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

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  • Author : apatrick@chromium.org
    Date : 2012-03-23 21:18:42
    Hash : 563c0a53
    Message : Fence has pointer to the associated egl::Display. I think the assumption that getDisplay() returns a valid display in the Fence destructor is wrong. I'm trying to fix a crash in the field that looks like this: Thread 0 *CRASHED* ( EXCEPTION_ACCESS_VIOLATION_READ @ 0x00000000 ) 0x69582e38 [libglesv2.dll - fence.cpp:27 gl::Fence::~Fence() 0x69582f29 [libglesv2.dll + 0x00022f29] gl::Fence::`scalar deleting destructor'(unsigned int) 0x6958077d [libglesv2.dll - context.cpp:1020 gl::Context::deleteFence(unsigned int) 0x69582b9b [libglesv2.dll - context.cpp:195 gl::Context::~Context() 0x69582dcb [libglesv2.dll + 0x00022dcb] gl::Context::`scalar deleting destructor'(unsigned int) 0x69582df2 [libglesv2.dll - context.cpp:4259 glDestroyContext 0x73166ab8 [libegl.dll - display.cpp:768 egl::Display::destroyContext(gl::Context *) 0x73168393 [libegl.dll - libegl.cpp:861 eglDestroyContext 0x6e18f1db [chrome.dll - gl_context_egl.cc:76 gfx::GLContextEGL::Destroy() 0x6e18f40d [chrome.dll - gl_context_egl.cc:43 gfx::GLContextEGL::~GLContextEGL() Here's the disassembly: 69582E21 push esi 69582E22 mov esi,ecx 69582E24 cmp dword ptr [esi+4],0 69582E28 mov dword ptr [esi],695CBBE0h 69582E2E je 69582E3F 69582E30 call 695743F5 // this is getDisplay() 69582E35 push dword ptr [esi+4] 69582E38 mov edx,dword ptr [eax] // crashes here because EAX is zero 69582E3A mov ecx,eax 69582E3C call dword ptr [edx+24h] // this is freeEventQuery() 69582E3F pop esi 69582E40 ret It looks like getDisplay() returns null. http://code.google.com/p/chromium/issues/detail?id=117817 Review URL: https://codereview.appspot.com/5875044 git-svn-id: https://angleproject.googlecode.com/svn/trunk@1008 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Context.cpp
  • //
    // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Context.cpp: Implements the gl::Context class, managing all GL state and performing
    // rendering operations. It is the GLES2 specific implementation of EGLContext.
    
    #include "libGLESv2/Context.h"
    
    #include <algorithm>
    
    #include "libEGL/Display.h"
    
    #include "libGLESv2/main.h"
    #include "libGLESv2/mathutil.h"
    #include "libGLESv2/utilities.h"
    #include "libGLESv2/Blit.h"
    #include "libGLESv2/ResourceManager.h"
    #include "libGLESv2/Buffer.h"
    #include "libGLESv2/Fence.h"
    #include "libGLESv2/FrameBuffer.h"
    #include "libGLESv2/Program.h"
    #include "libGLESv2/Query.h"
    #include "libGLESv2/RenderBuffer.h"
    #include "libGLESv2/Shader.h"
    #include "libGLESv2/Texture.h"
    #include "libGLESv2/VertexDataManager.h"
    #include "libGLESv2/IndexDataManager.h"
    
    #undef near
    #undef far
    
    namespace gl
    {
    Context::Context(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess) : mConfig(config)
    {
        ASSERT(robustAccess == false);   // Unimplemented
    
        mDisplay = NULL;
        mDevice = NULL;
    
        mFenceHandleAllocator.setBaseHandle(0);
    
        setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
        mState.depthClearValue = 1.0f;
        mState.stencilClearValue = 0;
    
        mState.cullFace = false;
        mState.cullMode = GL_BACK;
        mState.frontFace = GL_CCW;
        mState.depthTest = false;
        mState.depthFunc = GL_LESS;
        mState.blend = false;
        mState.sourceBlendRGB = GL_ONE;
        mState.sourceBlendAlpha = GL_ONE;
        mState.destBlendRGB = GL_ZERO;
        mState.destBlendAlpha = GL_ZERO;
        mState.blendEquationRGB = GL_FUNC_ADD;
        mState.blendEquationAlpha = GL_FUNC_ADD;
        mState.blendColor.red = 0;
        mState.blendColor.green = 0;
        mState.blendColor.blue = 0;
        mState.blendColor.alpha = 0;
        mState.stencilTest = false;
        mState.stencilFunc = GL_ALWAYS;
        mState.stencilRef = 0;
        mState.stencilMask = -1;
        mState.stencilWritemask = -1;
        mState.stencilBackFunc = GL_ALWAYS;
        mState.stencilBackRef = 0;
        mState.stencilBackMask = - 1;
        mState.stencilBackWritemask = -1;
        mState.stencilFail = GL_KEEP;
        mState.stencilPassDepthFail = GL_KEEP;
        mState.stencilPassDepthPass = GL_KEEP;
        mState.stencilBackFail = GL_KEEP;
        mState.stencilBackPassDepthFail = GL_KEEP;
        mState.stencilBackPassDepthPass = GL_KEEP;
        mState.polygonOffsetFill = false;
        mState.polygonOffsetFactor = 0.0f;
        mState.polygonOffsetUnits = 0.0f;
        mState.sampleAlphaToCoverage = false;
        mState.sampleCoverage = false;
        mState.sampleCoverageValue = 1.0f;
        mState.sampleCoverageInvert = false;
        mState.scissorTest = false;
        mState.dither = true;
        mState.generateMipmapHint = GL_DONT_CARE;
        mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
    
        mState.lineWidth = 1.0f;
    
        mState.viewportX = 0;
        mState.viewportY = 0;
        mState.viewportWidth = config->mDisplayMode.Width;
        mState.viewportHeight = config->mDisplayMode.Height;
        mState.zNear = 0.0f;
        mState.zFar = 1.0f;
    
        mState.scissorX = 0;
        mState.scissorY = 0;
        mState.scissorWidth = config->mDisplayMode.Width;
        mState.scissorHeight = config->mDisplayMode.Height;
    
        mState.colorMaskRed = true;
        mState.colorMaskGreen = true;
        mState.colorMaskBlue = true;
        mState.colorMaskAlpha = true;
        mState.depthMask = true;
    
        if (shareContext != NULL)
        {
            mResourceManager = shareContext->mResourceManager;
            mResourceManager->addRef();
        }
        else
        {
            mResourceManager = new ResourceManager();
        }
    
        // [OpenGL ES 2.0.24] section 3.7 page 83:
        // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
        // and cube map texture state vectors respectively associated with them.
        // In order that access to these initial textures not be lost, they are treated as texture
        // objects all of whose names are 0.
    
        mTexture2DZero.set(new Texture2D(0));
        mTextureCubeMapZero.set(new TextureCubeMap(0));
    
        mState.activeSampler = 0;
        bindArrayBuffer(0);
        bindElementArrayBuffer(0);
        bindTextureCubeMap(0);
        bindTexture2D(0);
        bindReadFramebuffer(0);
        bindDrawFramebuffer(0);
        bindRenderbuffer(0);
    
        mState.currentProgram = 0;
    
        mState.packAlignment = 4;
        mState.unpackAlignment = 4;
        mState.packReverseRowOrder = false;
    
        mVertexDataManager = NULL;
        mIndexDataManager = NULL;
        mBlit = NULL;
        mLineLoopIB = NULL;
    
        mInvalidEnum = false;
        mInvalidValue = false;
        mInvalidOperation = false;
        mOutOfMemory = false;
        mInvalidFramebufferOperation = false;
    
        mHasBeenCurrent = false;
        mContextLost = false;
        mResetStatus = GL_NO_ERROR;
        mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
        mRobustAccess = robustAccess;
    
        mSupportsDXT1Textures = false;
        mSupportsDXT3Textures = false;
        mSupportsDXT5Textures = false;
        mSupportsEventQueries = false;
        mSupportsOcclusionQueries = false;
        mNumCompressedTextureFormats = 0;
        mMaxSupportedSamples = 0;
        mMaskedClearSavedState = NULL;
        markAllStateDirty();
    }
    
    Context::~Context()
    {
        if (mState.currentProgram != 0)
        {
            Program *programObject = mResourceManager->getProgram(mState.currentProgram);
            if (programObject)
            {
                programObject->release();
            }
            mState.currentProgram = 0;
        }
    
        while (!mFramebufferMap.empty())
        {
            deleteFramebuffer(mFramebufferMap.begin()->first);
        }
    
        while (!mFenceMap.empty())
        {
            deleteFence(mFenceMap.begin()->first);
        }
    
        while (!mQueryMap.empty())
        {
            deleteQuery(mQueryMap.begin()->first);
        }
    
        while (!mMultiSampleSupport.empty())
        {
            delete [] mMultiSampleSupport.begin()->second;
            mMultiSampleSupport.erase(mMultiSampleSupport.begin());
        }
    
        for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
        {
            for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
            {
                mState.samplerTexture[type][sampler].set(NULL);
            }
        }
    
        for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
        {
            mIncompleteTextures[type].set(NULL);
        }
    
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            mState.vertexAttribute[i].mBoundBuffer.set(NULL);
        }
    
        for (int i = 0; i < QUERY_TYPE_COUNT; i++)
        {
            mState.activeQuery[i].set(NULL);
        }
    
        mState.arrayBuffer.set(NULL);
        mState.elementArrayBuffer.set(NULL);
        mState.renderbuffer.set(NULL);
    
        mTexture2DZero.set(NULL);
        mTextureCubeMapZero.set(NULL);
    
        delete mVertexDataManager;
        delete mIndexDataManager;
        delete mBlit;
        delete mLineLoopIB;
    
        if (mMaskedClearSavedState)
        {
            mMaskedClearSavedState->Release();
        }
    
        mResourceManager->release();
    }
    
    void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
    {
        mDisplay = display;
        mDevice = mDisplay->getDevice();
    
        if (!mHasBeenCurrent)
        {
            mDeviceCaps = mDisplay->getDeviceCaps();
    
            mVertexDataManager = new VertexDataManager(this, mDevice);
            mIndexDataManager = new IndexDataManager(this, mDevice);
            mBlit = new Blit(this);
    
            mSupportsShaderModel3 = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
            mSupportsVertexTexture = mDisplay->getVertexTextureSupport();
            mSupportsNonPower2Texture = mDisplay->getNonPower2TextureSupport();
            mSupportsInstancing = mDisplay->getInstancingSupport();
    
            mMaxTextureDimension = std::min(std::min((int)mDeviceCaps.MaxTextureWidth, (int)mDeviceCaps.MaxTextureHeight),
                                            (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
            mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
            mMaxRenderbufferDimension = mMaxTextureDimension;
            mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
            TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d",
                  mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel);
    
            const D3DFORMAT renderBufferFormats[] =
            {
                D3DFMT_A8R8G8B8,
                D3DFMT_X8R8G8B8,
                D3DFMT_R5G6B5,
                D3DFMT_D24S8
            };
    
            int max = 0;
            for (int i = 0; i < sizeof(renderBufferFormats) / sizeof(D3DFORMAT); ++i)
            {
                bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
                mDisplay->getMultiSampleSupport(renderBufferFormats[i], multisampleArray);
                mMultiSampleSupport[renderBufferFormats[i]] = multisampleArray;
    
                for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
                {
                    if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
                    {
                        max = j;
                    }
                }
            }
    
            mMaxSupportedSamples = max;
    
            mSupportsEventQueries = mDisplay->getEventQuerySupport();
            mSupportsOcclusionQueries = mDisplay->getOcclusionQuerySupport();
            mSupportsDXT1Textures = mDisplay->getDXT1TextureSupport();
            mSupportsDXT3Textures = mDisplay->getDXT3TextureSupport();
            mSupportsDXT5Textures = mDisplay->getDXT5TextureSupport();
            mSupportsFloat32Textures = mDisplay->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
            mSupportsFloat16Textures = mDisplay->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
            mSupportsLuminanceTextures = mDisplay->getLuminanceTextureSupport();
            mSupportsLuminanceAlphaTextures = mDisplay->getLuminanceAlphaTextureSupport();
    
            mSupports32bitIndices = mDeviceCaps.MaxVertexIndex >= (1 << 16);
    
            mNumCompressedTextureFormats = 0;
            if (supportsDXT1Textures())
            {
                mNumCompressedTextureFormats += 2;
            }
            if (supportsDXT3Textures())
            {
                mNumCompressedTextureFormats += 1;
            }
            if (supportsDXT5Textures())
            {
                mNumCompressedTextureFormats += 1;
            }
    
            initExtensionString();
            initRendererString();
    
            mState.viewportX = 0;
            mState.viewportY = 0;
            mState.viewportWidth = surface->getWidth();
            mState.viewportHeight = surface->getHeight();
    
            mState.scissorX = 0;
            mState.scissorY = 0;
            mState.scissorWidth = surface->getWidth();
            mState.scissorHeight = surface->getHeight();
    
            mHasBeenCurrent = true;
        }
    
        // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
        IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();
        IDirect3DSurface9 *depthStencil = surface->getDepthStencil();
    
        Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
        DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
        Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
    
        setFramebufferZero(framebufferZero);
    
        if (defaultRenderTarget)
        {
            defaultRenderTarget->Release();
        }
    
        if (depthStencil)
        {
            depthStencil->Release();
        }
        
        markAllStateDirty();
    }
    
    // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
    void Context::markAllStateDirty()
    {
        for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
        {
            mAppliedTextureSerialPS[t] = 0;
        }
    
        for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
        {
            mAppliedTextureSerialVS[t] = 0;
        }
    
        mAppliedProgramSerial = 0;
        mAppliedRenderTargetSerial = 0;
        mAppliedDepthbufferSerial = 0;
        mAppliedStencilbufferSerial = 0;
        mAppliedIBSerial = 0;
        mDepthStencilInitialized = false;
        mViewportInitialized = false;
        mRenderTargetDescInitialized = false;
    
        mVertexDeclarationCache.markStateDirty();
    
        mClearStateDirty = true;
        mCullStateDirty = true;
        mDepthStateDirty = true;
        mMaskStateDirty = true;
        mBlendStateDirty = true;
        mStencilStateDirty = true;
        mPolygonOffsetStateDirty = true;
        mScissorStateDirty = true;
        mSampleStateDirty = true;
        mDitherStateDirty = true;
        mFrontFaceDirty = true;
        mDxUniformsDirty = true;
        mCachedCurrentProgram = NULL;
    }
    
    void Context::markContextLost()
    {
        if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
            mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
        mContextLost = true;
    }
    
    bool Context::isContextLost()
    {
        return mContextLost;
    }
    
    void Context::setClearColor(float red, float green, float blue, float alpha)
    {
        mState.colorClearValue.red = red;
        mState.colorClearValue.green = green;
        mState.colorClearValue.blue = blue;
        mState.colorClearValue.alpha = alpha;
    }
    
    void Context::setClearDepth(float depth)
    {
        mState.depthClearValue = depth;
    }
    
    void Context::setClearStencil(int stencil)
    {
        mState.stencilClearValue = stencil;
    }
    
    void Context::setCullFace(bool enabled)
    {
        if (mState.cullFace != enabled)
        {
            mState.cullFace = enabled;
            mCullStateDirty = true;
        }
    }
    
    bool Context::isCullFaceEnabled() const
    {
        return mState.cullFace;
    }
    
    void Context::setCullMode(GLenum mode)
    {
        if (mState.cullMode != mode)
        {
            mState.cullMode = mode;
            mCullStateDirty = true;
        }
    }
    
    void Context::setFrontFace(GLenum front)
    {
        if (mState.frontFace != front)
        {
            mState.frontFace = front;
            mFrontFaceDirty = true;
        }
    }
    
    void Context::setDepthTest(bool enabled)
    {
        if (mState.depthTest != enabled)
        {
            mState.depthTest = enabled;
            mDepthStateDirty = true;
        }
    }
    
    bool Context::isDepthTestEnabled() const
    {
        return mState.depthTest;
    }
    
    void Context::setDepthFunc(GLenum depthFunc)
    {
        if (mState.depthFunc != depthFunc)
        {
            mState.depthFunc = depthFunc;
            mDepthStateDirty = true;
        }
    }
    
    void Context::setDepthRange(float zNear, float zFar)
    {
        mState.zNear = zNear;
        mState.zFar = zFar;
    }
    
    void Context::setBlend(bool enabled)
    {
        if (mState.blend != enabled)
        {
            mState.blend = enabled;
            mBlendStateDirty = true;
        }
    }
    
    bool Context::isBlendEnabled() const
    {
        return mState.blend;
    }
    
    void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
    {
        if (mState.sourceBlendRGB != sourceRGB ||
            mState.sourceBlendAlpha != sourceAlpha ||
            mState.destBlendRGB != destRGB ||
            mState.destBlendAlpha != destAlpha)
        {
            mState.sourceBlendRGB = sourceRGB;
            mState.destBlendRGB = destRGB;
            mState.sourceBlendAlpha = sourceAlpha;
            mState.destBlendAlpha = destAlpha;
            mBlendStateDirty = true;
        }
    }
    
    void Context::setBlendColor(float red, float green, float blue, float alpha)
    {
        if (mState.blendColor.red != red ||
            mState.blendColor.green != green ||
            mState.blendColor.blue != blue ||
            mState.blendColor.alpha != alpha)
        {
            mState.blendColor.red = red;
            mState.blendColor.green = green;
            mState.blendColor.blue = blue;
            mState.blendColor.alpha = alpha;
            mBlendStateDirty = true;
        }
    }
    
    void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
    {
        if (mState.blendEquationRGB != rgbEquation ||
            mState.blendEquationAlpha != alphaEquation)
        {
            mState.blendEquationRGB = rgbEquation;
            mState.blendEquationAlpha = alphaEquation;
            mBlendStateDirty = true;
        }
    }
    
    void Context::setStencilTest(bool enabled)
    {
        if (mState.stencilTest != enabled)
        {
            mState.stencilTest = enabled;
            mStencilStateDirty = true;
        }
    }
    
    bool Context::isStencilTestEnabled() const
    {
        return mState.stencilTest;
    }
    
    void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
    {
        if (mState.stencilFunc != stencilFunc ||
            mState.stencilRef != stencilRef ||
            mState.stencilMask != stencilMask)
        {
            mState.stencilFunc = stencilFunc;
            mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
            mState.stencilMask = stencilMask;
            mStencilStateDirty = true;
        }
    }
    
    void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
    {
        if (mState.stencilBackFunc != stencilBackFunc ||
            mState.stencilBackRef != stencilBackRef ||
            mState.stencilBackMask != stencilBackMask)
        {
            mState.stencilBackFunc = stencilBackFunc;
            mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
            mState.stencilBackMask = stencilBackMask;
            mStencilStateDirty = true;
        }
    }
    
    void Context::setStencilWritemask(GLuint stencilWritemask)
    {
        if (mState.stencilWritemask != stencilWritemask)
        {
            mState.stencilWritemask = stencilWritemask;
            mStencilStateDirty = true;
        }
    }
    
    void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
    {
        if (mState.stencilBackWritemask != stencilBackWritemask)
        {
            mState.stencilBackWritemask = stencilBackWritemask;
            mStencilStateDirty = true;
        }
    }
    
    void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
    {
        if (mState.stencilFail != stencilFail ||
            mState.stencilPassDepthFail != stencilPassDepthFail ||
            mState.stencilPassDepthPass != stencilPassDepthPass)
        {
            mState.stencilFail = stencilFail;
            mState.stencilPassDepthFail = stencilPassDepthFail;
            mState.stencilPassDepthPass = stencilPassDepthPass;
            mStencilStateDirty = true;
        }
    }
    
    void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
    {
        if (mState.stencilBackFail != stencilBackFail ||
            mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
            mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
        {
            mState.stencilBackFail = stencilBackFail;
            mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
            mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
            mStencilStateDirty = true;
        }
    }
    
    void Context::setPolygonOffsetFill(bool enabled)
    {
        if (mState.polygonOffsetFill != enabled)
        {
            mState.polygonOffsetFill = enabled;
            mPolygonOffsetStateDirty = true;
        }
    }
    
    bool Context::isPolygonOffsetFillEnabled() const
    {
        return mState.polygonOffsetFill;
    
    }
    
    void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
    {
        if (mState.polygonOffsetFactor != factor ||
            mState.polygonOffsetUnits != units)
        {
            mState.polygonOffsetFactor = factor;
            mState.polygonOffsetUnits = units;
            mPolygonOffsetStateDirty = true;
        }
    }
    
    void Context::setSampleAlphaToCoverage(bool enabled)
    {
        if (mState.sampleAlphaToCoverage != enabled)
        {
            mState.sampleAlphaToCoverage = enabled;
            mSampleStateDirty = true;
        }
    }
    
    bool Context::isSampleAlphaToCoverageEnabled() const
    {
        return mState.sampleAlphaToCoverage;
    }
    
    void Context::setSampleCoverage(bool enabled)
    {
        if (mState.sampleCoverage != enabled)
        {
            mState.sampleCoverage = enabled;
            mSampleStateDirty = true;
        }
    }
    
    bool Context::isSampleCoverageEnabled() const
    {
        return mState.sampleCoverage;
    }
    
    void Context::setSampleCoverageParams(GLclampf value, bool invert)
    {
        if (mState.sampleCoverageValue != value ||
            mState.sampleCoverageInvert != invert)
        {
            mState.sampleCoverageValue = value;
            mState.sampleCoverageInvert = invert;
            mSampleStateDirty = true;
        }
    }
    
    void Context::setScissorTest(bool enabled)
    {
        if (mState.scissorTest != enabled)
        {
            mState.scissorTest = enabled;
            mScissorStateDirty = true;
        }
    }
    
    bool Context::isScissorTestEnabled() const
    {
        return mState.scissorTest;
    }
    
    void Context::setDither(bool enabled)
    {
        if (mState.dither != enabled)
        {
            mState.dither = enabled;
            mDitherStateDirty = true;
        }
    }
    
    bool Context::isDitherEnabled() const
    {
        return mState.dither;
    }
    
    void Context::setLineWidth(GLfloat width)
    {
        mState.lineWidth = width;
    }
    
    void Context::setGenerateMipmapHint(GLenum hint)
    {
        mState.generateMipmapHint = hint;
    }
    
    void Context::setFragmentShaderDerivativeHint(GLenum hint)
    {
        mState.fragmentShaderDerivativeHint = hint;
        // TODO: Propagate the hint to shader translator so we can write
        // ddx, ddx_coarse, or ddx_fine depending on the hint.
        // Ignore for now. It is valid for implementations to ignore hint.
    }
    
    void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
    {
        mState.viewportX = x;
        mState.viewportY = y;
        mState.viewportWidth = width;
        mState.viewportHeight = height;
    }
    
    void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
    {
        if (mState.scissorX != x || mState.scissorY != y || 
            mState.scissorWidth != width || mState.scissorHeight != height)
        {
            mState.scissorX = x;
            mState.scissorY = y;
            mState.scissorWidth = width;
            mState.scissorHeight = height;
            mScissorStateDirty = true;
        }
    }
    
    void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
    {
        if (mState.colorMaskRed != red || mState.colorMaskGreen != green ||
            mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
        {
            mState.colorMaskRed = red;
            mState.colorMaskGreen = green;
            mState.colorMaskBlue = blue;
            mState.colorMaskAlpha = alpha;
            mMaskStateDirty = true;
        }
    }
    
    void Context::setDepthMask(bool mask)
    {
        if (mState.depthMask != mask)
        {
            mState.depthMask = mask;
            mMaskStateDirty = true;
        }
    }
    
    void Context::setActiveSampler(unsigned int active)
    {
        mState.activeSampler = active;
    }
    
    GLuint Context::getReadFramebufferHandle() const
    {
        return mState.readFramebuffer;
    }
    
    GLuint Context::getDrawFramebufferHandle() const
    {
        return mState.drawFramebuffer;
    }
    
    GLuint Context::getRenderbufferHandle() const
    {
        return mState.renderbuffer.id();
    }
    
    GLuint Context::getArrayBufferHandle() const
    {
        return mState.arrayBuffer.id();
    }
    
    GLuint Context::getActiveQuery(GLenum target) const
    {
        Query *queryObject = NULL;
        
        switch (target)
        {
          case GL_ANY_SAMPLES_PASSED_EXT:
            queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
            break;
          case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
            queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
            break;
          default:
            ASSERT(false);
        }
    
        if (queryObject)
        {
            return queryObject->id();
        }
        else
        {
            return 0;
        }
    }
    
    void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
    {
        mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
    }
    
    const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
    {
        return mState.vertexAttribute[attribNum];
    }
    
    void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
                                       GLsizei stride, const void *pointer)
    {
        mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
        mState.vertexAttribute[attribNum].mSize = size;
        mState.vertexAttribute[attribNum].mType = type;
        mState.vertexAttribute[attribNum].mNormalized = normalized;
        mState.vertexAttribute[attribNum].mStride = stride;
        mState.vertexAttribute[attribNum].mPointer = pointer;
    }
    
    const void *Context::getVertexAttribPointer(unsigned int attribNum) const
    {
        return mState.vertexAttribute[attribNum].mPointer;
    }
    
    const VertexAttributeArray &Context::getVertexAttributes()
    {
        return mState.vertexAttribute;
    }
    
    void Context::setPackAlignment(GLint alignment)
    {
        mState.packAlignment = alignment;
    }
    
    GLint Context::getPackAlignment() const
    {
        return mState.packAlignment;
    }
    
    void Context::setUnpackAlignment(GLint alignment)
    {
        mState.unpackAlignment = alignment;
    }
    
    GLint Context::getUnpackAlignment() const
    {
        return mState.unpackAlignment;
    }
    
    void Context::setPackReverseRowOrder(bool reverseRowOrder)
    {
        mState.packReverseRowOrder = reverseRowOrder;
    }
    
    bool Context::getPackReverseRowOrder() const
    {
        return mState.packReverseRowOrder;
    }
    
    GLuint Context::createBuffer()
    {
        return mResourceManager->createBuffer();
    }
    
    GLuint Context::createProgram()
    {
        return mResourceManager->createProgram();
    }
    
    GLuint Context::createShader(GLenum type)
    {
        return mResourceManager->createShader(type);
    }
    
    GLuint Context::createTexture()
    {
        return mResourceManager->createTexture();
    }
    
    GLuint Context::createRenderbuffer()
    {
        return mResourceManager->createRenderbuffer();
    }
    
    // Returns an unused framebuffer name
    GLuint Context::createFramebuffer()
    {
        GLuint handle = mFramebufferHandleAllocator.allocate();
    
        mFramebufferMap[handle] = NULL;
    
        return handle;
    }
    
    GLuint Context::createFence()
    {
        GLuint handle = mFenceHandleAllocator.allocate();
    
        mFenceMap[handle] = new Fence(mDisplay);
    
        return handle;
    }
    
    // Returns an unused query name
    GLuint Context::createQuery()
    {
        GLuint handle = mQueryHandleAllocator.allocate();
    
        mQueryMap[handle] = NULL;
    
        return handle;
    }
    
    void Context::deleteBuffer(GLuint buffer)
    {
        if (mResourceManager->getBuffer(buffer))
        {
            detachBuffer(buffer);
        }
        
        mResourceManager->deleteBuffer(buffer);
    }
    
    void Context::deleteShader(GLuint shader)
    {
        mResourceManager->deleteShader(shader);
    }
    
    void Context::deleteProgram(GLuint program)
    {
        mResourceManager->deleteProgram(program);
        mCachedCurrentProgram = NULL;
    }
    
    void Context::deleteTexture(GLuint texture)
    {
        if (mResourceManager->getTexture(texture))
        {
            detachTexture(texture);
        }
    
        mResourceManager->deleteTexture(texture);
    }
    
    void Context::deleteRenderbuffer(GLuint renderbuffer)
    {
        if (mResourceManager->getRenderbuffer(renderbuffer))
        {
            detachRenderbuffer(renderbuffer);
        }
        
        mResourceManager->deleteRenderbuffer(renderbuffer);
    }
    
    void Context::deleteFramebuffer(GLuint framebuffer)
    {
        FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
    
        if (framebufferObject != mFramebufferMap.end())
        {
            detachFramebuffer(framebuffer);
    
            mFramebufferHandleAllocator.release(framebufferObject->first);
            delete framebufferObject->second;
            mFramebufferMap.erase(framebufferObject);
        }
    }
    
    void Context::deleteFence(GLuint fence)
    {
        FenceMap::iterator fenceObject = mFenceMap.find(fence);
    
        if (fenceObject != mFenceMap.end())
        {
            mFenceHandleAllocator.release(fenceObject->first);
            delete fenceObject->second;
            mFenceMap.erase(fenceObject);
        }
    }
    
    void Context::deleteQuery(GLuint query)
    {
        QueryMap::iterator queryObject = mQueryMap.find(query);
        if (queryObject != mQueryMap.end())
        {
            mQueryHandleAllocator.release(queryObject->first);
            if (queryObject->second)
            {
                queryObject->second->release();
            }
            mQueryMap.erase(queryObject);
        }
    }
    
    Buffer *Context::getBuffer(GLuint handle)
    {
        return mResourceManager->getBuffer(handle);
    }
    
    Shader *Context::getShader(GLuint handle)
    {
        return mResourceManager->getShader(handle);
    }
    
    Program *Context::getProgram(GLuint handle)
    {
        return mResourceManager->getProgram(handle);
    }
    
    Texture *Context::getTexture(GLuint handle)
    {
        return mResourceManager->getTexture(handle);
    }
    
    Renderbuffer *Context::getRenderbuffer(GLuint handle)
    {
        return mResourceManager->getRenderbuffer(handle);
    }
    
    Framebuffer *Context::getReadFramebuffer()
    {
        return getFramebuffer(mState.readFramebuffer);
    }
    
    Framebuffer *Context::getDrawFramebuffer()
    {
        return mBoundDrawFramebuffer;
    }
    
    void Context::bindArrayBuffer(unsigned int buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.arrayBuffer.set(getBuffer(buffer));
    }
    
    void Context::bindElementArrayBuffer(unsigned int buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.elementArrayBuffer.set(getBuffer(buffer));
    }
    
    void Context::bindTexture2D(GLuint texture)
    {
        mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
    
        mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
    }
    
    void Context::bindTextureCubeMap(GLuint texture)
    {
        mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
    
        mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
    }
    
    void Context::bindReadFramebuffer(GLuint framebuffer)
    {
        if (!getFramebuffer(framebuffer))
        {
            mFramebufferMap[framebuffer] = new Framebuffer();
        }
    
        mState.readFramebuffer = framebuffer;
    }
    
    void Context::bindDrawFramebuffer(GLuint framebuffer)
    {
        if (!getFramebuffer(framebuffer))
        {
            mFramebufferMap[framebuffer] = new Framebuffer();
        }
    
        mState.drawFramebuffer = framebuffer;
    
        mBoundDrawFramebuffer = getFramebuffer(framebuffer);
    }
    
    void Context::bindRenderbuffer(GLuint renderbuffer)
    {
        mResourceManager->checkRenderbufferAllocation(renderbuffer);
    
        mState.renderbuffer.set(getRenderbuffer(renderbuffer));
    }
    
    void Context::useProgram(GLuint program)
    {
        GLuint priorProgram = mState.currentProgram;
        mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
    
        if (priorProgram != program)
        {
            Program *newProgram = mResourceManager->getProgram(program);
            Program *oldProgram = mResourceManager->getProgram(priorProgram);
            mCachedCurrentProgram = NULL;
            mDxUniformsDirty = true;
    
            if (newProgram)
            {
                newProgram->addRef();
            }
            
            if (oldProgram)
            {
                oldProgram->release();
            }
        }
    }
    
    void Context::beginQuery(GLenum target, GLuint query)
    {
        // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>  
        // of zero, if the active query object name for <target> is non-zero (for the  
        // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if  
        // the active query for either target is non-zero), if <id> is the name of an 
        // existing query object whose type does not match <target>, or if <id> is the
        // active query object name for any query type, the error INVALID_OPERATION is
        // generated.
    
        // Ensure no other queries are active
        // NOTE: If other queries than occlusion are supported, we will need to check
        // separately that:
        //    a) The query ID passed is not the current active query for any target/type
        //    b) There are no active queries for the requested target (and in the case
        //       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
        //       no query may be active for either if glBeginQuery targets either.
        for (int i = 0; i < QUERY_TYPE_COUNT; i++)
        {
            if (mState.activeQuery[i].get() != NULL)
            {
                return error(GL_INVALID_OPERATION);
            }
        }
    
        QueryType qType;
        switch (target)
        {
          case GL_ANY_SAMPLES_PASSED_EXT: 
            qType = QUERY_ANY_SAMPLES_PASSED; 
            break;
          case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 
            qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 
            break;
          default: 
            ASSERT(false);
            return;
        }
    
        Query *queryObject = getQuery(query, true, target);
    
        // check that name was obtained with glGenQueries
        if (!queryObject)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        // check for type mismatch
        if (queryObject->getType() != target)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        // set query as active for specified target
        mState.activeQuery[qType].set(queryObject);
    
        // begin query
        queryObject->begin();
    }
    
    void Context::endQuery(GLenum target)
    {
        QueryType qType;
    
        switch (target)
        {
          case GL_ANY_SAMPLES_PASSED_EXT: 
            qType = QUERY_ANY_SAMPLES_PASSED; 
            break;
          case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 
            qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 
            break;
          default: 
            ASSERT(false);
            return;
        }
    
        Query *queryObject = mState.activeQuery[qType].get();
    
        if (queryObject == NULL)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        queryObject->end();
    
        mState.activeQuery[qType].set(NULL);
    }
    
    void Context::setFramebufferZero(Framebuffer *buffer)
    {
        delete mFramebufferMap[0];
        mFramebufferMap[0] = buffer;
        if (mState.drawFramebuffer == 0)
        {
            mBoundDrawFramebuffer = buffer;
        }
    }
    
    void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
    {
        Renderbuffer *renderbufferObject = mState.renderbuffer.get();
        renderbufferObject->setStorage(renderbuffer);
    }
    
    Framebuffer *Context::getFramebuffer(unsigned int handle)
    {
        FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
    
        if (framebuffer == mFramebufferMap.end())
        {
            return NULL;
        }
        else
        {
            return framebuffer->second;
        }
    }
    
    Fence *Context::getFence(unsigned int handle)
    {
        FenceMap::iterator fence = mFenceMap.find(handle);
    
        if (fence == mFenceMap.end())
        {
            return NULL;
        }
        else
        {
            return fence->second;
        }
    }
    
    Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
    {
        QueryMap::iterator query = mQueryMap.find(handle);
    
        if (query == mQueryMap.end())
        {
            return NULL;
        }
        else
        {
            if (!query->second && create)
            {
                query->second = new Query(handle, type);
                query->second->addRef();
            }
            return query->second;
        }
    }
    
    Buffer *Context::getArrayBuffer()
    {
        return mState.arrayBuffer.get();
    }
    
    Buffer *Context::getElementArrayBuffer()
    {
        return mState.elementArrayBuffer.get();
    }
    
    Program *Context::getCurrentProgram()
    {
        if (!mCachedCurrentProgram)
        {
            mCachedCurrentProgram = mResourceManager->getProgram(mState.currentProgram);
        }
        return mCachedCurrentProgram;
    }
    
    Texture2D *Context::getTexture2D()
    {
        return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
    }
    
    TextureCubeMap *Context::getTextureCubeMap()
    {
        return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
    }
    
    Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
    {
        GLuint texid = mState.samplerTexture[type][sampler].id();
    
        if (texid == 0)   // Special case: 0 refers to different initial textures based on the target
        {
            switch (type)
            {
              default: UNREACHABLE();
              case TEXTURE_2D: return mTexture2DZero.get();
              case TEXTURE_CUBE: return mTextureCubeMapZero.get();
            }
        }
    
        return mState.samplerTexture[type][sampler].get();
    }
    
    bool Context::getBooleanv(GLenum pname, GLboolean *params)
    {
        switch (pname)
        {
          case GL_SHADER_COMPILER:           *params = GL_TRUE;                            break;
          case GL_SAMPLE_COVERAGE_INVERT:    *params = mState.sampleCoverageInvert;        break;
          case GL_DEPTH_WRITEMASK:           *params = mState.depthMask;                   break;
          case GL_COLOR_WRITEMASK:
            params[0] = mState.colorMaskRed;
            params[1] = mState.colorMaskGreen;
            params[2] = mState.colorMaskBlue;
            params[3] = mState.colorMaskAlpha;
            break;
          case GL_CULL_FACE:                 *params = mState.cullFace;                    break;
          case GL_POLYGON_OFFSET_FILL:       *params = mState.polygonOffsetFill;           break;
          case GL_SAMPLE_ALPHA_TO_COVERAGE:  *params = mState.sampleAlphaToCoverage;       break;
          case GL_SAMPLE_COVERAGE:           *params = mState.sampleCoverage;              break;
          case GL_SCISSOR_TEST:              *params = mState.scissorTest;                 break;
          case GL_STENCIL_TEST:              *params = mState.stencilTest;                 break;
          case GL_DEPTH_TEST:                *params = mState.depthTest;                   break;
          case GL_BLEND:                     *params = mState.blend;                       break;
          case GL_DITHER:                    *params = mState.dither;                      break;
          case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
          default:
            return false;
        }
    
        return true;
    }
    
    bool Context::getFloatv(GLenum pname, GLfloat *params)
    {
        // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
        // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
        // GetIntegerv as its native query function. As it would require conversion in any
        // case, this should make no difference to the calling application.
        switch (pname)
        {
          case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
          case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
          case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
          case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
          case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
          case GL_ALIASED_LINE_WIDTH_RANGE:
            params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
            params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
            break;
          case GL_ALIASED_POINT_SIZE_RANGE:
            params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
            params[1] = supportsShaderModel3() ? gl::ALIASED_POINT_SIZE_RANGE_MAX_SM3 : gl::ALIASED_POINT_SIZE_RANGE_MAX_SM2;
            break;
          case GL_DEPTH_RANGE:
            params[0] = mState.zNear;
            params[1] = mState.zFar;
            break;
          case GL_COLOR_CLEAR_VALUE:
            params[0] = mState.colorClearValue.red;
            params[1] = mState.colorClearValue.green;
            params[2] = mState.colorClearValue.blue;
            params[3] = mState.colorClearValue.alpha;
            break;
          case GL_BLEND_COLOR:
            params[0] = mState.blendColor.red;
            params[1] = mState.blendColor.green;
            params[2] = mState.blendColor.blue;
            params[3] = mState.blendColor.alpha;
            break;
          default:
            return false;
        }
    
        return true;
    }
    
    bool Context::getIntegerv(GLenum pname, GLint *params)
    {
        // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
        // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
        // GetIntegerv as its native query function. As it would require conversion in any
        // case, this should make no difference to the calling application. You may find it in 
        // Context::getFloatv.
        switch (pname)
        {
          case GL_MAX_VERTEX_ATTRIBS:               *params = gl::MAX_VERTEX_ATTRIBS;               break;
          case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = gl::MAX_VERTEX_UNIFORM_VECTORS;       break;
          case GL_MAX_VARYING_VECTORS:              *params = getMaximumVaryingVectors();           break;
          case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
          case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = getMaximumVertexTextureImageUnits();  break;
          case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = gl::MAX_TEXTURE_IMAGE_UNITS;          break;
          case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = getMaximumFragmentUniformVectors();   break;
          case GL_MAX_RENDERBUFFER_SIZE:            *params = getMaximumRenderbufferDimension();    break;
          case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
          case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
          case GL_ARRAY_BUFFER_BINDING:             *params = mState.arrayBuffer.id();              break;
          case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = mState.elementArrayBuffer.id();       break;
          //case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
          case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;
          case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;
          case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.id();             break;
          case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
          case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
          case GL_PACK_REVERSE_ROW_ORDER_ANGLE:     *params = mState.packReverseRowOrder;           break;
          case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackAlignment;               break;
          case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
          case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
          case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
          case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;
          case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;
          case GL_STENCIL_VALUE_MASK:               *params = mState.stencilMask;                   break;
          case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               break;
          case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                break;
          case GL_STENCIL_BACK_VALUE_MASK:          *params = mState.stencilBackMask;               break;
          case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;
          case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;
          case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;
          case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               break;
          case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      break;
          case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      break;
          case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;
          case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                break;
          case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              break;
          case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  break;
          case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                break;
          case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              break;
          case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            break;
          case GL_STENCIL_WRITEMASK:                *params = mState.stencilWritemask;              break;
          case GL_STENCIL_BACK_WRITEMASK:           *params = mState.stencilBackWritemask;          break;
          case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
          case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
          case GL_MAX_TEXTURE_SIZE:                 *params = getMaximumTextureDimension();         break;
          case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = getMaximumCubeTextureDimension();     break;
          case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   
            params[0] = mNumCompressedTextureFormats;
            break;
          case GL_MAX_SAMPLES_ANGLE:
            {
                GLsizei maxSamples = getMaxSupportedSamples();
                if (maxSamples != 0)
                {
                    *params = maxSamples;
                }
                else
                {
                    return false;
                }
    
                break;
            }
          case GL_SAMPLE_BUFFERS:                   
          case GL_SAMPLES:
            {
                gl::Framebuffer *framebuffer = getDrawFramebuffer();
                if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
                {
                    switch (pname)
                    {
                      case GL_SAMPLE_BUFFERS:
                        if (framebuffer->getSamples() != 0)
                        {
                            *params = 1;
                        }
                        else
                        {
                            *params = 0;
                        }
                        break;
                      case GL_SAMPLES:
                        *params = framebuffer->getSamples();
                        break;
                    }
                }
                else 
                {
                    *params = 0;
                }
            }
            break;
          case GL_IMPLEMENTATION_COLOR_READ_TYPE:   *params = gl::IMPLEMENTATION_COLOR_READ_TYPE;   break;
          case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break;
          case GL_MAX_VIEWPORT_DIMS:
            {
                int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
                params[0] = maxDimension;
                params[1] = maxDimension;
            }
            break;
          case GL_COMPRESSED_TEXTURE_FORMATS:
            {
                if (supportsDXT1Textures())
                {
                    *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
                    *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
                }
                if (supportsDXT3Textures())
                {
                    *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
                }
                if (supportsDXT5Textures())
                {
                    *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
                }
            }
            break;
          case GL_VIEWPORT:
            params[0] = mState.viewportX;
            params[1] = mState.viewportY;
            params[2] = mState.viewportWidth;
            params[3] = mState.viewportHeight;
            break;
          case GL_SCISSOR_BOX:
            params[0] = mState.scissorX;
            params[1] = mState.scissorY;
            params[2] = mState.scissorWidth;
            params[3] = mState.scissorHeight;
            break;
          case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;
          case GL_FRONT_FACE:                       *params = mState.frontFace;                break;
          case GL_RED_BITS:
          case GL_GREEN_BITS:
          case GL_BLUE_BITS:
          case GL_ALPHA_BITS:
            {
                gl::Framebuffer *framebuffer = getDrawFramebuffer();
                gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
    
                if (colorbuffer)
                {
                    switch (pname)
                    {
                      case GL_RED_BITS:   *params = colorbuffer->getRedSize();   break;
                      case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
                      case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  break;
                      case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
                    }
                }
                else
                {
                    *params = 0;
                }
            }
            break;
          case GL_DEPTH_BITS:
            {
                gl::Framebuffer *framebuffer = getDrawFramebuffer();
                gl::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
    
                if (depthbuffer)
                {
                    *params = depthbuffer->getDepthSize();
                }
                else
                {
                    *params = 0;
                }
            }
            break;
          case GL_STENCIL_BITS:
            {
                gl::Framebuffer *framebuffer = getDrawFramebuffer();
                gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
    
                if (stencilbuffer)
                {
                    *params = stencilbuffer->getStencilSize();
                }
                else
                {
                    *params = 0;
                }
            }
            break;
          case GL_TEXTURE_BINDING_2D:
            {
                if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
                {
                    error(GL_INVALID_OPERATION);
                    return false;
                }
    
                *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
            }
            break;
          case GL_TEXTURE_BINDING_CUBE_MAP:
            {
                if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
                {
                    error(GL_INVALID_OPERATION);
                    return false;
                }
    
                *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
            }
            break;
          case GL_RESET_NOTIFICATION_STRATEGY_EXT:
            *params = mResetStrategy;
            break;
          default:
            return false;
        }
    
        return true;
    }
    
    bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
    {
        // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
        // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
        // to the fact that it is stored internally as a float, and so would require conversion
        // if returned from Context::getIntegerv. Since this conversion is already implemented 
        // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
        // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
        // application.
        switch (pname)
        {
          case GL_COMPRESSED_TEXTURE_FORMATS:
            {
                *type = GL_INT;
                *numParams = mNumCompressedTextureFormats;
            }
            break;
          case GL_SHADER_BINARY_FORMATS:
            {
                *type = GL_INT;
                *numParams = 0;
            }
            break;
          case GL_MAX_VERTEX_ATTRIBS:
          case GL_MAX_VERTEX_UNIFORM_VECTORS:
          case GL_MAX_VARYING_VECTORS:
          case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
          case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
          case GL_MAX_TEXTURE_IMAGE_UNITS:
          case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
          case GL_MAX_RENDERBUFFER_SIZE:
          case GL_NUM_SHADER_BINARY_FORMATS:
          case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
          case GL_ARRAY_BUFFER_BINDING:
          case GL_FRAMEBUFFER_BINDING:
          case GL_RENDERBUFFER_BINDING:
          case GL_CURRENT_PROGRAM:
          case GL_PACK_ALIGNMENT:
          case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
          case GL_UNPACK_ALIGNMENT:
          case GL_GENERATE_MIPMAP_HINT:
          case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
          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;
            }
            break;
          case GL_MAX_SAMPLES_ANGLE:
            {
                if (getMaxSupportedSamples() != 0)
                {
                    *type = GL_INT;
                    *numParams = 1;
                }
                else
                {
                    return false;
                }
            }
            break;
          case GL_MAX_VIEWPORT_DIMS:
            {
                *type = GL_INT;
                *numParams = 2;
            }
            break;
          case GL_VIEWPORT:
          case GL_SCISSOR_BOX:
            {
                *type = GL_INT;
                *numParams = 4;
            }
            break;
          case GL_SHADER_COMPILER:
          case GL_SAMPLE_COVERAGE_INVERT:
          case GL_DEPTH_WRITEMASK:
          case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
          case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
          case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
          case GL_SAMPLE_COVERAGE:
          case GL_SCISSOR_TEST:
          case GL_STENCIL_TEST:
          case GL_DEPTH_TEST:
          case GL_BLEND:
          case GL_DITHER:
          case GL_CONTEXT_ROBUST_ACCESS_EXT:
            {
                *type = GL_BOOL;
                *numParams = 1;
            }
            break;
          case GL_COLOR_WRITEMASK:
            {
                *type = GL_BOOL;
                *numParams = 4;
            }
            break;
          case GL_POLYGON_OFFSET_FACTOR:
          case GL_POLYGON_OFFSET_UNITS:
          case GL_SAMPLE_COVERAGE_VALUE:
          case GL_DEPTH_CLEAR_VALUE:
          case GL_LINE_WIDTH:
            {
                *type = GL_FLOAT;
                *numParams = 1;
            }
            break;
          case GL_ALIASED_LINE_WIDTH_RANGE:
          case GL_ALIASED_POINT_SIZE_RANGE:
          case GL_DEPTH_RANGE:
            {
                *type = GL_FLOAT;
                *numParams = 2;
            }
            break;
          case GL_COLOR_CLEAR_VALUE:
          case GL_BLEND_COLOR:
            {
                *type = GL_FLOAT;
                *numParams = 4;
            }
            break;
          default:
            return false;
        }
    
        return true;
    }
    
    // Applies the render target surface, depth stencil surface, viewport rectangle and
    // scissor rectangle to the Direct3D 9 device
    bool Context::applyRenderTarget(bool ignoreViewport)
    {
        Framebuffer *framebufferObject = getDrawFramebuffer();
    
        if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
        {
            return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
        }
    
        bool renderTargetChanged = false;
        unsigned int renderTargetSerial = framebufferObject->getRenderTargetSerial();
        if (renderTargetSerial != mAppliedRenderTargetSerial)
        {
            IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
            if (!renderTarget)
            {
                return false;   // Context must be lost
            }
            mDevice->SetRenderTarget(0, renderTarget);
            mAppliedRenderTargetSerial = renderTargetSerial;
            mScissorStateDirty = true; // Scissor area must be clamped to render target's size-- this is different for different render targets.
            renderTargetChanged = true;
            renderTarget->Release();
        }
    
        IDirect3DSurface9 *depthStencil = NULL;
        unsigned int depthbufferSerial = 0;
        unsigned int stencilbufferSerial = 0;
        if (framebufferObject->getDepthbufferType() != GL_NONE)
        {
            depthStencil = framebufferObject->getDepthbuffer()->getDepthStencil();
            if (!depthStencil)
            {
                ERR("Depth stencil pointer unexpectedly null.");
                return false;
            }
            
            depthbufferSerial = framebufferObject->getDepthbuffer()->getSerial();
        }
        else if (framebufferObject->getStencilbufferType() != GL_NONE)
        {
            depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
            if (!depthStencil)
            {
                ERR("Depth stencil pointer unexpectedly null.");
                return false;
            }
            
            stencilbufferSerial = framebufferObject->getStencilbuffer()->getSerial();
        }
    
        if (depthbufferSerial != mAppliedDepthbufferSerial ||
            stencilbufferSerial != mAppliedStencilbufferSerial ||
            !mDepthStencilInitialized)
        {
            mDevice->SetDepthStencilSurface(depthStencil);
            mAppliedDepthbufferSerial = depthbufferSerial;
            mAppliedStencilbufferSerial = stencilbufferSerial;
            mDepthStencilInitialized = true;
        }
    
        if (!mRenderTargetDescInitialized || renderTargetChanged)
        {
            IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
            if (!renderTarget)
            {
                return false;   // Context must be lost
            }
            renderTarget->GetDesc(&mRenderTargetDesc);
            mRenderTargetDescInitialized = true;
            renderTarget->Release();
        }
    
        D3DVIEWPORT9 viewport;
    
        float zNear = clamp01(mState.zNear);
        float zFar = clamp01(mState.zFar);
    
        if (ignoreViewport)
        {
            viewport.X = 0;
            viewport.Y = 0;
            viewport.Width = mRenderTargetDesc.Width;
            viewport.Height = mRenderTargetDesc.Height;
            viewport.MinZ = 0.0f;
            viewport.MaxZ = 1.0f;
        }
        else
        {
            RECT rect = transformPixelRect(mState.viewportX, mState.viewportY, mState.viewportWidth, mState.viewportHeight, mRenderTargetDesc.Height);
            viewport.X = clamp(rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
            viewport.Y = clamp(rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
            viewport.Width = clamp(rect.right - rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width) - static_cast<LONG>(viewport.X));
            viewport.Height = clamp(rect.bottom - rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height) - static_cast<LONG>(viewport.Y));
            viewport.MinZ = zNear;
            viewport.MaxZ = zFar;
        }
    
        if (viewport.Width <= 0 || viewport.Height <= 0)
        {
            return false;   // Nothing to render
        }
    
        if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0)
        {
            mDevice->SetViewport(&viewport);
            mSetViewport = viewport;
            mViewportInitialized = true;
            mDxUniformsDirty = true;
        }
    
        if (mScissorStateDirty)
        {
            if (mState.scissorTest)
            {
                RECT rect = transformPixelRect(mState.scissorX, mState.scissorY, mState.scissorWidth, mState.scissorHeight, mRenderTargetDesc.Height);
                rect.left = clamp(rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
                rect.top = clamp(rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
                rect.right = clamp(rect.right, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
                rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
                mDevice->SetScissorRect(&rect);
                mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
            }
            else
            {
                mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
            }
    
            mScissorStateDirty = false;
        }
    
        if (mState.currentProgram && mDxUniformsDirty)
        {
            Program *programObject = getCurrentProgram();
    
            GLint halfPixelSize = programObject->getDxHalfPixelSizeLocation();
            GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height};
            programObject->setUniform2fv(halfPixelSize, 1, xy);
    
            // These values are used for computing gl_FragCoord in Program::linkVaryings(). The approach depends on Shader Model 3.0 support.
            GLint coord = programObject->getDxCoordLocation();
            float h = mSupportsShaderModel3 ? mRenderTargetDesc.Height : mState.viewportHeight / 2.0f;
            GLfloat whxy[4] = {mState.viewportWidth / 2.0f, h, 
                              (float)mState.viewportX + mState.viewportWidth / 2.0f, 
                              (float)mState.viewportY + mState.viewportHeight / 2.0f};
            programObject->setUniform4fv(coord, 1, whxy);
    
            GLint depth = programObject->getDxDepthLocation();
            GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
            programObject->setUniform2fv(depth, 1, dz);
    
            GLint depthRange = programObject->getDxDepthRangeLocation();
            GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
            programObject->setUniform3fv(depthRange, 1, nearFarDiff);
            mDxUniformsDirty = false;
        }
    
        return true;
    }
    
    // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
    void Context::applyState(GLenum drawMode)
    {
        Program *programObject = getCurrentProgram();
    
        Framebuffer *framebufferObject = getDrawFramebuffer();
    
        GLenum adjustedFrontFace = adjustWinding(mState.frontFace);
    
        GLint frontCCW = programObject->getDxFrontCCWLocation();
        GLint ccw = (adjustedFrontFace == GL_CCW);
        programObject->setUniform1iv(frontCCW, 1, &ccw);
    
        GLint pointsOrLines = programObject->getDxPointsOrLinesLocation();
        GLint alwaysFront = !isTriangleMode(drawMode);
        programObject->setUniform1iv(pointsOrLines, 1, &alwaysFront);
    
        D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
        bool zeroColorMaskAllowed = identifier->VendorId != 0x1002;
        // Apparently some ATI cards have a bug where a draw with a zero color
        // write mask can cause later draws to have incorrect results. Instead,
        // set a nonzero color write mask but modify the blend state so that no
        // drawing is done.
        // http://code.google.com/p/angleproject/issues/detail?id=169
    
        if (mCullStateDirty || mFrontFaceDirty)
        {
            if (mState.cullFace)
            {
                mDevice->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, adjustedFrontFace));
            }
            else
            {
                mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
            }
    
            mCullStateDirty = false;
        }
    
        if (mDepthStateDirty)
        {
            if (mState.depthTest)
            {
                mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
                mDevice->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
            }
            else
            {
                mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
            }
    
            mDepthStateDirty = false;
        }
    
        if (!zeroColorMaskAllowed && (mMaskStateDirty || mBlendStateDirty))
        {
            mBlendStateDirty = true;
            mMaskStateDirty = true;
        }
    
        if (mBlendStateDirty)
        {
            if (mState.blend)
            {
                mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
    
                if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
                    mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
                {
                    mDevice->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
                }
                else
                {
                    mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
                                                                            unorm<8>(mState.blendColor.alpha),
                                                                            unorm<8>(mState.blendColor.alpha),
                                                                            unorm<8>(mState.blendColor.alpha)));
                }
    
                mDevice->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
                mDevice->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
                mDevice->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
    
                if (mState.sourceBlendRGB != mState.sourceBlendAlpha || 
                    mState.destBlendRGB != mState.destBlendAlpha || 
                    mState.blendEquationRGB != mState.blendEquationAlpha)
                {
                    mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
    
                    mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
                    mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
                    mDevice->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
                }
                else
                {
                    mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
                }
            }
            else
            {
                mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
            }
    
            mBlendStateDirty = false;
        }
    
        if (mStencilStateDirty || mFrontFaceDirty)
        {
            if (mState.stencilTest && framebufferObject->hasStencil())
            {
                mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
                mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
    
                // FIXME: Unsupported by D3D9
                const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
                const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
                const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
                if (mState.stencilWritemask != mState.stencilBackWritemask || 
                    mState.stencilRef != mState.stencilBackRef || 
                    mState.stencilMask != mState.stencilBackMask)
                {
                    ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
                    return error(GL_INVALID_OPERATION);
                }
    
                // get the maximum size of the stencil ref
                gl::Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
                GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
    
                mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
                mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, 
                                       es2dx::ConvertComparison(mState.stencilFunc));
    
                mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
                mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
    
                mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, 
                                       es2dx::ConvertStencilOp(mState.stencilFail));
                mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, 
                                       es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
                mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, 
                                       es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
    
                mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
                mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, 
                                       es2dx::ConvertComparison(mState.stencilBackFunc));
    
                mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
                mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
    
                mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, 
                                       es2dx::ConvertStencilOp(mState.stencilBackFail));
                mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, 
                                       es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
                mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, 
                                       es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
            }
            else
            {
                mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
            }
    
            mStencilStateDirty = false;
            mFrontFaceDirty = false;
        }
    
        if (mMaskStateDirty)
        {
            int colorMask = es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, 
                                                    mState.colorMaskBlue, mState.colorMaskAlpha);
            if (colorMask == 0 && !zeroColorMaskAllowed)
            {
                // Enable green channel, but set blending so nothing will be drawn.
                mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
                mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
    
                mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
                mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
                mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
            }
            else
            {
                mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
            }
            mDevice->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
    
            mMaskStateDirty = false;
        }
    
        if (mPolygonOffsetStateDirty)
        {
            if (mState.polygonOffsetFill)
            {
                gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
                if (depthbuffer)
                {
                    mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
                    float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
                    mDevice->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
                }
            }
            else
            {
                mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
                mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
            }
    
            mPolygonOffsetStateDirty = false;
        }
    
        if (mSampleStateDirty)
        {
            if (mState.sampleAlphaToCoverage)
            {
                FIXME("Sample alpha to coverage is unimplemented.");
            }
    
            mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
            if (mState.sampleCoverage)
            {
                unsigned int mask = 0;
                if (mState.sampleCoverageValue != 0)
                {
                    float threshold = 0.5f;
    
                    for (int i = 0; i < framebufferObject->getSamples(); ++i)
                    {
                        mask <<= 1;
    
                        if ((i + 1) * mState.sampleCoverageValue >= threshold)
                        {
                            threshold += 1.0f;
                            mask |= 1;
                        }
                    }
                }
                
                if (mState.sampleCoverageInvert)
                {
                    mask = ~mask;
                }
    
                mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, mask);
            }
            else
            {
                mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
            }
    
            mSampleStateDirty = false;
        }
    
        if (mDitherStateDirty)
        {
            mDevice->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
    
            mDitherStateDirty = false;
        }
    }
    
    GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
    {
        TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
    
        GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instances);
        if (err != GL_NO_ERROR)
        {
            return err;
        }
    
        return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, getCurrentProgram(), instances, repeatDraw);
    }
    
    // Applies the indices and element array bindings to the Direct3D 9 device
    GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
    {
        GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
    
        if (err == GL_NO_ERROR)
        {
            if (indexInfo->serial != mAppliedIBSerial)
            {
                mDevice->SetIndices(indexInfo->indexBuffer);
                mAppliedIBSerial = indexInfo->serial;
            }
        }
    
        return err;
    }
    
    // Applies the shaders and shader constants to the Direct3D 9 device
    void Context::applyShaders()
    {
        Program *programObject = getCurrentProgram();
        if (programObject->getSerial() != mAppliedProgramSerial)
        {
            IDirect3DVertexShader9 *vertexShader = programObject->getVertexShader();
            IDirect3DPixelShader9 *pixelShader = programObject->getPixelShader();
    
            mDevice->SetPixelShader(pixelShader);
            mDevice->SetVertexShader(vertexShader);
            programObject->dirtyAllUniforms();
            mAppliedProgramSerial = programObject->getSerial();
        }
    
        programObject->applyUniforms();
    }
    
    // Applies the textures and sampler states to the Direct3D 9 device
    void Context::applyTextures()
    {
        applyTextures(SAMPLER_PIXEL);
    
        if (mSupportsVertexTexture)
        {
            applyTextures(SAMPLER_VERTEX);
        }
    }
    
    // For each Direct3D 9 sampler of either the pixel or vertex stage,
    // looks up the corresponding OpenGL texture image unit and texture type,
    // and sets the texture and its addressing/filtering state (or NULL when inactive).
    void Context::applyTextures(SamplerType type)
    {
        Program *programObject = getCurrentProgram();
    
        int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF;   // Range of Direct3D 9 samplers of given sampler type
        unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
        int d3dSamplerOffset = (type == SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
        int samplerRange = programObject->getUsedSamplerRange(type);
    
        for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
        {
            int textureUnit = programObject->getSamplerMapping(type, samplerIndex);   // OpenGL texture image unit index
            int d3dSampler = samplerIndex + d3dSamplerOffset;
    
            if (textureUnit != -1)
            {
                TextureType textureType = programObject->getSamplerTextureType(type, samplerIndex);
    
                Texture *texture = getSamplerTexture(textureUnit, textureType);
    
                if (appliedTextureSerial[samplerIndex] != texture->getTextureSerial() || texture->hasDirtyParameters() || texture->hasDirtyImages())
                {
                    IDirect3DBaseTexture9 *d3dTexture = texture->getTexture();
    
                    if (d3dTexture)
                    {
                        if (appliedTextureSerial[samplerIndex] != texture->getTextureSerial() || texture->hasDirtyParameters())
                        {
                            GLenum wrapS = texture->getWrapS();
                            GLenum wrapT = texture->getWrapT();
                            GLenum minFilter = texture->getMinFilter();
                            GLenum magFilter = texture->getMagFilter();
    
                            mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
                            mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
    
                            mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));
                            D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
                            es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);
                            mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
                            mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
                        }
    
                        if (appliedTextureSerial[samplerIndex] != texture->getTextureSerial() || texture->hasDirtyImages())
                        {
                            mDevice->SetTexture(d3dSampler, d3dTexture);
                        }
                    }
                    else
                    {
                        mDevice->SetTexture(d3dSampler, getIncompleteTexture(textureType)->getTexture());
                    }
    
                    appliedTextureSerial[samplerIndex] = texture->getTextureSerial();
                    texture->resetDirty();
                }
            }
            else
            {
                if (appliedTextureSerial[samplerIndex] != 0)
                {
                    mDevice->SetTexture(d3dSampler, NULL);
                    appliedTextureSerial[samplerIndex] = 0;
                }
            }
        }
    
        for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
        {
            if (appliedTextureSerial[samplerIndex] != 0)
            {
                mDevice->SetTexture(samplerIndex + d3dSamplerOffset, NULL);
                appliedTextureSerial[samplerIndex] = 0;
            }
        }
    }
    
    void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
                             GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
    {
        Framebuffer *framebuffer = getReadFramebuffer();
    
        if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
        {
            return error(GL_INVALID_FRAMEBUFFER_OPERATION);
        }
    
        if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
        // sized query sanity check
        if (bufSize)
        {
            int requiredSize = outputPitch * height;
            if (requiredSize > *bufSize)
            {
                return error(GL_INVALID_OPERATION);
            }
        }
    
        IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
        if (!renderTarget)
        {
            return;   // Context must be lost, return silently
        }
    
        D3DSURFACE_DESC desc;
        renderTarget->GetDesc(&desc);
    
        if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
        {
            UNIMPLEMENTED();   // FIXME: Requires resolve using StretchRect into non-multisampled render target
            renderTarget->Release();
            return error(GL_OUT_OF_MEMORY);
        }
    
        HRESULT result;
        IDirect3DSurface9 *systemSurface = NULL;
        bool directToPixels = getPackReverseRowOrder() && getPackAlignment() <= 4 && mDisplay->isD3d9ExDevice() &&
                              x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
                              desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
        if (directToPixels)
        {
            // Use the pixels ptr as a shared handle to write directly into client's memory
            result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
                                                          D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
            if (FAILED(result))
            {
                // Try again without the shared handle
                directToPixels = false;
            }
        }
    
        if (!directToPixels)
        {
            result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
                                                          D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                return error(GL_OUT_OF_MEMORY);
            }
        }
    
        result = mDevice->GetRenderTargetData(renderTarget, systemSurface);
        renderTarget->Release();
        renderTarget = NULL;
    
        if (FAILED(result))
        {
            systemSurface->Release();
    
            // It turns out that D3D will sometimes produce more error
            // codes than those documented.
            if (checkDeviceLost(result))
                return error(GL_OUT_OF_MEMORY);
            else
            {
                UNREACHABLE();
                return;
            }
    
        }
    
        if (directToPixels)
        {
            systemSurface->Release();
            return;
        }
    
        D3DLOCKED_RECT lock;
        RECT rect = transformPixelRect(x, y, width, height, desc.Height);
        rect.left = clamp(rect.left, 0L, static_cast<LONG>(desc.Width));
        rect.top = clamp(rect.top, 0L, static_cast<LONG>(desc.Height));
        rect.right = clamp(rect.right, 0L, static_cast<LONG>(desc.Width));
        rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(desc.Height));
    
        result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
    
        if (FAILED(result))
        {
            UNREACHABLE();
            systemSurface->Release();
    
            return;   // No sensible error to generate
        }
    
        unsigned char *dest = (unsigned char*)pixels;
        unsigned short *dest16 = (unsigned short*)pixels;
    
        unsigned char *source;
        int inputPitch;
        if (getPackReverseRowOrder())
        {
            source = (unsigned char*)lock.pBits;
            inputPitch = lock.Pitch;
        }
        else
        {
            source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
            inputPitch = -lock.Pitch;
        }
    
        for (int j = 0; j < rect.bottom - rect.top; j++)
        {
            if (desc.Format == D3DFMT_A8R8G8B8 &&
                format == GL_BGRA_EXT &&
                type == GL_UNSIGNED_BYTE)
            {
                // Fast path for EXT_read_format_bgra, given
                // an RGBA source buffer.  Note that buffers with no
                // alpha go through the slow path below.
                memcpy(dest + j * outputPitch,
                       source + j * inputPitch,
                       (rect.right - rect.left) * 4);
                continue;
            }
    
            for (int i = 0; i < rect.right - rect.left; i++)
            {
                float r;
                float g;
                float b;
                float a;
    
                switch (desc.Format)
                {
                  case D3DFMT_R5G6B5:
                    {
                        unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
    
                        a = 1.0f;
                        b = (rgb & 0x001F) * (1.0f / 0x001F);
                        g = (rgb & 0x07E0) * (1.0f / 0x07E0);
                        r = (rgb & 0xF800) * (1.0f / 0xF800);
                    }
                    break;
                  case D3DFMT_A1R5G5B5:
                    {
                        unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
    
                        a = (argb & 0x8000) ? 1.0f : 0.0f;
                        b = (argb & 0x001F) * (1.0f / 0x001F);
                        g = (argb & 0x03E0) * (1.0f / 0x03E0);
                        r = (argb & 0x7C00) * (1.0f / 0x7C00);
                    }
                    break;
                  case D3DFMT_A8R8G8B8:
                    {
                        unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
    
                        a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
                        b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
                        g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
                        r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
                    }
                    break;
                  case D3DFMT_X8R8G8B8:
                    {
                        unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
    
                        a = 1.0f;
                        b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
                        g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
                        r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
                    }
                    break;
                  case D3DFMT_A2R10G10B10:
                    {
                        unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
    
                        a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
                        b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
                        g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
                        r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
                    }
                    break;
                  case D3DFMT_A32B32G32R32F:
                    {
                        // float formats in D3D are stored rgba, rather than the other way round
                        r = *((float*)(source + 16 * i + j * inputPitch) + 0);
                        g = *((float*)(source + 16 * i + j * inputPitch) + 1);
                        b = *((float*)(source + 16 * i + j * inputPitch) + 2);
                        a = *((float*)(source + 16 * i + j * inputPitch) + 3);
                    }
                    break;
                  case D3DFMT_A16B16G16R16F:
                    {
                        // float formats in D3D are stored rgba, rather than the other way round
                        float abgr[4];
    
                        D3DXFloat16To32Array(abgr, (D3DXFLOAT16*)(source + 8 * i + j * inputPitch), 4);
    
                        a = abgr[3];
                        b = abgr[2];
                        g = abgr[1];
                        r = abgr[0];
                    }
                    break;
                  default:
                    UNIMPLEMENTED();   // FIXME
                    UNREACHABLE();
                    return;
                }
    
                switch (format)
                {
                  case GL_RGBA:
                    switch (type)
                    {
                      case GL_UNSIGNED_BYTE:
                        dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
                        dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
                        dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
                        dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
                        break;
                      default: UNREACHABLE();
                    }
                    break;
                  case GL_BGRA_EXT:
                    switch (type)
                    {
                      case GL_UNSIGNED_BYTE:
                        dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
                        dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
                        dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
                        dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
                        break;
                      case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
                        // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
                        // this type is packed as follows:
                        //   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0
                        //  --------------------------------------------------------------------------------
                        // |       4th         |        3rd         |        2nd        |   1st component   |
                        //  --------------------------------------------------------------------------------
                        // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
                        dest16[i + j * outputPitch / sizeof(unsigned short)] =
                            ((unsigned short)(15 * a + 0.5f) << 12)|
                            ((unsigned short)(15 * r + 0.5f) << 8) |
                            ((unsigned short)(15 * g + 0.5f) << 4) |
                            ((unsigned short)(15 * b + 0.5f) << 0);
                        break;
                      case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
                        // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
                        // this type is packed as follows:
                        //   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0
                        //  --------------------------------------------------------------------------------
                        // | 4th |          3rd           |           2nd          |      1st component     |
                        //  --------------------------------------------------------------------------------
                        // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
                        dest16[i + j * outputPitch / sizeof(unsigned short)] =
                            ((unsigned short)(     a + 0.5f) << 15) |
                            ((unsigned short)(31 * r + 0.5f) << 10) |
                            ((unsigned short)(31 * g + 0.5f) << 5) |
                            ((unsigned short)(31 * b + 0.5f) << 0);
                        break;
                      default: UNREACHABLE();
                    }
                    break;
                  case GL_RGB:   // IMPLEMENTATION_COLOR_READ_FORMAT
                    switch (type)
                    {
                      case GL_UNSIGNED_SHORT_5_6_5:   // IMPLEMENTATION_COLOR_READ_TYPE
                        dest16[i + j * outputPitch / sizeof(unsigned short)] = 
                            ((unsigned short)(31 * b + 0.5f) << 0) |
                            ((unsigned short)(63 * g + 0.5f) << 5) |
                            ((unsigned short)(31 * r + 0.5f) << 11);
                        break;
                      default: UNREACHABLE();
                    }
                    break;
                  default: UNREACHABLE();
                }
            }
        }
    
        systemSurface->UnlockRect();
    
        systemSurface->Release();
    }
    
    void Context::clear(GLbitfield mask)
    {
        Framebuffer *framebufferObject = getDrawFramebuffer();
    
        if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
        {
            return error(GL_INVALID_FRAMEBUFFER_OPERATION);
        }
    
        DWORD flags = 0;
    
        if (mask & GL_COLOR_BUFFER_BIT)
        {
            mask &= ~GL_COLOR_BUFFER_BIT;
    
            if (framebufferObject->getColorbufferType() != GL_NONE)
            {
                flags |= D3DCLEAR_TARGET;
            }
        }
    
        if (mask & GL_DEPTH_BUFFER_BIT)
        {
            mask &= ~GL_DEPTH_BUFFER_BIT;
            if (mState.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
            {
                flags |= D3DCLEAR_ZBUFFER;
            }
        }
    
        GLuint stencilUnmasked = 0x0;
    
        if (mask & GL_STENCIL_BUFFER_BIT)
        {
            mask &= ~GL_STENCIL_BUFFER_BIT;
            if (framebufferObject->getStencilbufferType() != GL_NONE)
            {
                IDirect3DSurface9 *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
                if (!depthStencil)
                {
                    ERR("Depth stencil pointer unexpectedly null.");
                    return;
                }
                
                D3DSURFACE_DESC desc;
                depthStencil->GetDesc(&desc);
    
                unsigned int stencilSize = dx2es::GetStencilSize(desc.Format);
                stencilUnmasked = (0x1 << stencilSize) - 1;
    
                if (stencilUnmasked != 0x0)
                {
                    flags |= D3DCLEAR_STENCIL;
                }
            }
        }
    
        if (mask != 0)
        {
            return error(GL_INVALID_VALUE);
        }
    
        if (!applyRenderTarget(true))   // Clips the clear to the scissor rectangle but not the viewport
        {
            return;
        }
    
        D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha), 
                                       unorm<8>(mState.colorClearValue.red), 
                                       unorm<8>(mState.colorClearValue.green), 
                                       unorm<8>(mState.colorClearValue.blue));
        float depth = clamp01(mState.depthClearValue);
        int stencil = mState.stencilClearValue & 0x000000FF;
    
        bool alphaUnmasked = (dx2es::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha;
    
        const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
                                            (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
        const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
                                          !(mState.colorMaskRed && mState.colorMaskGreen &&
                                            mState.colorMaskBlue && alphaUnmasked);
    
        if (needMaskedColorClear || needMaskedStencilClear)
        {
            // State which is altered in all paths from this point to the clear call is saved.
            // State which is altered in only some paths will be flagged dirty in the case that
            //  that path is taken.
            HRESULT hr;
            if (mMaskedClearSavedState == NULL)
            {
                hr = mDevice->BeginStateBlock();
                ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
    
                mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
                mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
                mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
                mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
                mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
                mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
                mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
                mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
                mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
                mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
                mDevice->SetPixelShader(NULL);
                mDevice->SetVertexShader(NULL);
                mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
                mDevice->SetStreamSource(0, NULL, 0, 0);
                mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
                mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
                mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
                mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
                mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
                mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
                mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
                
                for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
                {
                    mDevice->SetStreamSourceFreq(i, 1);
                }
    
                hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
                ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
            }
    
            ASSERT(mMaskedClearSavedState != NULL);
    
            if (mMaskedClearSavedState != NULL)
            {
                hr = mMaskedClearSavedState->Capture();
                ASSERT(SUCCEEDED(hr));
            }
    
            mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
            mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
            mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
            mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
            mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
            mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
            mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
            mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
    
            if (flags & D3DCLEAR_TARGET)
            {
                mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
            }
            else
            {
                mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
            }
    
            if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
            {
                mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
                mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
                mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
                mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
                mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);
                mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
                mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
                mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
                mStencilStateDirty = true;
            }
            else
            {
                mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
            }
    
            mDevice->SetPixelShader(NULL);
            mDevice->SetVertexShader(NULL);
            mDevice->SetFVF(D3DFVF_XYZRHW);
            mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
            mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
            mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
            mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
            mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
            mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
            mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
    
            for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
            {
                mDevice->SetStreamSourceFreq(i, 1);
            }
    
            float quad[4][4];   // A quadrilateral covering the target, aligned to match the edges
            quad[0][0] = -0.5f;
            quad[0][1] = mRenderTargetDesc.Height - 0.5f;
            quad[0][2] = 0.0f;
            quad[0][3] = 1.0f;
    
            quad[1][0] = mRenderTargetDesc.Width - 0.5f;
            quad[1][1] = mRenderTargetDesc.Height - 0.5f;
            quad[1][2] = 0.0f;
            quad[1][3] = 1.0f;
    
            quad[2][0] = -0.5f;
            quad[2][1] = -0.5f;
            quad[2][2] = 0.0f;
            quad[2][3] = 1.0f;
    
            quad[3][0] = mRenderTargetDesc.Width - 0.5f;
            quad[3][1] = -0.5f;
            quad[3][2] = 0.0f;
            quad[3][3] = 1.0f;
    
            mDisplay->startScene();
            mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
    
            if (flags & D3DCLEAR_ZBUFFER)
            {
                mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
                mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
                mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
            }
    
            if (mMaskedClearSavedState != NULL)
            {
                mMaskedClearSavedState->Apply();
            }
        }
        else if (flags)
        {
            mDevice->Clear(0, NULL, flags, color, depth, stencil);
        }
    }
    
    void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
    {
        if (!mState.currentProgram)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        D3DPRIMITIVETYPE primitiveType;
        int primitiveCount;
    
        if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
            return error(GL_INVALID_ENUM);
    
        if (primitiveCount <= 0)
        {
            return;
        }
    
        if (!applyRenderTarget(false))
        {
            return;
        }
    
        applyState(mode);
    
        GLsizei repeatDraw = 1;
        GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw);
        if (err != GL_NO_ERROR)
        {
            return error(err);
        }
    
        applyShaders();
        applyTextures();
    
        if (!getCurrentProgram()->validateSamplers(false))
        {
            return error(GL_INVALID_OPERATION);
        }
    
        if (!cullSkipsDraw(mode))
        {
            mDisplay->startScene();
            
            if (mode == GL_LINE_LOOP)
            {
                drawLineLoop(count, GL_NONE, NULL, 0);
            }
            else if (instances > 0)
            {
                StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
                if (countingIB)
                {
                    if (mAppliedIBSerial != countingIB->getSerial())
                    {
                        mDevice->SetIndices(countingIB->getBuffer());
                        mAppliedIBSerial = countingIB->getSerial();
                    }
    
                    for (int i = 0; i < repeatDraw; i++)
                    {
                        mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
                    }
                }
                else
                {
                    ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
                    return error(GL_OUT_OF_MEMORY);
                }
            }
            else   // Regular case
            {
                mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
            }
        }
    }
    
    void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
    {
        if (!mState.currentProgram)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        if (!indices && !mState.elementArrayBuffer)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        D3DPRIMITIVETYPE primitiveType;
        int primitiveCount;
    
        if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
            return error(GL_INVALID_ENUM);
    
        if (primitiveCount <= 0)
        {
            return;
        }
    
        if (!applyRenderTarget(false))
        {
            return;
        }
    
        applyState(mode);
    
        TranslatedIndexData indexInfo;
        GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
        if (err != GL_NO_ERROR)
        {
            return error(err);
        }
    
        GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
        GLsizei repeatDraw = 1;
        err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw);
        if (err != GL_NO_ERROR)
        {
            return error(err);
        }
    
        applyShaders();
        applyTextures();
    
        if (!getCurrentProgram()->validateSamplers(false))
        {
            return error(GL_INVALID_OPERATION);
        }
    
        if (!cullSkipsDraw(mode))
        {
            mDisplay->startScene();
    
            if (mode == GL_LINE_LOOP)
            {
                drawLineLoop(count, type, indices, indexInfo.minIndex);   
            }
            else
            {
                for (int i = 0; i < repeatDraw; i++)
                {
                    mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
                }
            }
        }
    }
    
    // Implements glFlush when block is false, glFinish when block is true
    void Context::sync(bool block)
    {
        mDisplay->sync(block);
    }
    
    void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
    {
        // Get the raw indices for an indexed draw
        if (type != GL_NONE && mState.elementArrayBuffer.get())
        {
            Buffer *indexBuffer = mState.elementArrayBuffer.get();
            intptr_t offset = reinterpret_cast<intptr_t>(indices);
            indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
        }
    
        UINT startIndex = 0;
        bool succeeded = false;
    
        if (supports32bitIndices())
        {
            const int spaceNeeded = (count + 1) * sizeof(unsigned int);
    
            if (!mLineLoopIB)
            {
                mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
            }
    
            if (mLineLoopIB)
            {
                mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
    
                UINT offset = 0;
                unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
                startIndex = offset / 4;
                
                if (data)
                {
                    switch (type)
                    {
                      case GL_NONE:   // Non-indexed draw
                        for (int i = 0; i < count; i++)
                        {
                            data[i] = i;
                        }
                        data[count] = 0;
                        break;
                      case GL_UNSIGNED_BYTE:
                        for (int i = 0; i < count; i++)
                        {
                            data[i] = static_cast<const GLubyte*>(indices)[i];
                        }
                        data[count] = static_cast<const GLubyte*>(indices)[0];
                        break;
                      case GL_UNSIGNED_SHORT:
                        for (int i = 0; i < count; i++)
                        {
                            data[i] = static_cast<const GLushort*>(indices)[i];
                        }
                        data[count] = static_cast<const GLushort*>(indices)[0];
                        break;
                      case GL_UNSIGNED_INT:
                        for (int i = 0; i < count; i++)
                        {
                            data[i] = static_cast<const GLuint*>(indices)[i];
                        }
                        data[count] = static_cast<const GLuint*>(indices)[0];
                        break;
                      default: UNREACHABLE();
                    }
    
                    mLineLoopIB->unmap();
                    succeeded = true;
                }
            }
        }
        else
        {
            const int spaceNeeded = (count + 1) * sizeof(unsigned short);
    
            if (!mLineLoopIB)
            {
                mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
            }
    
            if (mLineLoopIB)
            {
                mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
    
                UINT offset = 0;
                unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
                startIndex = offset / 2;
                
                if (data)
                {
                    switch (type)
                    {
                      case GL_NONE:   // Non-indexed draw
                        for (int i = 0; i < count; i++)
                        {
                            data[i] = i;
                        }
                        data[count] = 0;
                        break;
                      case GL_UNSIGNED_BYTE:
                        for (int i = 0; i < count; i++)
                        {
                            data[i] = static_cast<const GLubyte*>(indices)[i];
                        }
                        data[count] = static_cast<const GLubyte*>(indices)[0];
                        break;
                      case GL_UNSIGNED_SHORT:
                        for (int i = 0; i < count; i++)
                        {
                            data[i] = static_cast<const GLushort*>(indices)[i];
                        }
                        data[count] = static_cast<const GLushort*>(indices)[0];
                        break;
                      case GL_UNSIGNED_INT:
                        for (int i = 0; i < count; i++)
                        {
                            data[i] = static_cast<const GLuint*>(indices)[i];
                        }
                        data[count] = static_cast<const GLuint*>(indices)[0];
                        break;
                      default: UNREACHABLE();
                    }
    
                    mLineLoopIB->unmap();
                    succeeded = true;
                }
            }
        }
        
        if (succeeded)
        {
            if (mAppliedIBSerial != mLineLoopIB->getSerial())
            {
                mDevice->SetIndices(mLineLoopIB->getBuffer());
                mAppliedIBSerial = mLineLoopIB->getSerial();
            }
    
            mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
        }
        else
        {
            ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
            return error(GL_OUT_OF_MEMORY);
        }
    }
    
    void Context::recordInvalidEnum()
    {
        mInvalidEnum = true;
    }
    
    void Context::recordInvalidValue()
    {
        mInvalidValue = true;
    }
    
    void Context::recordInvalidOperation()
    {
        mInvalidOperation = true;
    }
    
    void Context::recordOutOfMemory()
    {
        mOutOfMemory = true;
    }
    
    void Context::recordInvalidFramebufferOperation()
    {
        mInvalidFramebufferOperation = true;
    }
    
    // Get one of the recorded errors and clear its flag, if any.
    // [OpenGL ES 2.0.24] section 2.5 page 13.
    GLenum Context::getError()
    {
        if (mInvalidEnum)
        {
            mInvalidEnum = false;
    
            return GL_INVALID_ENUM;
        }
    
        if (mInvalidValue)
        {
            mInvalidValue = false;
    
            return GL_INVALID_VALUE;
        }
    
        if (mInvalidOperation)
        {
            mInvalidOperation = false;
    
            return GL_INVALID_OPERATION;
        }
    
        if (mOutOfMemory)
        {
            mOutOfMemory = false;
    
            return GL_OUT_OF_MEMORY;
        }
    
        if (mInvalidFramebufferOperation)
        {
            mInvalidFramebufferOperation = false;
    
            return GL_INVALID_FRAMEBUFFER_OPERATION;
        }
    
        return GL_NO_ERROR;
    }
    
    GLenum Context::getResetStatus()
    {
        if (mResetStatus == GL_NO_ERROR)
        {
            bool lost = mDisplay->testDeviceLost();
    
            if (lost)
            {
                mDisplay->notifyDeviceLost();   // Sets mResetStatus
            }
        }
    
        GLenum status = mResetStatus;
    
        if (mResetStatus != GL_NO_ERROR)
        {
            if (mDisplay->testDeviceResettable())
            {
                mResetStatus = GL_NO_ERROR;
            }
        }
        
        return status;
    }
    
    bool Context::isResetNotificationEnabled()
    {
        return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
    }
    
    bool Context::supportsShaderModel3() const
    {
        return mSupportsShaderModel3;
    }
    
    int Context::getMaximumVaryingVectors() const
    {
        return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
    }
    
    unsigned int Context::getMaximumVertexTextureImageUnits() const
    {
        return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
    }
    
    unsigned int Context::getMaximumCombinedTextureImageUnits() const
    {
        return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
    }
    
    int Context::getMaximumFragmentUniformVectors() const
    {
        return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
    }
    
    int Context::getMaxSupportedSamples() const
    {
        return mMaxSupportedSamples;
    }
    
    int Context::getNearestSupportedSamples(D3DFORMAT format, int requested) const
    {
        if (requested == 0)
        {
            return requested;
        }
    
        std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
        if (itr == mMultiSampleSupport.end())
        {
            return -1;
        }
    
        for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
        {
            if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
            {
                return i;
            }
        }
    
        return -1;
    }
    
    bool Context::supportsEventQueries() const
    {
        return mSupportsEventQueries;
    }
    
    bool Context::supportsOcclusionQueries() const
    {
        return mSupportsOcclusionQueries;
    }
    
    bool Context::supportsDXT1Textures() const
    {
        return mSupportsDXT1Textures;
    }
    
    bool Context::supportsDXT3Textures() const
    {
        return mSupportsDXT3Textures;
    }
    
    bool Context::supportsDXT5Textures() const
    {
        return mSupportsDXT5Textures;
    }
    
    bool Context::supportsFloat32Textures() const
    {
        return mSupportsFloat32Textures;
    }
    
    bool Context::supportsFloat32LinearFilter() const
    {
        return mSupportsFloat32LinearFilter;
    }
    
    bool Context::supportsFloat32RenderableTextures() const
    {
        return mSupportsFloat32RenderableTextures;
    }
    
    bool Context::supportsFloat16Textures() const
    {
        return mSupportsFloat16Textures;
    }
    
    bool Context::supportsFloat16LinearFilter() const
    {
        return mSupportsFloat16LinearFilter;
    }
    
    bool Context::supportsFloat16RenderableTextures() const
    {
        return mSupportsFloat16RenderableTextures;
    }
    
    int Context::getMaximumRenderbufferDimension() const
    {
        return mMaxRenderbufferDimension;
    }
    
    int Context::getMaximumTextureDimension() const
    {
        return mMaxTextureDimension;
    }
    
    int Context::getMaximumCubeTextureDimension() const
    {
        return mMaxCubeTextureDimension;
    }
    
    int Context::getMaximumTextureLevel() const
    {
        return mMaxTextureLevel;
    }
    
    bool Context::supportsLuminanceTextures() const
    {
        return mSupportsLuminanceTextures;
    }
    
    bool Context::supportsLuminanceAlphaTextures() const
    {
        return mSupportsLuminanceAlphaTextures;
    }
    
    bool Context::supports32bitIndices() const
    {
        return mSupports32bitIndices;
    }
    
    bool Context::supportsNonPower2Texture() const
    {
        return mSupportsNonPower2Texture;
    }
    
    bool Context::supportsInstancing() const
    {
        return mSupportsInstancing;
    }
    
    void Context::detachBuffer(GLuint buffer)
    {
        // [OpenGL ES 2.0.24] section 2.9 page 22:
        // If a buffer object is deleted while it is bound, all bindings to that object in the current context
        // (i.e. in the thread that called Delete-Buffers) are reset to zero.
    
        if (mState.arrayBuffer.id() == buffer)
        {
            mState.arrayBuffer.set(NULL);
        }
    
        if (mState.elementArrayBuffer.id() == buffer)
        {
            mState.elementArrayBuffer.set(NULL);
        }
    
        for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
        {
            if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
            {
                mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
            }
        }
    }
    
    void Context::detachTexture(GLuint texture)
    {
        // [OpenGL ES 2.0.24] section 3.8 page 84:
        // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
        // rebound to texture object zero
    
        for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
        {
            for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
            {
                if (mState.samplerTexture[type][sampler].id() == texture)
                {
                    mState.samplerTexture[type][sampler].set(NULL);
                }
            }
        }
    
        // [OpenGL ES 2.0.24] section 4.4 page 112:
        // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
        // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
        // image was attached in the currently bound framebuffer.
    
        Framebuffer *readFramebuffer = getReadFramebuffer();
        Framebuffer *drawFramebuffer = getDrawFramebuffer();
    
        if (readFramebuffer)
        {
            readFramebuffer->detachTexture(texture);
        }
    
        if (drawFramebuffer && drawFramebuffer != readFramebuffer)
        {
            drawFramebuffer->detachTexture(texture);
        }
    }
    
    void Context::detachFramebuffer(GLuint framebuffer)
    {
        // [OpenGL ES 2.0.24] section 4.4 page 107:
        // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
        // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
    
        if (mState.readFramebuffer == framebuffer)
        {
            bindReadFramebuffer(0);
        }
    
        if (mState.drawFramebuffer == framebuffer)
        {
            bindDrawFramebuffer(0);
        }
    }
    
    void Context::detachRenderbuffer(GLuint renderbuffer)
    {
        // [OpenGL ES 2.0.24] section 4.4 page 109:
        // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
        // had been executed with the target RENDERBUFFER and name of zero.
    
        if (mState.renderbuffer.id() == renderbuffer)
        {
            bindRenderbuffer(0);
        }
    
        // [OpenGL ES 2.0.24] section 4.4 page 111:
        // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
        // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
        // point to which this image was attached in the currently bound framebuffer.
    
        Framebuffer *readFramebuffer = getReadFramebuffer();
        Framebuffer *drawFramebuffer = getDrawFramebuffer();
    
        if (readFramebuffer)
        {
            readFramebuffer->detachRenderbuffer(renderbuffer);
        }
    
        if (drawFramebuffer && drawFramebuffer != readFramebuffer)
        {
            drawFramebuffer->detachRenderbuffer(renderbuffer);
        }
    }
    
    Texture *Context::getIncompleteTexture(TextureType type)
    {
        Texture *t = mIncompleteTextures[type].get();
    
        if (t == NULL)
        {
            static const GLubyte color[] = { 0, 0, 0, 255 };
    
            switch (type)
            {
              default:
                UNREACHABLE();
                // default falls through to TEXTURE_2D
    
              case TEXTURE_2D:
                {
                    Texture2D *incomplete2d = new Texture2D(Texture::INCOMPLETE_TEXTURE_ID);
                    incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
                    t = incomplete2d;
                }
                break;
    
              case TEXTURE_CUBE:
                {
                  TextureCubeMap *incompleteCube = new TextureCubeMap(Texture::INCOMPLETE_TEXTURE_ID);
    
                  incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
                  incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
                  incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
                  incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
                  incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
                  incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
    
                  t = incompleteCube;
                }
                break;
            }
    
            mIncompleteTextures[type].set(t);
        }
    
        return t;
    }
    
    bool Context::cullSkipsDraw(GLenum drawMode)
    {
        return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
    }
    
    bool Context::isTriangleMode(GLenum drawMode)
    {
        switch (drawMode)
        {
          case GL_TRIANGLES:
          case GL_TRIANGLE_FAN:
          case GL_TRIANGLE_STRIP:
            return true;
          case GL_POINTS:
          case GL_LINES:
          case GL_LINE_LOOP:
          case GL_LINE_STRIP:
            return false;
          default: UNREACHABLE();
        }
    
        return false;
    }
    
    void Context::setVertexAttrib(GLuint index, const GLfloat *values)
    {
        ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
    
        mState.vertexAttribute[index].mCurrentValue[0] = values[0];
        mState.vertexAttribute[index].mCurrentValue[1] = values[1];
        mState.vertexAttribute[index].mCurrentValue[2] = values[2];
        mState.vertexAttribute[index].mCurrentValue[3] = values[3];
    
        mVertexDataManager->dirtyCurrentValue(index);
    }
    
    void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
    {
        ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
    
        mState.vertexAttribute[index].mDivisor = divisor;
    }
    
    // keep list sorted in following order
    // OES extensions
    // EXT extensions
    // Vendor extensions
    void Context::initExtensionString()
    {
        mExtensionString = "";
    
        // OES extensions
        if (supports32bitIndices())
        {
            mExtensionString += "GL_OES_element_index_uint ";
        }
    
        mExtensionString += "GL_OES_packed_depth_stencil ";
        mExtensionString += "GL_OES_rgb8_rgba8 ";
        mExtensionString += "GL_OES_standard_derivatives ";
    
        if (supportsFloat16Textures())
        {
            mExtensionString += "GL_OES_texture_half_float ";
        }
        if (supportsFloat16LinearFilter())
        {
            mExtensionString += "GL_OES_texture_half_float_linear ";
        }
        if (supportsFloat32Textures())
        {
            mExtensionString += "GL_OES_texture_float ";
        }
        if (supportsFloat32LinearFilter())
        {
            mExtensionString += "GL_OES_texture_float_linear ";
        }
    
        if (supportsNonPower2Texture())
        {
            mExtensionString += "GL_OES_texture_npot ";
        }
    
        // Multi-vendor (EXT) extensions
        if (supportsOcclusionQueries())
        {
            mExtensionString += "GL_EXT_occlusion_query_boolean ";
        }
    
        mExtensionString += "GL_EXT_read_format_bgra ";
        mExtensionString += "GL_EXT_robustness ";
    
        if (supportsDXT1Textures())
        {
            mExtensionString += "GL_EXT_texture_compression_dxt1 ";
        }
    
        mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
        mExtensionString += "GL_EXT_texture_storage ";
    
        // ANGLE-specific extensions
        mExtensionString += "GL_ANGLE_framebuffer_blit ";
        if (getMaxSupportedSamples() != 0)
        {
            mExtensionString += "GL_ANGLE_framebuffer_multisample ";
        }
    
        if (supportsInstancing())
        {
            mExtensionString += "GL_ANGLE_instanced_arrays ";
        }
    
        mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
    
        if (supportsDXT3Textures())
        {
            mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
        }
        if (supportsDXT5Textures())
        {
            mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
        }
    
        mExtensionString += "GL_ANGLE_texture_usage ";
        mExtensionString += "GL_ANGLE_translated_shader_source ";
    
        // Other vendor-specific extensions
        if (supportsEventQueries())
        {
            mExtensionString += "GL_NV_fence ";
        }
    
        std::string::size_type end = mExtensionString.find_last_not_of(' ');
        if (end != std::string::npos)
        {
            mExtensionString.resize(end+1);
        }
    }
    
    const char *Context::getExtensionString() const
    {
        return mExtensionString.c_str();
    }
    
    void Context::initRendererString()
    {
        D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
    
        mRendererString = "ANGLE (";
        mRendererString += identifier->Description;
        mRendererString += ")";
    }
    
    const char *Context::getRendererString() const
    {
        return mRendererString.c_str();
    }
    
    void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 
                                  GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                                  GLbitfield mask)
    {
        Framebuffer *readFramebuffer = getReadFramebuffer();
        Framebuffer *drawFramebuffer = getDrawFramebuffer();
    
        if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
            !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
        {
            return error(GL_INVALID_FRAMEBUFFER_OPERATION);
        }
    
        if (drawFramebuffer->getSamples() != 0)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
        int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
        int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
        int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
    
        RECT sourceRect;
        RECT destRect;
    
        if (srcX0 < srcX1)
        {
            sourceRect.left = srcX0;
            sourceRect.right = srcX1;
            destRect.left = dstX0;
            destRect.right = dstX1;
        }
        else
        {
            sourceRect.left = srcX1;
            destRect.left = dstX1;
            sourceRect.right = srcX0;
            destRect.right = dstX0;
        }
    
        if (srcY0 < srcY1)
        {
            sourceRect.top = readBufferHeight - srcY1;
            destRect.top = drawBufferHeight - dstY1;
            sourceRect.bottom = readBufferHeight - srcY0;
            destRect.bottom = drawBufferHeight - dstY0;
        }
        else
        {
            sourceRect.top = readBufferHeight - srcY0;
            destRect.top = drawBufferHeight - dstY0;
            sourceRect.bottom = readBufferHeight - srcY1;
            destRect.bottom = drawBufferHeight - dstY1;
        }
    
        RECT sourceScissoredRect = sourceRect;
        RECT destScissoredRect = destRect;
    
        if (mState.scissorTest)
        {
            // Only write to parts of the destination framebuffer which pass the scissor test
            // Please note: the destRect is now in D3D-style coordinates, so the *top* of the
            // rect will be checked against scissorY, rather than the bottom.
            if (destRect.left < mState.scissorX)
            {
                int xDiff = mState.scissorX - destRect.left;
                destScissoredRect.left = mState.scissorX;
                sourceScissoredRect.left += xDiff;
            }
    
            if (destRect.right > mState.scissorX + mState.scissorWidth)
            {
                int xDiff = destRect.right - (mState.scissorX + mState.scissorWidth);
                destScissoredRect.right = mState.scissorX + mState.scissorWidth;
                sourceScissoredRect.right -= xDiff;
            }
    
            if (destRect.top < mState.scissorY)
            {
                int yDiff = mState.scissorY - destRect.top;
                destScissoredRect.top = mState.scissorY;
                sourceScissoredRect.top += yDiff;
            }
    
            if (destRect.bottom > mState.scissorY + mState.scissorHeight)
            {
                int yDiff = destRect.bottom - (mState.scissorY + mState.scissorHeight);
                destScissoredRect.bottom = mState.scissorY + mState.scissorHeight;
                sourceScissoredRect.bottom -= yDiff;
            }
        }
    
        bool blitRenderTarget = false;
        bool blitDepthStencil = false;
    
        RECT sourceTrimmedRect = sourceScissoredRect;
        RECT destTrimmedRect = destScissoredRect;
    
        // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 
        // the actual draw and read surfaces.
        if (sourceTrimmedRect.left < 0)
        {
            int xDiff = 0 - sourceTrimmedRect.left;
            sourceTrimmedRect.left = 0;
            destTrimmedRect.left += xDiff;
        }
    
        if (sourceTrimmedRect.right > readBufferWidth)
        {
            int xDiff = sourceTrimmedRect.right - readBufferWidth;
            sourceTrimmedRect.right = readBufferWidth;
            destTrimmedRect.right -= xDiff;
        }
    
        if (sourceTrimmedRect.top < 0)
        {
            int yDiff = 0 - sourceTrimmedRect.top;
            sourceTrimmedRect.top = 0;
            destTrimmedRect.top += yDiff;
        }
    
        if (sourceTrimmedRect.bottom > readBufferHeight)
        {
            int yDiff = sourceTrimmedRect.bottom - readBufferHeight;
            sourceTrimmedRect.bottom = readBufferHeight;
            destTrimmedRect.bottom -= yDiff;
        }
    
        if (destTrimmedRect.left < 0)
        {
            int xDiff = 0 - destTrimmedRect.left;
            destTrimmedRect.left = 0;
            sourceTrimmedRect.left += xDiff;
        }
    
        if (destTrimmedRect.right > drawBufferWidth)
        {
            int xDiff = destTrimmedRect.right - drawBufferWidth;
            destTrimmedRect.right = drawBufferWidth;
            sourceTrimmedRect.right -= xDiff;
        }
    
        if (destTrimmedRect.top < 0)
        {
            int yDiff = 0 - destTrimmedRect.top;
            destTrimmedRect.top = 0;
            sourceTrimmedRect.top += yDiff;
        }
    
        if (destTrimmedRect.bottom > drawBufferHeight)
        {
            int yDiff = destTrimmedRect.bottom - drawBufferHeight;
            destTrimmedRect.bottom = drawBufferHeight;
            sourceTrimmedRect.bottom -= yDiff;
        }
    
        bool partialBufferCopy = false;
        if (sourceTrimmedRect.bottom - sourceTrimmedRect.top < readBufferHeight ||
            sourceTrimmedRect.right - sourceTrimmedRect.left < readBufferWidth || 
            destTrimmedRect.bottom - destTrimmedRect.top < drawBufferHeight ||
            destTrimmedRect.right - destTrimmedRect.left < drawBufferWidth ||
            sourceTrimmedRect.top != 0 || destTrimmedRect.top != 0 || sourceTrimmedRect.left != 0 || destTrimmedRect.left != 0)
        {
            partialBufferCopy = true;
        }
    
        if (mask & GL_COLOR_BUFFER_BIT)
        {
            const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
                readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
            const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
                drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
            if (!validReadType || !validDrawType ||
                readFramebuffer->getColorbuffer()->getD3DFormat() != drawFramebuffer->getColorbuffer()->getD3DFormat())
            {
                ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
                return error(GL_INVALID_OPERATION);
            }
            
            if (partialBufferCopy && readFramebuffer->getSamples() != 0)
            {
                return error(GL_INVALID_OPERATION);
            }
    
            blitRenderTarget = true;
    
        }
    
        if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
        {
            Renderbuffer *readDSBuffer = NULL;
            Renderbuffer *drawDSBuffer = NULL;
    
            // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
            // both a depth and stencil buffer, it will be the same buffer.
    
            if (mask & GL_DEPTH_BUFFER_BIT)
            {
                if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
                {
                    if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
                        readFramebuffer->getDepthbuffer()->getD3DFormat() != drawFramebuffer->getDepthbuffer()->getD3DFormat())
                    {
                        return error(GL_INVALID_OPERATION);
                    }
    
                    blitDepthStencil = true;
                    readDSBuffer = readFramebuffer->getDepthbuffer();
                    drawDSBuffer = drawFramebuffer->getDepthbuffer();
                }
            }
    
            if (mask & GL_STENCIL_BUFFER_BIT)
            {
                if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
                {
                    if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
                        readFramebuffer->getStencilbuffer()->getD3DFormat() != drawFramebuffer->getStencilbuffer()->getD3DFormat())
                    {
                        return error(GL_INVALID_OPERATION);
                    }
    
                    blitDepthStencil = true;
                    readDSBuffer = readFramebuffer->getStencilbuffer();
                    drawDSBuffer = drawFramebuffer->getStencilbuffer();
                }
            }
    
            if (partialBufferCopy)
            {
                ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
                return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
            }
    
            if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) || 
                (readDSBuffer && readDSBuffer->getSamples() != 0))
            {
                return error(GL_INVALID_OPERATION);
            }
        }
    
        if (blitRenderTarget || blitDepthStencil)
        {
            mDisplay->endScene();
    
            if (blitRenderTarget)
            {
                IDirect3DSurface9* readRenderTarget = readFramebuffer->getRenderTarget();
                IDirect3DSurface9* drawRenderTarget = drawFramebuffer->getRenderTarget();
    
                HRESULT result = mDevice->StretchRect(readRenderTarget, &sourceTrimmedRect, 
                                                      drawRenderTarget, &destTrimmedRect, D3DTEXF_NONE);
    
                readRenderTarget->Release();
                drawRenderTarget->Release();
    
                if (FAILED(result))
                {
                    ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
                    return;
                }
            }
    
            if (blitDepthStencil)
            {
                HRESULT result = mDevice->StretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, D3DTEXF_NONE);
    
                if (FAILED(result))
                {
                    ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
                    return;
                }
            }
        }
    }
    
    VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
    {
        for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
        {
            mVertexDeclCache[i].vertexDeclaration = NULL;
            mVertexDeclCache[i].lruCount = 0;
        }
    }
    
    VertexDeclarationCache::~VertexDeclarationCache()
    {
        for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
        {
            if (mVertexDeclCache[i].vertexDeclaration)
            {
                mVertexDeclCache[i].vertexDeclaration->Release();
            }
        }
    }
    
    GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], Program *program, GLsizei instances, GLsizei *repeatDraw)
    {
        *repeatDraw = 1;
    
        int indexedAttribute = MAX_VERTEX_ATTRIBS;
        int instancedAttribute = MAX_VERTEX_ATTRIBS;
    
        if (instances > 0)
        {
            // Find an indexed attribute to be mapped to D3D stream 0
            for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
            {
                if (attributes[i].active)
                {
                    if (indexedAttribute == MAX_VERTEX_ATTRIBS)
                    {
                        if (attributes[i].divisor == 0)
                        {
                            indexedAttribute = i;
                        }
                    }
                    else if (instancedAttribute == MAX_VERTEX_ATTRIBS)
                    {
                        if (attributes[i].divisor != 0)
                        {
                            instancedAttribute = i;
                        }
                    }
                    else break;   // Found both an indexed and instanced attribute
                }
            }
    
            if (indexedAttribute == MAX_VERTEX_ATTRIBS)
            {
                return GL_INVALID_OPERATION;
            }
        }
    
        D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
        D3DVERTEXELEMENT9 *element = &elements[0];
    
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            if (attributes[i].active)
            {
                int stream = i;
    
                if (instances > 0)
                {
                    // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
                    if (instancedAttribute == MAX_VERTEX_ATTRIBS)
                    {
                        *repeatDraw = instances;
                    }
                    else
                    {
                        if (i == indexedAttribute)
                        {
                            stream = 0;
                        }
                        else if (i == 0)
                        {
                            stream = indexedAttribute;
                        }
    
                        UINT frequency = 1;
                        
                        if (attributes[i].divisor == 0)
                        {
                            frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
                        }
                        else
                        {
                            frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
                        }
                        
                        device->SetStreamSourceFreq(stream, frequency);
                        mInstancingEnabled = true;
                    }
                }
    
                if (mAppliedVBs[stream].serial != attributes[i].serial ||
                    mAppliedVBs[stream].stride != attributes[i].stride ||
                    mAppliedVBs[stream].offset != attributes[i].offset)
                {
                    device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
                    mAppliedVBs[stream].serial = attributes[i].serial;
                    mAppliedVBs[stream].stride = attributes[i].stride;
                    mAppliedVBs[stream].offset = attributes[i].offset;
                }
    
                element->Stream = stream;
                element->Offset = 0;
                element->Type = attributes[i].type;
                element->Method = D3DDECLMETHOD_DEFAULT;
                element->Usage = D3DDECLUSAGE_TEXCOORD;
                element->UsageIndex = program->getSemanticIndex(i);
                element++;
            }
        }
    
        if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS)
        {
            if (mInstancingEnabled)
            {
                for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
                {
                    device->SetStreamSourceFreq(i, 1);
                }
    
                mInstancingEnabled = false;
            }
        }
    
        static const D3DVERTEXELEMENT9 end = D3DDECL_END();
        *(element++) = end;
    
        for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
        {
            VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
            if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
            {
                entry->lruCount = ++mMaxLru;
                if(entry->vertexDeclaration != mLastSetVDecl)
                {
                    device->SetVertexDeclaration(entry->vertexDeclaration);
                    mLastSetVDecl = entry->vertexDeclaration;
                }
    
                return GL_NO_ERROR;
            }
        }
    
        VertexDeclCacheEntry *lastCache = mVertexDeclCache;
    
        for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
        {
            if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
            {
                lastCache = &mVertexDeclCache[i];
            }
        }
    
        if (lastCache->vertexDeclaration != NULL)
        {
            lastCache->vertexDeclaration->Release();
            lastCache->vertexDeclaration = NULL;
            // mLastSetVDecl is set to the replacement, so we don't have to worry
            // about it.
        }
    
        memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
        device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
        device->SetVertexDeclaration(lastCache->vertexDeclaration);
        mLastSetVDecl = lastCache->vertexDeclaration;
        lastCache->lruCount = ++mMaxLru;
    
        return GL_NO_ERROR;
    }
    
    void VertexDeclarationCache::markStateDirty()
    {
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            mAppliedVBs[i].serial = 0;
        }
    
        mLastSetVDecl = NULL;
        mInstancingEnabled = true;   // Forces it to be disabled when not used
    }
    
    }
    
    extern "C"
    {
    gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess)
    {
        return new gl::Context(config, shareContext, notifyResets, robustAccess);
    }
    
    void glDestroyContext(gl::Context *context)
    {
        delete context;
    
        if (context == gl::getContext())
        {
            gl::makeCurrent(NULL, NULL, NULL);
        }
    }
    
    void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
    {
        gl::makeCurrent(context, display, surface);
    }
    
    gl::Context *glGetCurrentContext()
    {
        return gl::getContext();
    }
    }