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kc3-lang/angle/libGLESv2/Context.cpp

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  • Author : daniel@transgaming.com
    Date : 2010-03-11 19:41:43
    Hash : 86487c20
    Message : Compiler - implement gl_DepthRange TRAC #11380 Signed-off-by: Daniel Koch Author: Nicolas Capens <nicolas@transgaming.com> git-svn-id: https://angleproject.googlecode.com/svn/trunk@16 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • libGLESv2/Context.cpp
  • //
    // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Context.cpp: Implements the gl::Context class, managing all GL state and performing
    // rendering operations. It is the GLES2 specific implementation of EGLContext.
    
    #include "Context.h"
    
    #include <algorithm>
    
    #include "main.h"
    #include "Display.h"
    #include "Buffer.h"
    #include "Shader.h"
    #include "Program.h"
    #include "Texture.h"
    #include "FrameBuffer.h"
    #include "RenderBuffer.h"
    #include "mathutil.h"
    #include "utilities.h"
    #include "geometry/backend.h"
    #include "geometry/VertexDataManager.h"
    #include "geometry/dx9.h"
    
    #undef near
    #undef far
    
    namespace gl
    {
    Context::Context(const egl::Config *config)
        : mConfig(config)
    {
        setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        depthClearValue = 1.0f;
        stencilClearValue = 0;
    
        cullFace = false;
        cullMode = GL_BACK;
        frontFace = GL_CCW;
        depthTest = false;
        depthFunc = GL_LESS;
        blend = false;
        sourceBlendRGB = GL_ONE;
        sourceBlendAlpha = GL_ONE;
        destBlendRGB = GL_ZERO;
        destBlendAlpha = GL_ZERO;
        blendEquationRGB = GL_FUNC_ADD;
        blendEquationAlpha = GL_FUNC_ADD;
        blendColor.red = 0;
        blendColor.green = 0;
        blendColor.blue = 0;
        blendColor.alpha = 0;
        stencilTest = false;
        stencilFunc = GL_ALWAYS;
        stencilRef = 0;
        stencilMask = -1;
        stencilWritemask = -1;
        stencilBackFunc = GL_ALWAYS;
        stencilBackRef = 0;
        stencilBackMask = - 1;
        stencilBackWritemask = -1;
        stencilFail = GL_KEEP;
        stencilPassDepthFail = GL_KEEP;
        stencilPassDepthPass = GL_KEEP;
        stencilBackFail = GL_KEEP;
        stencilBackPassDepthFail = GL_KEEP;
        stencilBackPassDepthPass = GL_KEEP;
        polygonOffsetFill = false;
        sampleAlphaToCoverage = false;
        sampleCoverage = false;
        sampleCoverageValue = 1.0f;
        sampleCoverageInvert = GL_FALSE;
        scissorTest = false;
        dither = true;
    
        viewportX = 0;
        viewportY = 0;
        viewportWidth = config->mDisplayMode.Width;
        viewportHeight = config->mDisplayMode.Height;
        zNear = 0.0f;
        zFar = 1.0f;
    
        scissorX = 0;
        scissorY = 0;
        scissorWidth = config->mDisplayMode.Width;
        scissorHeight = config->mDisplayMode.Height;
    
        colorMaskRed = true;
        colorMaskGreen = true;
        colorMaskBlue = true;
        colorMaskAlpha = true;
        depthMask = true;
    
        // [OpenGL ES 2.0.24] section 3.7 page 83:
        // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
        // and cube map texture state vectors respectively associated with them.
        // In order that access to these initial textures not be lost, they are treated as texture
        // objects all of whose names are 0.
    
        mTexture2DZero = new Texture2D();
        mTextureCubeMapZero = new TextureCubeMap();
    
        mColorbufferZero = NULL;
        mDepthbufferZero = NULL;
        mStencilbufferZero = NULL;
    
        activeSampler = 0;
        arrayBuffer = 0;
        elementArrayBuffer = 0;
        bindTextureCubeMap(0);
        bindTexture2D(0);
        bindFramebuffer(0);
        bindRenderbuffer(0);
    
        for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
        {
            samplerTexture[sampler] = 0;
        }
    
        currentProgram = 0;
    
        mBufferBackEnd = NULL;
        mVertexDataManager = NULL;
    
        mInvalidEnum = false;
        mInvalidValue = false;
        mInvalidOperation = false;
        mOutOfMemory = false;
        mInvalidFramebufferOperation = false;
    }
    
    Context::~Context()
    {
        currentProgram = 0;
    
        delete mTexture2DZero;
        delete mTextureCubeMapZero;
    
        delete mColorbufferZero;
        delete mDepthbufferZero;
        delete mStencilbufferZero;
    
        delete mBufferBackEnd;
        delete mVertexDataManager;
    
        while (!mBufferMap.empty())
        {
            deleteBuffer(mBufferMap.begin()->first);
        }
    
        while (!mProgramMap.empty())
        {
            deleteProgram(mProgramMap.begin()->first);
        }
    
        while (!mShaderMap.empty())
        {
            deleteShader(mShaderMap.begin()->first);
        }
    
        while (!mFramebufferMap.empty())
        {
            deleteFramebuffer(mFramebufferMap.begin()->first);
        }
    
        while (!mRenderbufferMap.empty())
        {
            deleteRenderbuffer(mRenderbufferMap.begin()->first);
        }
    
        while (!mTextureMap.empty())
        {
            deleteTexture(mTextureMap.begin()->first);
        }
    }
    
    void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
    {
        IDirect3DDevice9 *device = display->getDevice();
    
        if (!mBufferBackEnd)
        {
            mBufferBackEnd = new Dx9BackEnd(device);
            mVertexDataManager = new VertexDataManager(this, mBufferBackEnd);
        }
    
        // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
        IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();
        IDirect3DSurface9 *defaultDepthStencil = NULL;
        device->GetDepthStencilSurface(&defaultDepthStencil);
    
        Framebuffer *framebufferZero = new Framebuffer();
        Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
        Depthbuffer *depthbufferZero = new Depthbuffer(defaultDepthStencil);
        Stencilbuffer *stencilbufferZero = new Stencilbuffer(defaultDepthStencil);
    
        setFramebufferZero(framebufferZero);
        setColorbufferZero(colorbufferZero);
        setDepthbufferZero(depthbufferZero);
        setStencilbufferZero(stencilbufferZero);
    
        framebufferZero->setColorbuffer(GL_RENDERBUFFER, 0);
        framebufferZero->setDepthbuffer(GL_RENDERBUFFER, 0);
        framebufferZero->setStencilbuffer(GL_RENDERBUFFER, 0);
    
        defaultRenderTarget->Release();
    
        if (defaultDepthStencil)
        {
            defaultDepthStencil->Release();
        }
    }
    
    void Context::setClearColor(float red, float green, float blue, float alpha)
    {
        colorClearValue.red = red;
        colorClearValue.green = green;
        colorClearValue.blue = blue;
        colorClearValue.alpha = alpha;
    }
    
    void Context::setClearDepth(float depth)
    {
        depthClearValue = depth;
    }
    
    void Context::setClearStencil(int stencil)
    {
        stencilClearValue = stencil;
    }
    
    // Returns an unused buffer name
    GLuint Context::createBuffer()
    {
        unsigned int handle = 1;
    
        while (mBufferMap.find(handle) != mBufferMap.end())
        {
            handle++;
        }
    
        mBufferMap[handle] = NULL;
    
        return handle;
    }
    
    // Returns an unused shader/program name
    GLuint Context::createShader(GLenum type)
    {
        unsigned int handle = 1;
    
        while (mShaderMap.find(handle) != mShaderMap.end() || mProgramMap.find(handle) != mProgramMap.end())   // Shared name space
        {
            handle++;
        }
    
        if (type == GL_VERTEX_SHADER)
        {
            mShaderMap[handle] = new VertexShader();
        }
        else if (type == GL_FRAGMENT_SHADER)
        {
            mShaderMap[handle] = new FragmentShader();
        }
        else UNREACHABLE();
    
        return handle;
    }
    
    // Returns an unused program/shader name
    GLuint Context::createProgram()
    {
        unsigned int handle = 1;
    
        while (mProgramMap.find(handle) != mProgramMap.end() || mShaderMap.find(handle) != mShaderMap.end())   // Shared name space
        {
            handle++;
        }
    
        mProgramMap[handle] = new Program();
    
        return handle;
    }
    
    // Returns an unused texture name
    GLuint Context::createTexture()
    {
        unsigned int handle = 1;
    
        while (mTextureMap.find(handle) != mTextureMap.end())
        {
            handle++;
        }
    
        mTextureMap[handle] = NULL;
    
        return handle;
    }
    
    // Returns an unused framebuffer name
    GLuint Context::createFramebuffer()
    {
        unsigned int handle = 1;
    
        while (mFramebufferMap.find(handle) != mFramebufferMap.end())
        {
            handle++;
        }
    
        mFramebufferMap[handle] = NULL;
    
        return handle;
    }
    
    // Returns an unused renderbuffer name
    GLuint Context::createRenderbuffer()
    {
        unsigned int handle = 1;
    
        while (mRenderbufferMap.find(handle) != mRenderbufferMap.end())
        {
            handle++;
        }
    
        mRenderbufferMap[handle] = NULL;
    
        return handle;
    }
    
    void Context::deleteBuffer(GLuint buffer)
    {
        BufferMap::iterator bufferObject = mBufferMap.find(buffer);
    
        if (bufferObject != mBufferMap.end())
        {
            detachBuffer(buffer);
    
            delete bufferObject->second;
            mBufferMap.erase(bufferObject);
        }
    }
    
    void Context::deleteShader(GLuint shader)
    {
        ShaderMap::iterator shaderObject = mShaderMap.find(shader);
    
        if (shaderObject != mShaderMap.end())
        {
            if (!shaderObject->second->isAttached())
            {
                delete shaderObject->second;
                mShaderMap.erase(shaderObject);
            }
            else
            {
                shaderObject->second->flagForDeletion();
            }
        }
    }
    
    void Context::deleteProgram(GLuint program)
    {
        ProgramMap::iterator programObject = mProgramMap.find(program);
    
        if (programObject != mProgramMap.end())
        {
            if (program != currentProgram)
            {
                delete programObject->second;
                mProgramMap.erase(programObject);
            }
            else
            {
                programObject->second->flagForDeletion();
            }
        }
    }
    
    void Context::deleteTexture(GLuint texture)
    {
        TextureMap::iterator textureObject = mTextureMap.find(texture);
    
        if (textureObject != mTextureMap.end())
        {
            detachTexture(texture);
    
            if (texture != 0)
            {
                delete textureObject->second;
            }
    
            mTextureMap.erase(textureObject);
        }
    }
    
    void Context::deleteFramebuffer(GLuint framebuffer)
    {
        FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
    
        if (framebufferObject != mFramebufferMap.end())
        {
            detachFramebuffer(framebuffer);
    
            delete framebufferObject->second;
            mFramebufferMap.erase(framebufferObject);
        }
    }
    
    void Context::deleteRenderbuffer(GLuint renderbuffer)
    {
        RenderbufferMap::iterator renderbufferObject = mRenderbufferMap.find(renderbuffer);
    
        if (renderbufferObject != mRenderbufferMap.end())
        {
            detachRenderbuffer(renderbuffer);
    
            delete renderbufferObject->second;
            mRenderbufferMap.erase(renderbufferObject);
        }
    }
    
    void Context::bindArrayBuffer(unsigned int buffer)
    {
        if (buffer != 0 && !getBuffer(buffer))
        {
            mBufferMap[buffer] = new Buffer(mBufferBackEnd);
        }
    
        arrayBuffer = buffer;
    }
    
    void Context::bindElementArrayBuffer(unsigned int buffer)
    {
        if (buffer != 0 && !getBuffer(buffer))
        {
            mBufferMap[buffer] = new Buffer(mBufferBackEnd);
        }
    
        elementArrayBuffer = buffer;
    }
    
    void Context::bindTexture2D(GLuint texture)
    {
        if (!getTexture(texture) || texture == 0)
        {
            if (texture != 0)
            {
                mTextureMap[texture] = new Texture2D();
            }
            else   // Special case: 0 refers to different initial textures based on the target
            {
                mTextureMap[0] = mTexture2DZero;
            }
        }
    
        texture2D = texture;
    
        samplerTexture[activeSampler] = texture;
    }
    
    void Context::bindTextureCubeMap(GLuint texture)
    {
        if (!getTexture(texture) || texture == 0)
        {
            if (texture != 0)
            {
                mTextureMap[texture] = new TextureCubeMap();
            }
            else   // Special case: 0 refers to different initial textures based on the target
            {
                mTextureMap[0] = mTextureCubeMapZero;
            }
        }
    
        textureCubeMap = texture;
    
        samplerTexture[activeSampler] = texture;
    }
    
    void Context::bindFramebuffer(GLuint framebuffer)
    {
        if (!getFramebuffer(framebuffer))
        {
            mFramebufferMap[framebuffer] = new Framebuffer();
        }
    
        this->framebuffer = framebuffer;
    }
    
    void Context::bindRenderbuffer(GLuint renderbuffer)
    {
        if (renderbuffer != 0 && !getRenderbuffer(renderbuffer))
        {
            mRenderbufferMap[renderbuffer] = new Renderbuffer();
        }
    
        this->renderbuffer = renderbuffer;
    }
    
    void Context::useProgram(GLuint program)
    {
        Program *programObject = getCurrentProgram();
    
        if (programObject && programObject->isFlaggedForDeletion())
        {
            deleteProgram(currentProgram);
        }
    
        currentProgram = program;
    }
    
    void Context::setFramebufferZero(Framebuffer *buffer)
    {
        delete mFramebufferMap[0];
        mFramebufferMap[0] = buffer;
    }
    
    void Context::setColorbufferZero(Colorbuffer *buffer)
    {
        delete mColorbufferZero;
        mColorbufferZero = buffer;
    }
    
    void Context::setDepthbufferZero(Depthbuffer *buffer)
    {
        delete mDepthbufferZero;
        mDepthbufferZero = buffer;
    }
    
    void Context::setStencilbufferZero(Stencilbuffer *buffer)
    {
        delete mStencilbufferZero;
        mStencilbufferZero = buffer;
    }
    
    void Context::setRenderbuffer(Renderbuffer *buffer)
    {
        delete mRenderbufferMap[renderbuffer];
        mRenderbufferMap[renderbuffer] = buffer;
    }
    
    Buffer *Context::getBuffer(unsigned int handle)
    {
        BufferMap::iterator buffer = mBufferMap.find(handle);
    
        if (buffer == mBufferMap.end())
        {
            return NULL;
        }
        else
        {
            return buffer->second;
        }
    }
    
    Shader *Context::getShader(unsigned int handle)
    {
        ShaderMap::iterator shader = mShaderMap.find(handle);
    
        if (shader == mShaderMap.end())
        {
            return NULL;
        }
        else
        {
            return shader->second;
        }
    }
    
    Program *Context::getProgram(unsigned int handle)
    {
        ProgramMap::iterator program = mProgramMap.find(handle);
    
        if (program == mProgramMap.end())
        {
            return NULL;
        }
        else
        {
            return program->second;
        }
    }
    
    Texture *Context::getTexture(unsigned int handle)
    {
        TextureMap::iterator texture = mTextureMap.find(handle);
    
        if (texture == mTextureMap.end())
        {
            return NULL;
        }
        else
        {
            return texture->second;
        }
    }
    
    Framebuffer *Context::getFramebuffer(unsigned int handle)
    {
        FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
    
        if (framebuffer == mFramebufferMap.end())
        {
            return NULL;
        }
        else
        {
            return framebuffer->second;
        }
    }
    
    Renderbuffer *Context::getRenderbuffer(unsigned int handle)
    {
        RenderbufferMap::iterator renderbuffer = mRenderbufferMap.find(handle);
    
        if (renderbuffer == mRenderbufferMap.end())
        {
            return NULL;
        }
        else
        {
            return renderbuffer->second;
        }
    }
    
    Colorbuffer *Context::getColorbuffer(GLuint handle)
    {
        if (handle != 0)
        {
            Renderbuffer *renderbuffer = getRenderbuffer(handle);
    
            if (renderbuffer && renderbuffer->isColorbuffer())
            {
                return static_cast<Colorbuffer*>(renderbuffer);
            }
        }
        else   // Special case: 0 refers to different initial render targets based on the attachment type
        {
            return mColorbufferZero;
        }
    
        return NULL;
    }
    
    Depthbuffer *Context::getDepthbuffer(GLuint handle)
    {
        if (handle != 0)
        {
            Renderbuffer *renderbuffer = getRenderbuffer(handle);
    
            if (renderbuffer && renderbuffer->isDepthbuffer())
            {
                return static_cast<Depthbuffer*>(renderbuffer);
            }
        }
        else   // Special case: 0 refers to different initial render targets based on the attachment type
        {
            return mDepthbufferZero;
        }
    
        return NULL;
    }
    
    Stencilbuffer *Context::getStencilbuffer(GLuint handle)
    {
        if (handle != 0)
        {
            Renderbuffer *renderbuffer = getRenderbuffer(handle);
    
            if (renderbuffer && renderbuffer->isStencilbuffer())
            {
                return static_cast<Stencilbuffer*>(renderbuffer);
            }
        }
        else
        {
            return mStencilbufferZero;
        }
    
        return NULL;
    }
    
    Buffer *Context::getArrayBuffer()
    {
        return getBuffer(arrayBuffer);
    }
    
    Buffer *Context::getElementArrayBuffer()
    {
        return getBuffer(elementArrayBuffer);
    }
    
    Program *Context::getCurrentProgram()
    {
        return getProgram(currentProgram);
    }
    
    Texture2D *Context::getTexture2D()
    {
        if (texture2D == 0)   // Special case: 0 refers to different initial textures based on the target
        {
            return mTexture2DZero;
        }
    
        return (Texture2D*)getTexture(texture2D);
    }
    
    TextureCubeMap *Context::getTextureCubeMap()
    {
        if (textureCubeMap == 0)   // Special case: 0 refers to different initial textures based on the target
        {
            return mTextureCubeMapZero;
        }
    
        return (TextureCubeMap*)getTexture(textureCubeMap);
    }
    
    Texture *Context::getSamplerTexture(unsigned int sampler)
    {
        return getTexture(samplerTexture[sampler]);
    }
    
    Framebuffer *Context::getFramebuffer()
    {
        return getFramebuffer(framebuffer);
    }
    
    // Applies the render target surface, depth stencil surface, viewport rectangle and
    // scissor rectangle to the Direct3D 9 device
    bool Context::applyRenderTarget(bool ignoreViewport)
    {
        IDirect3DDevice9 *device = getDevice();
        Framebuffer *framebufferObject = getFramebuffer();
    
        if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
        {
            return false;
        }
    
        IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
        IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil();
    
        device->SetRenderTarget(0, renderTarget);
        device->SetDepthStencilSurface(depthStencil);
    
        D3DVIEWPORT9 viewport;
        D3DSURFACE_DESC desc;
        renderTarget->GetDesc(&desc);
    
        if (ignoreViewport)
        {
            viewport.X = 0;
            viewport.Y = 0;
            viewport.Width = desc.Width;
            viewport.Height = desc.Height;
            viewport.MinZ = 0.0f;
            viewport.MaxZ = 1.0f;
        }
        else
        {
            viewport.X = std::max(viewportX, 0);
            viewport.Y = std::max(viewportY, 0);
            viewport.Width = std::min(viewportWidth, (int)desc.Width - (int)viewport.X);
            viewport.Height = std::min(viewportHeight, (int)desc.Height - (int)viewport.Y);
            viewport.MinZ = clamp01(zNear);
            viewport.MaxZ = clamp01(zFar);
        }
    
        device->SetViewport(&viewport);
    
        if (scissorTest)
        {
            RECT rect = {scissorX,
                         scissorY,
                         scissorX + scissorWidth,
                         scissorY + scissorHeight};
    
            device->SetScissorRect(&rect);
            device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
        }
        else
        {
            device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
        }
    
        if (currentProgram)
        {
            D3DSURFACE_DESC description;
            renderTarget->GetDesc(&description);
            Program *programObject = getCurrentProgram();
    
            GLuint halfPixelSize = programObject->getUniformLocation("gl_HalfPixelSize");
            GLfloat xy[2] = {1.0f / description.Width, 1.0f / description.Height};
            programObject->setUniform2fv(halfPixelSize, 1, (GLfloat*)&xy);
    
            GLuint near = programObject->getUniformLocation("gl_DepthRange.near");
            programObject->setUniform1fv(near, 1, &zNear);
    
            GLuint far = programObject->getUniformLocation("gl_DepthRange.far");
            programObject->setUniform1fv(far, 1, &zFar);
    
            GLuint diff = programObject->getUniformLocation("gl_DepthRange.diff");
            GLfloat zDiff = zFar - zNear;
            programObject->setUniform1fv(diff, 1, &zDiff);
        }
    
        return true;
    }
    
    // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
    void Context::applyState()
    {
        IDirect3DDevice9 *device = getDevice();
    
        if (cullFace)
        {
            device->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(cullMode, frontFace));
        }
        else
        {
            device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
        }
    
        if (depthTest)
        {
            device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
            device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(depthFunc));
        }
        else
        {
            device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
        }
    
        if (blend)
        {
            device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
    
            if (sourceBlendRGB != GL_CONSTANT_ALPHA && sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
                destBlendRGB != GL_CONSTANT_ALPHA && destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
            {
                device->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(blendColor));
            }
            else
            {
                device->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(blendColor.alpha),
                                                                        unorm<8>(blendColor.alpha),
                                                                        unorm<8>(blendColor.alpha),
                                                                        unorm<8>(blendColor.alpha)));
            }
    
            device->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(sourceBlendRGB));
            device->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(destBlendRGB));
            device->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(blendEquationRGB));
    
            if (sourceBlendRGB != sourceBlendAlpha || destBlendRGB != destBlendAlpha || blendEquationRGB != blendEquationAlpha)
            {
                device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
    
                device->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(sourceBlendAlpha));
                device->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(destBlendAlpha));
                device->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(blendEquationAlpha));
    
            }
            else
            {
                device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
            }
        }
        else
        {
            device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
        }
    
        if (stencilTest)
        {
            device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
            device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
    
            // FIXME: Unsupported by D3D9
            const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
            const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
            const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
            ASSERT(stencilRef == stencilBackRef);
            ASSERT(stencilMask == stencilBackMask);
            ASSERT(stencilWritemask == stencilBackWritemask);
    
            device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, stencilWritemask);
            device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, es2dx::ConvertComparison(stencilFunc));
    
            device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, stencilRef);   // FIXME: Clamp to range
            device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, stencilMask);
    
            device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, es2dx::ConvertStencilOp(stencilFail));
            device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, es2dx::ConvertStencilOp(stencilPassDepthFail));
            device->SetRenderState(frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, es2dx::ConvertStencilOp(stencilPassDepthPass));
    
            device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, stencilBackWritemask);
            device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, es2dx::ConvertComparison(stencilBackFunc));
    
            device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, stencilBackRef);   // FIXME: Clamp to range
            device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, stencilBackMask);
    
            device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, es2dx::ConvertStencilOp(stencilBackFail));
            device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, es2dx::ConvertStencilOp(stencilBackPassDepthFail));
            device->SetRenderState(frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, es2dx::ConvertStencilOp(stencilBackPassDepthPass));
        }
        else
        {
            device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
        }
    
        device->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(colorMaskRed, colorMaskGreen, colorMaskBlue, colorMaskAlpha));
        device->SetRenderState(D3DRS_ZWRITEENABLE, depthMask ? TRUE : FALSE);
    
        if (polygonOffsetFill)
        {
            UNIMPLEMENTED();   // FIXME
        }
    
        if (sampleAlphaToCoverage)
        {
            UNIMPLEMENTED();   // FIXME
        }
    
        if (sampleCoverage)
        {
            UNIMPLEMENTED();   // FIXME: Ignore when SAMPLE_BUFFERS is not one
        }
    
        device->SetRenderState(D3DRS_DITHERENABLE, dither ? TRUE : FALSE);
    }
    
    // Fill in the programAttribute field of the array of TranslatedAttributes based on the active GLSL program.
    void Context::lookupAttributeMapping(TranslatedAttribute *attributes)
    {
        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
        {
            if (attributes[i].enabled)
            {
                attributes[i].programAttribute = getCurrentProgram()->getInputMapping(i);
            }
        }
    }
    
    // The indices parameter to glDrawElements can have two interpretations:
    // - as a pointer into client memory
    // - as an offset into the current GL_ELEMENT_ARRAY_BUFFER buffer
    // Handle these cases here and return a pointer to the index data.
    const Index *Context::adjustIndexPointer(const void *indices)
    {
        if (elementArrayBuffer)
        {
            Buffer *buffer = getBuffer(elementArrayBuffer);
            return reinterpret_cast<const Index*>(static_cast<unsigned char*>(buffer->data()) + reinterpret_cast<GLsizei>(indices));
        }
        else
        {
            return static_cast<const Index*>(indices);
        }
    }
    
    void Context::applyVertexBuffer(GLint first, GLsizei count)
    {
        TranslatedAttribute translated[MAX_VERTEX_ATTRIBS];
    
        mVertexDataManager->preRenderValidate(first, count, translated);
    
        lookupAttributeMapping(translated);
    
        mBufferBackEnd->preDraw(translated);
    }
    
    void Context::applyVertexBuffer(GLsizei count, const void *indices, GLenum indexType)
    {
        TranslatedAttribute translated[MAX_VERTEX_ATTRIBS];
    
        mVertexDataManager->preRenderValidate(adjustIndexPointer(indices), count, translated);
    
        lookupAttributeMapping(translated);
    
        mBufferBackEnd->preDraw(translated);
    }
    
    // Applies the indices and element array bindings to the Direct3D 9 device
    void Context::applyIndexBuffer(const void *indices, GLsizei count)
    {
        GLsizei length = count * sizeof(Index);
    
        IDirect3DDevice9 *device = getDevice();
    
        IDirect3DIndexBuffer9 *indexBuffer = NULL;
        void *data;
    
        HRESULT result = device->CreateIndexBuffer(length, 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &indexBuffer, NULL);
    
        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
        {
            return error(GL_OUT_OF_MEMORY);
        }
    
        ASSERT(SUCCEEDED(result));
    
        if (indexBuffer)
        {
            indexBuffer->Lock(0, length, &data, 0);
            memcpy(data, adjustIndexPointer(indices), length);
            indexBuffer->Unlock();
    
            device->SetIndices(indexBuffer);
            indexBuffer->Release();   // Will only effectively be deleted when no longer in use
        }
    
        startIndex = 0;
    }
    
    // Applies the shaders and shader constants to the Direct3D 9 device
    void Context::applyShaders()
    {
        IDirect3DDevice9 *device = getDevice();
        Program *programObject = getCurrentProgram();
        IDirect3DVertexShader9 *vertexShader = programObject->getVertexShader();
        IDirect3DPixelShader9 *pixelShader = programObject->getPixelShader();
    
        device->SetVertexShader(vertexShader);
        device->SetPixelShader(pixelShader);
    
        programObject->applyUniforms();
    }
    
    // Applies the textures and sampler states to the Direct3D 9 device
    void Context::applyTextures()
    {
        IDirect3DDevice9 *device = getDevice();
        Program *programObject = getCurrentProgram();
    
        for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
        {
            unsigned int textureUnit = programObject->getSamplerMapping(sampler);
            Texture *texture = getSamplerTexture(textureUnit);
    
            if (texture && texture->isComplete())
            {
                GLenum wrapS = texture->getWrapS();
                GLenum wrapT = texture->getWrapT();
                GLenum minFilter = texture->getMinFilter();
                GLenum magFilter = texture->getMagFilter();
    
                device->SetSamplerState(sampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
                device->SetSamplerState(sampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
    
                device->SetSamplerState(sampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));
                D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
                es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);
                device->SetSamplerState(sampler, D3DSAMP_MINFILTER, d3dMinFilter);
                device->SetSamplerState(sampler, D3DSAMP_MIPFILTER, d3dMipFilter);
    
                device->SetTexture(sampler, texture->getTexture());
            }
        }
    }
    
    void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
    {
        Framebuffer *framebuffer = getFramebuffer();
        IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
        IDirect3DDevice9 *device = getDevice();
    
        D3DSURFACE_DESC desc;
        renderTarget->GetDesc(&desc);
    
        IDirect3DSurface9 *systemSurface;
        HRESULT result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
    
        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
        {
            return error(GL_OUT_OF_MEMORY);
        }
    
        ASSERT(SUCCEEDED(result));
    
        if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
        {
            UNIMPLEMENTED();   // FIXME: Requires resolve using StretchRect into non-multisampled render target
        }
    
        result = device->GetRenderTargetData(renderTarget, systemSurface);
    
        if (result == D3DERR_DRIVERINTERNALERROR)
        {
            systemSurface->Release();
    
            return error(GL_OUT_OF_MEMORY);
        }
    
        if (FAILED(result))
        {
            UNREACHABLE();
            systemSurface->Release();
    
            return;   // No sensible error to generate
        }
    
        D3DLOCKED_RECT lock;
        RECT rect = {std::max(x, 0),
                     std::max(y, 0),
                     std::min(x + width, (int)desc.Width),
                     std::min(y + height, (int)desc.Height)};
    
        result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
    
        if (FAILED(result))
        {
            UNREACHABLE();
            systemSurface->Release();
    
            return;   // No sensible error to generate
        }
    
        unsigned char *source = (unsigned char*)lock.pBits;
        unsigned char *dest = (unsigned char*)pixels;
    
        for (int j = 0; j < rect.bottom - rect.top; j++)
        {
            for (int i = 0; i < rect.right - rect.left; i++)
            {
                float r;
                float g;
                float b;
                float a;
    
                switch (desc.Format)
                {
                  case D3DFMT_R5G6B5:
                    {
                        unsigned short rgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
    
                        a = 1.0f;
                        b = (rgb & 0x001F) * (1.0f / 0x001F);
                        g = (rgb & 0x07E0) * (1.0f / 0x07E0);
                        r = (rgb & 0xF800) * (1.0f / 0xF800);
                    }
                    break;
                  case D3DFMT_X1R5G5B5:
                    {
                        unsigned short xrgb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
    
                        a = 1.0f;
                        b = (xrgb & 0x001F) * (1.0f / 0x001F);
                        g = (xrgb & 0x03E0) * (1.0f / 0x03E0);
                        r = (xrgb & 0x7C00) * (1.0f / 0x7C00);
                    }
                    break;
                  case D3DFMT_A1R5G5B5:
                    {
                        unsigned short argb = *(unsigned short*)(source + 2 * i + j * lock.Pitch);
    
                        a = (argb & 0x8000) ? 1.0f : 0.0f;
                        b = (argb & 0x001F) * (1.0f / 0x001F);
                        g = (argb & 0x03E0) * (1.0f / 0x03E0);
                        r = (argb & 0x7C00) * (1.0f / 0x7C00);
                    }
                    break;
                  case D3DFMT_A8R8G8B8:
                    {
                        unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
    
                        a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
                        b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
                        g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
                        r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
                    }
                    break;
                  case D3DFMT_X8R8G8B8:
                    {
                        unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
    
                        a = 1.0f;
                        b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
                        g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
                        r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
                    }
                    break;
                  case D3DFMT_A2R10G10B10:
                    {
                        unsigned int argb = *(unsigned int*)(source + 4 * i + j * lock.Pitch);
    
                        a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
                        b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
                        g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
                        r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
                    }
                    break;
                  default:
                    UNIMPLEMENTED();   // FIXME
                    UNREACHABLE();
                }
    
                switch (format)
                {
                  case GL_RGBA:
                    switch (type)
                    {
                      case GL_UNSIGNED_BYTE:
                        dest[4 * (i + j * width) + 0] = (unsigned char)(255 * r + 0.5f);
                        dest[4 * (i + j * width) + 1] = (unsigned char)(255 * g + 0.5f);
                        dest[4 * (i + j * width) + 2] = (unsigned char)(255 * b + 0.5f);
                        dest[4 * (i + j * width) + 3] = (unsigned char)(255 * a + 0.5f);
                        break;
                      default: UNREACHABLE();
                    }
                    break;
                  case IMPLEMENTATION_COLOR_READ_FORMAT:
                    switch (type)
                    {
                      case IMPLEMENTATION_COLOR_READ_TYPE:
                        break;
                      default: UNREACHABLE();
                    }
                    break;
                  default: UNREACHABLE();
                }
            }
        }
    
        systemSurface->UnlockRect();
    
        systemSurface->Release();
    }
    
    void Context::clear(GLbitfield mask)
    {
        IDirect3DDevice9 *device = getDevice();
        DWORD flags = 0;
    
        if (mask & GL_COLOR_BUFFER_BIT)
        {
            mask &= ~GL_COLOR_BUFFER_BIT;
            flags |= D3DCLEAR_TARGET;
        }
    
        if (mask & GL_DEPTH_BUFFER_BIT)
        {
            mask &= ~GL_DEPTH_BUFFER_BIT;
            if (depthMask)
            {
                flags |= D3DCLEAR_ZBUFFER;
            }
        }
    
        Framebuffer *framebufferObject = getFramebuffer();
        IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil();
    
        GLuint stencilUnmasked = 0x0;
    
        if ((mask & GL_STENCIL_BUFFER_BIT) && depthStencil)
        {
            D3DSURFACE_DESC desc;
            depthStencil->GetDesc(&desc);
    
            mask &= ~GL_STENCIL_BUFFER_BIT;
            unsigned int stencilSize = es2dx::GetStencilSize(desc.Format);
            stencilUnmasked = (0x1 << stencilSize) - 1;
    
            if (stencilUnmasked != 0x0)
            {
                flags |= D3DCLEAR_STENCIL;
            }
        }
    
        if (mask != 0)
        {
            return error(GL_INVALID_VALUE);
        }
    
        applyRenderTarget(true);   // Clips the clear to the scissor rectangle but not the viewport
    
        D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(colorClearValue.alpha), unorm<8>(colorClearValue.red), unorm<8>(colorClearValue.green), unorm<8>(colorClearValue.blue));
        float depth = clamp01(depthClearValue);
        int stencil = stencilClearValue & 0x000000FF;
    
        IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
    
        D3DSURFACE_DESC desc;
        renderTarget->GetDesc(&desc);
    
        bool alphaUnmasked = (es2dx::GetAlphaSize(desc.Format) == 0) || colorMaskAlpha;
    
        const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
                                            (stencilWritemask & stencilUnmasked) != stencilUnmasked;
        const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
                                          !(colorMaskRed && colorMaskGreen &&
                                            colorMaskBlue && alphaUnmasked);
    
        if (needMaskedColorClear || needMaskedStencilClear)
        {
            device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
            device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
            device->SetRenderState(D3DRS_ZENABLE, FALSE);
            device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
            device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
            device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
            device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
            device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
    
            if (flags & D3DCLEAR_TARGET)
            {
                device->SetRenderState(D3DRS_COLORWRITEENABLE, (colorMaskRed   ? D3DCOLORWRITEENABLE_RED   : 0) |
                                                               (colorMaskGreen ? D3DCOLORWRITEENABLE_GREEN : 0) |
                                                               (colorMaskBlue  ? D3DCOLORWRITEENABLE_BLUE  : 0) |
                                                               (colorMaskAlpha ? D3DCOLORWRITEENABLE_ALPHA : 0));
            }
            else
            {
                device->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
            }
    
            if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
            {
                device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
                device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
                device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
                device->SetRenderState(D3DRS_STENCILREF, stencil);
                device->SetRenderState(D3DRS_STENCILWRITEMASK, stencilWritemask);
                device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
                device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
                device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
            }
            else
            {
                device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
            }
    
            device->SetPixelShader(NULL);
            device->SetVertexShader(NULL);
            device->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
    
            struct Vertex
            {
                float x, y, z, w;
                D3DCOLOR diffuse;
            };
    
            Vertex quad[4];
            quad[0].x = 0.0f;
            quad[0].y = (float)desc.Height;
            quad[0].z = 0.0f;
            quad[0].w = 1.0f;
            quad[0].diffuse = color;
    
            quad[1].x = (float)desc.Width;
            quad[1].y = (float)desc.Height;
            quad[1].z = 0.0f;
            quad[1].w = 1.0f;
            quad[1].diffuse = color;
    
            quad[2].x = 0.0f;
            quad[2].y = 0.0f;
            quad[2].z = 0.0f;
            quad[2].w = 1.0f;
            quad[2].diffuse = color;
    
            quad[3].x = (float)desc.Width;
            quad[3].y = 0.0f;
            quad[3].z = 0.0f;
            quad[3].w = 1.0f;
            quad[3].diffuse = color;
    
            device->BeginScene();
            device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(Vertex));
            device->EndScene();
    
            if (flags & D3DCLEAR_ZBUFFER)
            {
                device->SetRenderState(D3DRS_ZENABLE, TRUE);
                device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
                device->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
            }
        }
        else
        {
            device->Clear(0, NULL, flags, color, depth, stencil);
        }
    }
    
    void Context::drawArrays(GLenum mode, GLint first, GLsizei count)
    {
        if (!currentProgram)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        IDirect3DDevice9 *device = getDevice();
        D3DPRIMITIVETYPE primitiveType;
        int primitiveCount;
    
        if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
            return error(GL_INVALID_ENUM);
    
        if (primitiveCount <= 0)
        {
            return;
        }
    
        if (!applyRenderTarget(false))
        {
            return error(GL_INVALID_FRAMEBUFFER_OPERATION);
        }
    
        applyState();
        applyVertexBuffer(first, count);
        applyShaders();
        applyTextures();
    
        device->BeginScene();
        device->DrawPrimitive(primitiveType, first, primitiveCount);
        device->EndScene();
    }
    
    void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
    {
        if (!currentProgram)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        if (!indices && !elementArrayBuffer)
        {
            return error(GL_INVALID_OPERATION);
        }
    
        IDirect3DDevice9 *device = getDevice();
        D3DPRIMITIVETYPE primitiveType;
        int primitiveCount;
    
        if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
            return error(GL_INVALID_ENUM);
    
        if (primitiveCount <= 0)
        {
            return;
        }
    
        if (!applyRenderTarget(false))
        {
            return error(GL_INVALID_FRAMEBUFFER_OPERATION);
        }
    
        applyState();
        applyVertexBuffer(count, indices, type);
        applyIndexBuffer(indices, count);
        applyShaders();
        applyTextures();
    
        device->BeginScene();
        device->DrawIndexedPrimitive(primitiveType, 0, 0, count, startIndex, primitiveCount);
        device->EndScene();
    }
    
    void Context::finish()
    {
        IDirect3DDevice9 *device = getDevice();
        IDirect3DQuery9 *occlusionQuery = NULL;
    
        HRESULT result = device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery);
    
        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
        {
            return error(GL_OUT_OF_MEMORY);
        }
    
        ASSERT(SUCCEEDED(result));
    
        if (occlusionQuery)
        {
            occlusionQuery->Issue(D3DISSUE_BEGIN);
    
            // Render something outside the render target
            device->SetPixelShader(NULL);
            device->SetVertexShader(NULL);
            device->SetFVF(D3DFVF_XYZRHW);
            float data[4] = {-1.0f, -1.0f, -1.0f, 1.0f};
            device->BeginScene();
            device->DrawPrimitiveUP(D3DPT_POINTLIST, 1, data, sizeof(data));
            device->EndScene();
    
            occlusionQuery->Issue(D3DISSUE_END);
    
            while (occlusionQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE)
            {
                // Keep polling, but allow other threads to do something useful first
                Sleep(0);
            }
    
            occlusionQuery->Release();
        }
    }
    
    void Context::flush()
    {
        IDirect3DDevice9 *device = getDevice();
        IDirect3DQuery9 *eventQuery = NULL;
    
        HRESULT result = device->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery);
    
        if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
        {
            return error(GL_OUT_OF_MEMORY);
        }
    
        ASSERT(SUCCEEDED(result));
    
        if (eventQuery)
        {
            eventQuery->Issue(D3DISSUE_END);
    
            while (eventQuery->GetData(NULL, 0, D3DGETDATA_FLUSH) == S_FALSE)
            {
                // Keep polling, but allow other threads to do something useful first
                Sleep(0);
            }
    
            eventQuery->Release();
        }
    }
    
    void Context::recordInvalidEnum()
    {
        mInvalidEnum = true;
    }
    
    void Context::recordInvalidValue()
    {
        mInvalidValue = true;
    }
    
    void Context::recordInvalidOperation()
    {
        mInvalidOperation = true;
    }
    
    void Context::recordOutOfMemory()
    {
        mOutOfMemory = true;
    }
    
    void Context::recordInvalidFramebufferOperation()
    {
        mInvalidFramebufferOperation = true;
    }
    
    // Get one of the recorded errors and clear its flag, if any.
    // [OpenGL ES 2.0.24] section 2.5 page 13.
    GLenum Context::getError()
    {
        if (mInvalidEnum)
        {
            mInvalidEnum = false;
    
            return GL_INVALID_ENUM;
        }
    
        if (mInvalidValue)
        {
            mInvalidValue = false;
    
            return GL_INVALID_VALUE;
        }
    
        if (mInvalidOperation)
        {
            mInvalidOperation = false;
    
            return GL_INVALID_OPERATION;
        }
    
        if (mOutOfMemory)
        {
            mOutOfMemory = false;
    
            return GL_OUT_OF_MEMORY;
        }
    
        if (mInvalidFramebufferOperation)
        {
            mInvalidFramebufferOperation = false;
    
            return GL_INVALID_FRAMEBUFFER_OPERATION;
        }
    
        return GL_NO_ERROR;
    }
    
    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 (arrayBuffer == buffer)
        {
            arrayBuffer = 0;
        }
    
        if (elementArrayBuffer == buffer)
        {
            elementArrayBuffer = 0;
        }
    
        for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
        {
            if (vertexAttribute[attribute].mBoundBuffer == buffer)
            {
                vertexAttribute[attribute].mBoundBuffer = 0;
            }
        }
    }
    
    void Context::detachTexture(GLuint texture)
    {
        // [OpenGL ES 2.0.24] section 3.8 page 84:
        // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
        // rebound to texture object zero
    
        for (int sampler = 0; sampler < MAX_TEXTURE_IMAGE_UNITS; sampler++)
        {
            if (samplerTexture[sampler] == texture)
            {
                samplerTexture[sampler] = 0;
            }
        }
    
        // [OpenGL ES 2.0.24] section 4.4 page 112:
        // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
        // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
        // image was attached in the currently bound framebuffer.
    
        Framebuffer *framebuffer = getFramebuffer();
    
        if (framebuffer)
        {
            framebuffer->detachTexture(texture);
        }
    }
    
    void Context::detachFramebuffer(GLuint framebuffer)
    {
        // [OpenGL ES 2.0.24] section 4.4 page 107:
        // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
        // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
    
        if (this->framebuffer == framebuffer)
        {
            bindFramebuffer(0);
        }
    }
    
    void Context::detachRenderbuffer(GLuint renderbuffer)
    {
        // [OpenGL ES 2.0.24] section 4.4 page 109:
        // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
        // had been executed with the target RENDERBUFFER and name of zero.
    
        if (this->renderbuffer == renderbuffer)
        {
            bindRenderbuffer(0);
        }
    
        // [OpenGL ES 2.0.24] section 4.4 page 111:
        // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
        // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
        // point to which this image was attached in the currently bound framebuffer.
    
        Framebuffer *framebuffer = getFramebuffer();
    
        if (framebuffer)
        {
            framebuffer->detachRenderbuffer(renderbuffer);
        }
    }
    }
    
    extern "C"
    {
    gl::Context *glCreateContext(const egl::Config *config)
    {
        return new gl::Context(config);
    }
    
    void glDestroyContext(gl::Context *context)
    {
        delete context;
    
        if (context == gl::getContext())
        {
            gl::makeCurrent(NULL, NULL, NULL);
        }
    }
    
    void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
    {
        gl::makeCurrent(context, display, surface);
    }
    
    gl::Context *glGetCurrentContext()
    {
        return gl::getContext();
    }
    }