1;
                return true;
            }
        }
    
        if (getExtensions().requestExtension)
        {
            switch (pname)
            {
                case GL_NUM_REQUESTABLE_EXTENSIONS_ANGLE:
                    *type      = GL_INT;
                    *numParams = 1;
                    return true;
            }
        }
    
        if (getClientVersion() < Version(3, 1))
        {
            return false;
        }
    
        switch (pname)
        {
            case GL_ATOMIC_COUNTER_BUFFER_BINDING:
            case GL_DRAW_INDIRECT_BUFFER_BINDING:
            case GL_DISPATCH_INDIRECT_BUFFER_BINDING:
            case GL_MAX_FRAMEBUFFER_WIDTH:
            case GL_MAX_FRAMEBUFFER_HEIGHT:
            case GL_MAX_FRAMEBUFFER_SAMPLES:
            case GL_MAX_SAMPLE_MASK_WORDS:
            case GL_MAX_COLOR_TEXTURE_SAMPLES:
            case GL_MAX_DEPTH_TEXTURE_SAMPLES:
            case GL_MAX_INTEGER_SAMPLES:
            case GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET:
            case GL_MAX_VERTEX_ATTRIB_BINDINGS:
            case GL_MAX_VERTEX_ATTRIB_STRIDE:
            case GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS:
            case GL_MAX_VERTEX_ATOMIC_COUNTERS:
            case GL_MAX_VERTEX_IMAGE_UNIFORMS:
            case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS:
            case GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS:
            case GL_MAX_FRAGMENT_ATOMIC_COUNTERS:
            case GL_MAX_FRAGMENT_IMAGE_UNIFORMS:
            case GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS:
            case GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET:
            case GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET:
            case GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS:
            case GL_MAX_COMPUTE_UNIFORM_BLOCKS:
            case GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS:
            case GL_MAX_COMPUTE_SHARED_MEMORY_SIZE:
            case GL_MAX_COMPUTE_UNIFORM_COMPONENTS:
            case GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS:
            case GL_MAX_COMPUTE_ATOMIC_COUNTERS:
            case GL_MAX_COMPUTE_IMAGE_UNIFORMS:
            case GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS:
            case GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS:
            case GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES:
            case GL_MAX_UNIFORM_LOCATIONS:
            case GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS:
            case GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE:
            case GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS:
            case GL_MAX_COMBINED_ATOMIC_COUNTERS:
            case GL_MAX_IMAGE_UNITS:
            case GL_MAX_COMBINED_IMAGE_UNIFORMS:
            case GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS:
            case GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS:
            case GL_SHADER_STORAGE_BUFFER_BINDING:
            case GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT:
            case GL_TEXTURE_BINDING_2D_MULTISAMPLE:
                *type      = GL_INT;
                *numParams = 1;
                return true;
            case GL_MAX_SHADER_STORAGE_BLOCK_SIZE:
                *type      = GL_INT_64_ANGLEX;
                *numParams = 1;
                return true;
            case GL_SAMPLE_MASK:
                *type      = GL_BOOL;
                *numParams = 1;
                return true;
        }
    
        if (getExtensions().geometryShader)
        {
            switch (pname)
            {
                case GL_MAX_FRAMEBUFFER_LAYERS_EXT:
                case GL_LAYER_PROVOKING_VERTEX_EXT:
                case GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT:
                case GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT:
                case GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT:
                case GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT:
                case GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT:
                case GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT:
                case GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT:
                case GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT:
                case GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT:
                case GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT:
                case GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT:
                case GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT:
                case GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT:
                    *type      = GL_INT;
                    *numParams = 1;
                    return true;
            }
        }
    
        return false;
    }
    
    bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams)
    {
        if (getClientVersion() < Version(3, 0))
        {
            return false;
        }
    
        switch (target)
        {
            case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
            case GL_UNIFORM_BUFFER_BINDING:
            {
                *type      = GL_INT;
                *numParams = 1;
                return true;
            }
            case GL_TRANSFORM_FEEDBACK_BUFFER_START:
            case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
            case GL_UNIFORM_BUFFER_START:
            case GL_UNIFORM_BUFFER_SIZE:
            {
                *type      = GL_INT_64_ANGLEX;
                *numParams = 1;
                return true;
            }
        }
    
        if (getClientVersion() < Version(3, 1))
        {
            return false;
        }
    
        switch (target)
        {
            case GL_IMAGE_BINDING_LAYERED:
            {
                *type      = GL_BOOL;
                *numParams = 1;
                return true;
            }
            case GL_MAX_COMPUTE_WORK_GROUP_COUNT:
            case GL_MAX_COMPUTE_WORK_GROUP_SIZE:
            case GL_ATOMIC_COUNTER_BUFFER_BINDING:
            case GL_SHADER_STORAGE_BUFFER_BINDING:
            case GL_VERTEX_BINDING_BUFFER:
            case GL_VERTEX_BINDING_DIVISOR:
            case GL_VERTEX_BINDING_OFFSET:
            case GL_VERTEX_BINDING_STRIDE:
            case GL_SAMPLE_MASK_VALUE:
            case GL_IMAGE_BINDING_NAME:
            case GL_IMAGE_BINDING_LEVEL:
            case GL_IMAGE_BINDING_LAYER:
            case GL_IMAGE_BINDING_ACCESS:
            case GL_IMAGE_BINDING_FORMAT:
            {
                *type      = GL_INT;
                *numParams = 1;
                return true;
            }
            case GL_ATOMIC_COUNTER_BUFFER_START:
            case GL_ATOMIC_COUNTER_BUFFER_SIZE:
            case GL_SHADER_STORAGE_BUFFER_START:
            case GL_SHADER_STORAGE_BUFFER_SIZE:
            {
                *type      = GL_INT_64_ANGLEX;
                *numParams = 1;
                return true;
            }
        }
    
        return false;
    }
    
    Program *Context::getProgram(GLuint handle) const
    {
        return mState.mShaderPrograms->getProgram(handle);
    }
    
    Shader *Context::getShader(GLuint handle) const
    {
        return mState.mShaderPrograms->getShader(handle);
    }
    
    bool Context::isTextureGenerated(GLuint texture) const
    {
        return mState.mTextures->isHandleGenerated(texture);
    }
    
    bool Context::isBufferGenerated(GLuint buffer) const
    {
        return mState.mBuffers->isHandleGenerated(buffer);
    }
    
    bool Context::isRenderbufferGenerated(GLuint renderbuffer) const
    {
        return mState.mRenderbuffers->isHandleGenerated(renderbuffer);
    }
    
    bool Context::isFramebufferGenerated(GLuint framebuffer) const
    {
        return mState.mFramebuffers->isHandleGenerated(framebuffer);
    }
    
    bool Context::isProgramPipelineGenerated(GLuint pipeline) const
    {
        return mState.mPipelines->isHandleGenerated(pipeline);
    }
    
    bool Context::usingDisplayTextureShareGroup() const
    {
        return mDisplayTextureShareGroup;
    }
    
    GLenum Context::getConvertedRenderbufferFormat(GLenum internalformat) const
    {
        return mState.mExtensions.webglCompatibility && mState.mClientVersion.major == 2 &&
                       internalformat == GL_DEPTH_STENCIL
                   ? GL_DEPTH24_STENCIL8
                   : internalformat;
    }
    
    void Context::maxShaderCompilerThreads(GLuint count)
    {
        GLuint oldCount = mGLState.getMaxShaderCompilerThreads();
        mGLState.setMaxShaderCompilerThreads(count);
        // A count of zero specifies a request for no parallel compiling or linking.
        if ((oldCount == 0 || count == 0) && (oldCount != 0 || count != 0))
        {
            mThreadPool = angle::WorkerThreadPool::Create(count > 0);
        }
        mThreadPool->setMaxThreads(count);
    }
    
    bool Context::isGLES1() const
    {
        return mState.getClientVersion() < Version(2, 0);
    }
    
    void Context::onSubjectStateChange(const Context *context,
                                       angle::SubjectIndex index,
                                       angle::SubjectMessage message)
    {
        switch (index)
        {
            case kVertexArraySubjectIndex:
                mGLState.setObjectDirty(GL_VERTEX_ARRAY);
                mStateCache.onVertexArraySizeChange(this);
                break;
    
            case kReadFramebufferSubjectIndex:
                mGLState.setObjectDirty(GL_READ_FRAMEBUFFER);
                break;
    
            case kDrawFramebufferSubjectIndex:
                mGLState.setObjectDirty(GL_DRAW_FRAMEBUFFER);
                break;
    
            default:
                ASSERT(index < mGLState.getActiveTexturesCache().size());
                mGLState.onActiveTextureStateChange(index);
                break;
        }
    }
    
    // ErrorSet implementation.
    ErrorSet::ErrorSet(Context *context) : mContext(context)
    {
    }
    
    ErrorSet::~ErrorSet() = default;
    
    void ErrorSet::handleError(const Error &error) const
    {
        // This internal enum is used to filter internal errors that are already handled.
        // TODO(jmadill): Remove this when refactor is done. http://anglebug.com/2491
        if (error.getCode() == GL_INTERNAL_ERROR_ANGLEX)
        {
            return;
        }
    
        if (ANGLE_UNLIKELY(error.isError()))
        {
            GLenum code = error.getCode();
            mErrors.insert(code);
            if (code == GL_OUT_OF_MEMORY && mContext->getWorkarounds().loseContextOnOutOfMemory)
            {
                mContext->markContextLost();
            }
    
            ASSERT(!error.getMessage().empty());
            mContext->getGLState().getDebug().insertMessage(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR,
                                                            error.getID(), GL_DEBUG_SEVERITY_HIGH,
                                                            error.getMessage());
        }
    }
    
    bool ErrorSet::empty() const
    {
        return mErrors.empty();
    }
    
    GLenum ErrorSet::popError()
    {
        ASSERT(!empty());
        GLenum error = *mErrors.begin();
        mErrors.erase(mErrors.begin());
        return error;
    }
    
    // StateCache implementation.
    StateCache::StateCache()
        : mCachedHasAnyEnabledClientAttrib(false),
          mCachedNonInstancedVertexElementLimit(0),
          mCachedInstancedVertexElementLimit(0)
    {
    }
    
    StateCache::~StateCache() = default;
    
    void StateCache::updateActiveAttribsMask(Context *context)
    {
        bool isGLES1         = context->isGLES1();
        const State &glState = context->getGLState();
    
        if (!isGLES1 && !glState.getProgram())
        {
            mCachedActiveBufferedAttribsMask = AttributesMask();
            mCachedActiveClientAttribsMask   = AttributesMask();
            return;
        }
    
        AttributesMask activeAttribs = isGLES1 ? glState.gles1().getVertexArraysAttributeMask()
                                               : glState.getProgram()->getActiveAttribLocationsMask();
    
        const VertexArray *vao = glState.getVertexArray();
        ASSERT(vao);
    
        const AttributesMask &clientAttribs  = vao->getClientAttribsMask();
        const AttributesMask &enabledAttribs = vao->getEnabledAttributesMask();
    
        activeAttribs &= enabledAttribs;
    
        mCachedActiveClientAttribsMask   = activeAttribs & clientAttribs;
        mCachedActiveBufferedAttribsMask = activeAttribs & ~clientAttribs;
        mCachedHasAnyEnabledClientAttrib = (clientAttribs & enabledAttribs).any();
    }
    
    void StateCache::updateVertexElementLimits(Context *context)
    {
        const VertexArray *vao = context->getGLState().getVertexArray();
    
        mCachedNonInstancedVertexElementLimit = std::numeric_limits<GLint64>::max();
        mCachedInstancedVertexElementLimit    = std::numeric_limits<GLint64>::max();
    
        // VAO can be null on Context startup. If we make this computation lazier we could ASSERT.
        // If there are no buffered attributes then we should not limit the draw call count.
        if (!vao || !mCachedActiveBufferedAttribsMask.any())
        {
            return;
        }
    
        const auto &vertexAttribs  = vao->getVertexAttributes();
        const auto &vertexBindings = vao->getVertexBindings();
    
        for (size_t attributeIndex : mCachedActiveBufferedAttribsMask)
        {
            const VertexAttribute &attrib = vertexAttribs[attributeIndex];
            ASSERT(attrib.enabled);
    
            const VertexBinding &binding = vertexBindings[attrib.bindingIndex];
            ASSERT(context->isGLES1() ||
                   context->getGLState().getProgram()->isAttribLocationActive(attributeIndex));
    
            GLint64 limit = attrib.getCachedElementLimit();
            if (binding.getDivisor() > 0)
            {
                mCachedInstancedVertexElementLimit =
                    std::min(mCachedInstancedVertexElementLimit, limit);
            }
            else
            {
                mCachedNonInstancedVertexElementLimit =
                    std::min(mCachedNonInstancedVertexElementLimit, limit);
            }
        }
    }
    
    void StateCache::onVertexArrayBindingChange(Context *context)
    {
        updateActiveAttribsMask(context);
        updateVertexElementLimits(context);
    }
    
    void StateCache::onProgramExecutableChange(Context *context)
    {
        updateActiveAttribsMask(context);
        updateVertexElementLimits(context);
    }
    
    void StateCache::onVertexArraySizeChange(Context *context)
    {
        updateVertexElementLimits(context);
    }
    
    void StateCache::onVertexArrayStateChange(Context *context)
    {
        updateActiveAttribsMask(context);
        updateVertexElementLimits(context);
    }
    
    void StateCache::onGLES1ClientStateChange(Context *context)
    {
        updateActiveAttribsMask(context);
    }
    }  // namespace gl