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

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  • Author : Jamie Madill
    Date : 2015-04-28 16:55:17
    Hash : e3ef715d
    Message : Revert "Revert "Remove non-const FBO attachment queries."" Fixed build errors in prior patch. This reverts commit 34771622d756adc52f02becd7c2b70c717dcc638. Change-Id: I909b455f2c632a3df7d97149972e167c2adb058f Reviewed-on: https://chromium-review.googlesource.com/267599 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/State.cpp
  • //
    // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // State.cpp: Implements the State class, encapsulating raw GL state.
    
    #include "libANGLE/State.h"
    
    #include "libANGLE/Context.h"
    #include "libANGLE/Caps.h"
    #include "libANGLE/Framebuffer.h"
    #include "libANGLE/FramebufferAttachment.h"
    #include "libANGLE/Query.h"
    #include "libANGLE/VertexArray.h"
    #include "libANGLE/formatutils.h"
    
    namespace gl
    {
    
    State::State()
    {
        mMaxDrawBuffers = 0;
        mMaxCombinedTextureImageUnits = 0;
    }
    
    State::~State()
    {
        reset();
    }
    
    void State::initialize(const Caps& caps, GLuint clientVersion)
    {
        mMaxDrawBuffers = caps.maxDrawBuffers;
        mMaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
    
        setColorClearValue(0.0f, 0.0f, 0.0f, 0.0f);
    
        mDepthClearValue = 1.0f;
        mStencilClearValue = 0;
    
        mRasterizer.rasterizerDiscard = false;
        mRasterizer.cullFace = false;
        mRasterizer.cullMode = GL_BACK;
        mRasterizer.frontFace = GL_CCW;
        mRasterizer.polygonOffsetFill = false;
        mRasterizer.polygonOffsetFactor = 0.0f;
        mRasterizer.polygonOffsetUnits = 0.0f;
        mRasterizer.pointDrawMode = false;
        mRasterizer.multiSample = false;
        mScissorTest = false;
        mScissor.x = 0;
        mScissor.y = 0;
        mScissor.width = 0;
        mScissor.height = 0;
    
        mBlend.blend = false;
        mBlend.sourceBlendRGB = GL_ONE;
        mBlend.sourceBlendAlpha = GL_ONE;
        mBlend.destBlendRGB = GL_ZERO;
        mBlend.destBlendAlpha = GL_ZERO;
        mBlend.blendEquationRGB = GL_FUNC_ADD;
        mBlend.blendEquationAlpha = GL_FUNC_ADD;
        mBlend.sampleAlphaToCoverage = false;
        mBlend.dither = true;
    
        mBlendColor.red = 0;
        mBlendColor.green = 0;
        mBlendColor.blue = 0;
        mBlendColor.alpha = 0;
    
        mDepthStencil.depthTest = false;
        mDepthStencil.depthFunc = GL_LESS;
        mDepthStencil.depthMask = true;
        mDepthStencil.stencilTest = false;
        mDepthStencil.stencilFunc = GL_ALWAYS;
        mDepthStencil.stencilMask = static_cast<GLuint>(-1);
        mDepthStencil.stencilWritemask = static_cast<GLuint>(-1);
        mDepthStencil.stencilBackFunc = GL_ALWAYS;
        mDepthStencil.stencilBackMask = static_cast<GLuint>(-1);
        mDepthStencil.stencilBackWritemask = static_cast<GLuint>(-1);
        mDepthStencil.stencilFail = GL_KEEP;
        mDepthStencil.stencilPassDepthFail = GL_KEEP;
        mDepthStencil.stencilPassDepthPass = GL_KEEP;
        mDepthStencil.stencilBackFail = GL_KEEP;
        mDepthStencil.stencilBackPassDepthFail = GL_KEEP;
        mDepthStencil.stencilBackPassDepthPass = GL_KEEP;
    
        mStencilRef = 0;
        mStencilBackRef = 0;
    
        mSampleCoverage = false;
        mSampleCoverageValue = 1.0f;
        mSampleCoverageInvert = false;
        mGenerateMipmapHint = GL_DONT_CARE;
        mFragmentShaderDerivativeHint = GL_DONT_CARE;
    
        mLineWidth = 1.0f;
    
        mViewport.x = 0;
        mViewport.y = 0;
        mViewport.width = 0;
        mViewport.height = 0;
        mNearZ = 0.0f;
        mFarZ = 1.0f;
    
        mBlend.colorMaskRed = true;
        mBlend.colorMaskGreen = true;
        mBlend.colorMaskBlue = true;
        mBlend.colorMaskAlpha = true;
    
        mActiveSampler = 0;
    
        const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
        mVertexAttribCurrentValues.resize(caps.maxVertexAttributes);
        for (size_t attribIndex = 0; attribIndex < mVertexAttribCurrentValues.size(); ++attribIndex)
        {
            mVertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
        }
    
        mUniformBuffers.resize(caps.maxCombinedUniformBlocks);
    
        mSamplerTextures[GL_TEXTURE_2D].resize(caps.maxCombinedTextureImageUnits);
        mSamplerTextures[GL_TEXTURE_CUBE_MAP].resize(caps.maxCombinedTextureImageUnits);
        if (clientVersion >= 3)
        {
            // TODO: These could also be enabled via extension
            mSamplerTextures[GL_TEXTURE_2D_ARRAY].resize(caps.maxCombinedTextureImageUnits);
            mSamplerTextures[GL_TEXTURE_3D].resize(caps.maxCombinedTextureImageUnits);
        }
    
        mSamplers.resize(caps.maxCombinedTextureImageUnits);
    
        mActiveQueries[GL_ANY_SAMPLES_PASSED].set(NULL);
        mActiveQueries[GL_ANY_SAMPLES_PASSED_CONSERVATIVE].set(NULL);
        mActiveQueries[GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN].set(NULL);
    
        mProgram = NULL;
    
        mReadFramebuffer = NULL;
        mDrawFramebuffer = NULL;
    
        mPrimitiveRestart = false;
    }
    
    void State::reset()
    {
        for (TextureBindingMap::iterator bindingVec = mSamplerTextures.begin(); bindingVec != mSamplerTextures.end(); bindingVec++)
        {
            TextureBindingVector &textureVector = bindingVec->second;
            for (size_t textureIdx = 0; textureIdx < textureVector.size(); textureIdx++)
            {
                textureVector[textureIdx].set(NULL);
            }
        }
        for (size_t samplerIdx = 0; samplerIdx < mSamplers.size(); samplerIdx++)
        {
            mSamplers[samplerIdx].set(NULL);
        }
    
        mArrayBuffer.set(NULL);
        mRenderbuffer.set(NULL);
    
        if (mProgram)
        {
            mProgram->release();
        }
        mProgram = NULL;
    
        mTransformFeedback.set(NULL);
    
        for (State::ActiveQueryMap::iterator i = mActiveQueries.begin(); i != mActiveQueries.end(); i++)
        {
            i->second.set(NULL);
        }
    
        mGenericUniformBuffer.set(NULL);
        for (BufferVector::iterator bufItr = mUniformBuffers.begin(); bufItr != mUniformBuffers.end(); ++bufItr)
        {
            bufItr->set(NULL);
        }
    
        mCopyReadBuffer.set(NULL);
        mCopyWriteBuffer.set(NULL);
    
        mPack.pixelBuffer.set(NULL);
        mUnpack.pixelBuffer.set(NULL);
    
        mProgram = NULL;
    }
    
    const RasterizerState &State::getRasterizerState() const
    {
        return mRasterizer;
    }
    
    const BlendState &State::getBlendState() const
    {
        return mBlend;
    }
    
    const DepthStencilState &State::getDepthStencilState() const
    {
        return mDepthStencil;
    }
    
    void State::setColorClearValue(float red, float green, float blue, float alpha)
    {
        mColorClearValue.red = red;
        mColorClearValue.green = green;
        mColorClearValue.blue = blue;
        mColorClearValue.alpha = alpha;
    }
    
    void State::setDepthClearValue(float depth)
    {
        mDepthClearValue = depth;
    }
    
    void State::setStencilClearValue(int stencil)
    {
        mStencilClearValue = stencil;
    }
    
    void State::setColorMask(bool red, bool green, bool blue, bool alpha)
    {
        mBlend.colorMaskRed = red;
        mBlend.colorMaskGreen = green;
        mBlend.colorMaskBlue = blue;
        mBlend.colorMaskAlpha = alpha;
    }
    
    void State::setDepthMask(bool mask)
    {
        mDepthStencil.depthMask = mask;
    }
    
    bool State::isRasterizerDiscardEnabled() const
    {
        return mRasterizer.rasterizerDiscard;
    }
    
    void State::setRasterizerDiscard(bool enabled)
    {
        mRasterizer.rasterizerDiscard = enabled;
    }
    
    bool State::isCullFaceEnabled() const
    {
        return mRasterizer.cullFace;
    }
    
    void State::setCullFace(bool enabled)
    {
        mRasterizer.cullFace = enabled;
    }
    
    void State::setCullMode(GLenum mode)
    {
        mRasterizer.cullMode = mode;
    }
    
    void State::setFrontFace(GLenum front)
    {
        mRasterizer.frontFace = front;
    }
    
    bool State::isDepthTestEnabled() const
    {
        return mDepthStencil.depthTest;
    }
    
    void State::setDepthTest(bool enabled)
    {
        mDepthStencil.depthTest = enabled;
    }
    
    void State::setDepthFunc(GLenum depthFunc)
    {
         mDepthStencil.depthFunc = depthFunc;
    }
    
    void State::setDepthRange(float zNear, float zFar)
    {
        mNearZ = zNear;
        mFarZ = zFar;
    }
    
    float State::getNearPlane() const
    {
        return mNearZ;
    }
    
    float State::getFarPlane() const
    {
        return mFarZ;
    }
    
    bool State::isBlendEnabled() const
    {
        return mBlend.blend;
    }
    
    void State::setBlend(bool enabled)
    {
        mBlend.blend = enabled;
    }
    
    void State::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
    {
        mBlend.sourceBlendRGB = sourceRGB;
        mBlend.destBlendRGB = destRGB;
        mBlend.sourceBlendAlpha = sourceAlpha;
        mBlend.destBlendAlpha = destAlpha;
    }
    
    void State::setBlendColor(float red, float green, float blue, float alpha)
    {
        mBlendColor.red = red;
        mBlendColor.green = green;
        mBlendColor.blue = blue;
        mBlendColor.alpha = alpha;
    }
    
    void State::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
    {
        mBlend.blendEquationRGB = rgbEquation;
        mBlend.blendEquationAlpha = alphaEquation;
    }
    
    const ColorF &State::getBlendColor() const
    {
        return mBlendColor;
    }
    
    bool State::isStencilTestEnabled() const
    {
        return mDepthStencil.stencilTest;
    }
    
    void State::setStencilTest(bool enabled)
    {
        mDepthStencil.stencilTest = enabled;
    }
    
    void State::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
    {
        mDepthStencil.stencilFunc = stencilFunc;
        mStencilRef = (stencilRef > 0) ? stencilRef : 0;
        mDepthStencil.stencilMask = stencilMask;
    }
    
    void State::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
    {
        mDepthStencil.stencilBackFunc = stencilBackFunc;
        mStencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
        mDepthStencil.stencilBackMask = stencilBackMask;
    }
    
    void State::setStencilWritemask(GLuint stencilWritemask)
    {
        mDepthStencil.stencilWritemask = stencilWritemask;
    }
    
    void State::setStencilBackWritemask(GLuint stencilBackWritemask)
    {
        mDepthStencil.stencilBackWritemask = stencilBackWritemask;
    }
    
    void State::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
    {
        mDepthStencil.stencilFail = stencilFail;
        mDepthStencil.stencilPassDepthFail = stencilPassDepthFail;
        mDepthStencil.stencilPassDepthPass = stencilPassDepthPass;
    }
    
    void State::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
    {
        mDepthStencil.stencilBackFail = stencilBackFail;
        mDepthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
        mDepthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
    }
    
    GLint State::getStencilRef() const
    {
        return mStencilRef;
    }
    
    GLint State::getStencilBackRef() const
    {
        return mStencilBackRef;
    }
    
    bool State::isPolygonOffsetFillEnabled() const
    {
        return mRasterizer.polygonOffsetFill;
    }
    
    void State::setPolygonOffsetFill(bool enabled)
    {
         mRasterizer.polygonOffsetFill = enabled;
    }
    
    void State::setPolygonOffsetParams(GLfloat factor, GLfloat units)
    {
        // An application can pass NaN values here, so handle this gracefully
        mRasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor;
        mRasterizer.polygonOffsetUnits = units != units ? 0.0f : units;
    }
    
    bool State::isSampleAlphaToCoverageEnabled() const
    {
        return mBlend.sampleAlphaToCoverage;
    }
    
    void State::setSampleAlphaToCoverage(bool enabled)
    {
        mBlend.sampleAlphaToCoverage = enabled;
    }
    
    bool State::isSampleCoverageEnabled() const
    {
        return mSampleCoverage;
    }
    
    void State::setSampleCoverage(bool enabled)
    {
        mSampleCoverage = enabled;
    }
    
    void State::setSampleCoverageParams(GLclampf value, bool invert)
    {
        mSampleCoverageValue = value;
        mSampleCoverageInvert = invert;
    }
    
    GLclampf State::getSampleCoverageValue() const
    {
        return mSampleCoverageValue;
    }
    
    bool State::getSampleCoverageInvert() const
    {
        return mSampleCoverageInvert;
    }
    
    bool State::isScissorTestEnabled() const
    {
        return mScissorTest;
    }
    
    void State::setScissorTest(bool enabled)
    {
        mScissorTest = enabled;
    }
    
    void State::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
    {
        mScissor.x = x;
        mScissor.y = y;
        mScissor.width = width;
        mScissor.height = height;
    }
    
    const Rectangle &State::getScissor() const
    {
        return mScissor;
    }
    
    bool State::isDitherEnabled() const
    {
        return mBlend.dither;
    }
    
    void State::setDither(bool enabled)
    {
        mBlend.dither = enabled;
    }
    
    bool State::isPrimitiveRestartEnabled() const
    {
        return mPrimitiveRestart;
    }
    
    void State::setPrimitiveRestart(bool enabled)
    {
        mPrimitiveRestart = enabled;
    }
    
    void State::setEnableFeature(GLenum feature, bool enabled)
    {
        switch (feature)
        {
          case GL_CULL_FACE:                     setCullFace(enabled);              break;
          case GL_POLYGON_OFFSET_FILL:           setPolygonOffsetFill(enabled);     break;
          case GL_SAMPLE_ALPHA_TO_COVERAGE:      setSampleAlphaToCoverage(enabled); break;
          case GL_SAMPLE_COVERAGE:               setSampleCoverage(enabled);        break;
          case GL_SCISSOR_TEST:                  setScissorTest(enabled);           break;
          case GL_STENCIL_TEST:                  setStencilTest(enabled);           break;
          case GL_DEPTH_TEST:                    setDepthTest(enabled);             break;
          case GL_BLEND:                         setBlend(enabled);                 break;
          case GL_DITHER:                        setDither(enabled);                break;
          case GL_PRIMITIVE_RESTART_FIXED_INDEX: setPrimitiveRestart(enabled);      break;
          case GL_RASTERIZER_DISCARD:            setRasterizerDiscard(enabled);     break;
          default:                               UNREACHABLE();
        }
    }
    
    bool State::getEnableFeature(GLenum feature)
    {
        switch (feature)
        {
          case GL_CULL_FACE:                     return isCullFaceEnabled();
          case GL_POLYGON_OFFSET_FILL:           return isPolygonOffsetFillEnabled();
          case GL_SAMPLE_ALPHA_TO_COVERAGE:      return isSampleAlphaToCoverageEnabled();
          case GL_SAMPLE_COVERAGE:               return isSampleCoverageEnabled();
          case GL_SCISSOR_TEST:                  return isScissorTestEnabled();
          case GL_STENCIL_TEST:                  return isStencilTestEnabled();
          case GL_DEPTH_TEST:                    return isDepthTestEnabled();
          case GL_BLEND:                         return isBlendEnabled();
          case GL_DITHER:                        return isDitherEnabled();
          case GL_PRIMITIVE_RESTART_FIXED_INDEX: return isPrimitiveRestartEnabled();
          case GL_RASTERIZER_DISCARD:            return isRasterizerDiscardEnabled();
          default:                               UNREACHABLE(); return false;
        }
    }
    
    void State::setLineWidth(GLfloat width)
    {
        mLineWidth = width;
    }
    
    float State::getLineWidth() const
    {
        return mLineWidth;
    }
    
    void State::setGenerateMipmapHint(GLenum hint)
    {
        mGenerateMipmapHint = hint;
    }
    
    void State::setFragmentShaderDerivativeHint(GLenum hint)
    {
        mFragmentShaderDerivativeHint = 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 State::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
    {
        mViewport.x = x;
        mViewport.y = y;
        mViewport.width = width;
        mViewport.height = height;
    }
    
    const Rectangle &State::getViewport() const
    {
        return mViewport;
    }
    
    void State::setActiveSampler(unsigned int active)
    {
        mActiveSampler = active;
    }
    
    unsigned int State::getActiveSampler() const
    {
        return mActiveSampler;
    }
    
    void State::setSamplerTexture(GLenum type, Texture *texture)
    {
        mSamplerTextures[type][mActiveSampler].set(texture);
    }
    
    Texture *State::getSamplerTexture(unsigned int sampler, GLenum type) const
    {
        const auto it = mSamplerTextures.find(type);
        ASSERT(it != mSamplerTextures.end());
        return it->second[sampler].get();
    }
    
    GLuint State::getSamplerTextureId(unsigned int sampler, GLenum type) const
    {
        const auto it = mSamplerTextures.find(type);
        ASSERT(it != mSamplerTextures.end());
        return it->second[sampler].id();
    }
    
    void State::detachTexture(const TextureMap &zeroTextures, GLuint texture)
    {
        // Textures have a detach method on State rather than a simple
        // removeBinding, because the zero/null texture objects are managed
        // separately, and don't have to go through the Context's maps or
        // the ResourceManager.
    
        // [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 (TextureBindingMap::iterator bindingVec = mSamplerTextures.begin(); bindingVec != mSamplerTextures.end(); bindingVec++)
        {
            GLenum textureType = bindingVec->first;
            TextureBindingVector &textureVector = bindingVec->second;
            for (size_t textureIdx = 0; textureIdx < textureVector.size(); textureIdx++)
            {
                BindingPointer<Texture> &binding = textureVector[textureIdx];
                if (binding.id() == texture)
                {
                    auto it = zeroTextures.find(textureType);
                    ASSERT(it != zeroTextures.end());
                    // Zero textures are the "default" textures instead of NULL
                    binding.set(it->second.get());
                }
            }
        }
    
        // [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 Texture2DAttachment had been called, with a texture of 0, for each attachment point to which this
        // image was attached in the currently bound framebuffer.
    
        if (mReadFramebuffer)
        {
            mReadFramebuffer->detachTexture(texture);
        }
    
        if (mDrawFramebuffer)
        {
            mDrawFramebuffer->detachTexture(texture);
        }
    }
    
    void State::initializeZeroTextures(const TextureMap &zeroTextures)
    {
        for (const auto &zeroTexture : zeroTextures)
        {
            auto &samplerTextureArray = mSamplerTextures[zeroTexture.first];
    
            for (size_t textureUnit = 0; textureUnit < samplerTextureArray.size(); ++textureUnit)
            {
                samplerTextureArray[textureUnit].set(zeroTexture.second.get());
            }
        }
    }
    
    void State::setSamplerBinding(GLuint textureUnit, Sampler *sampler)
    {
        mSamplers[textureUnit].set(sampler);
    }
    
    GLuint State::getSamplerId(GLuint textureUnit) const
    {
        ASSERT(textureUnit < mSamplers.size());
        return mSamplers[textureUnit].id();
    }
    
    Sampler *State::getSampler(GLuint textureUnit) const
    {
        return mSamplers[textureUnit].get();
    }
    
    void State::detachSampler(GLuint sampler)
    {
        // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
        // If a sampler object that is currently bound to one or more texture units is
        // deleted, it is as though BindSampler is called once for each texture unit to
        // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
        for (size_t textureUnit = 0; textureUnit < mSamplers.size(); textureUnit++)
        {
            BindingPointer<Sampler> &samplerBinding = mSamplers[textureUnit];
            if (samplerBinding.id() == sampler)
            {
                samplerBinding.set(NULL);
            }
        }
    }
    
    void State::setRenderbufferBinding(Renderbuffer *renderbuffer)
    {
        mRenderbuffer.set(renderbuffer);
    }
    
    GLuint State::getRenderbufferId() const
    {
        return mRenderbuffer.id();
    }
    
    Renderbuffer *State::getCurrentRenderbuffer()
    {
        return mRenderbuffer.get();
    }
    
    void State::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 (mRenderbuffer.id() == renderbuffer)
        {
            mRenderbuffer.set(NULL);
        }
    
        // [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 = mReadFramebuffer;
        Framebuffer *drawFramebuffer = mDrawFramebuffer;
    
        if (readFramebuffer)
        {
            readFramebuffer->detachRenderbuffer(renderbuffer);
        }
    
        if (drawFramebuffer && drawFramebuffer != readFramebuffer)
        {
            drawFramebuffer->detachRenderbuffer(renderbuffer);
        }
    
    }
    
    void State::setReadFramebufferBinding(Framebuffer *framebuffer)
    {
        mReadFramebuffer = framebuffer;
    }
    
    void State::setDrawFramebufferBinding(Framebuffer *framebuffer)
    {
        mDrawFramebuffer = framebuffer;
    }
    
    Framebuffer *State::getTargetFramebuffer(GLenum target) const
    {
        switch (target)
        {
        case GL_READ_FRAMEBUFFER_ANGLE:  return mReadFramebuffer;
        case GL_DRAW_FRAMEBUFFER_ANGLE:
        case GL_FRAMEBUFFER:             return mDrawFramebuffer;
        default:                         UNREACHABLE(); return NULL;
        }
    }
    
    Framebuffer *State::getReadFramebuffer()
    {
        return mReadFramebuffer;
    }
    
    Framebuffer *State::getDrawFramebuffer()
    {
        return mDrawFramebuffer;
    }
    
    const Framebuffer *State::getReadFramebuffer() const
    {
        return mReadFramebuffer;
    }
    
    const Framebuffer *State::getDrawFramebuffer() const
    {
        return mDrawFramebuffer;
    }
    
    bool State::removeReadFramebufferBinding(GLuint framebuffer)
    {
        if (mReadFramebuffer != nullptr &&
            mReadFramebuffer->id() == framebuffer)
        {
            mReadFramebuffer = NULL;
            return true;
        }
    
        return false;
    }
    
    bool State::removeDrawFramebufferBinding(GLuint framebuffer)
    {
        if (mReadFramebuffer != nullptr &&
            mDrawFramebuffer->id() == framebuffer)
        {
            mDrawFramebuffer = NULL;
            return true;
        }
    
        return false;
    }
    
    void State::setVertexArrayBinding(VertexArray *vertexArray)
    {
        mVertexArray = vertexArray;
    }
    
    GLuint State::getVertexArrayId() const
    {
        ASSERT(mVertexArray != NULL);
        return mVertexArray->id();
    }
    
    VertexArray *State::getVertexArray() const
    {
        ASSERT(mVertexArray != NULL);
        return mVertexArray;
    }
    
    bool State::removeVertexArrayBinding(GLuint vertexArray)
    {
        if (mVertexArray->id() == vertexArray)
        {
            mVertexArray = NULL;
            return true;
        }
    
        return false;
    }
    
    void State::setProgram(Program *newProgram)
    {
        if (mProgram != newProgram)
        {
            if (mProgram)
            {
                mProgram->release();
            }
    
            mProgram = newProgram;
    
            if (mProgram)
            {
                newProgram->addRef();
            }
        }
    }
    
    Program *State::getProgram() const
    {
        return mProgram;
    }
    
    void State::setTransformFeedbackBinding(TransformFeedback *transformFeedback)
    {
        mTransformFeedback.set(transformFeedback);
    }
    
    TransformFeedback *State::getCurrentTransformFeedback() const
    {
        return mTransformFeedback.get();
    }
    
    bool State::isTransformFeedbackActiveUnpaused() const
    {
        gl::TransformFeedback *curTransformFeedback = getCurrentTransformFeedback();
        return curTransformFeedback && curTransformFeedback->isActive() && !curTransformFeedback->isPaused();
    }
    
    void State::detachTransformFeedback(GLuint transformFeedback)
    {
        if (mTransformFeedback.id() == transformFeedback)
        {
            mTransformFeedback.set(NULL);
        }
    }
    
    bool State::isQueryActive() const
    {
        for (State::ActiveQueryMap::const_iterator i = mActiveQueries.begin();
            i != mActiveQueries.end(); i++)
        {
            if (i->second.get() != NULL)
            {
                return true;
            }
        }
    
        return false;
    }
    
    void State::setActiveQuery(GLenum target, Query *query)
    {
        mActiveQueries[target].set(query);
    }
    
    GLuint State::getActiveQueryId(GLenum target) const
    {
        const Query *query = getActiveQuery(target);
        return (query ? query->id() : 0u);
    }
    
    Query *State::getActiveQuery(GLenum target) const
    {
        const auto it = mActiveQueries.find(target);
    
        // All query types should already exist in the activeQueries map
        ASSERT(it != mActiveQueries.end());
    
        return it->second.get();
    }
    
    void State::setArrayBufferBinding(Buffer *buffer)
    {
        mArrayBuffer.set(buffer);
    }
    
    GLuint State::getArrayBufferId() const
    {
        return mArrayBuffer.id();
    }
    
    bool State::removeArrayBufferBinding(GLuint buffer)
    {
        if (mArrayBuffer.id() == buffer)
        {
            mArrayBuffer.set(NULL);
            return true;
        }
    
        return false;
    }
    
    void State::setGenericUniformBufferBinding(Buffer *buffer)
    {
        mGenericUniformBuffer.set(buffer);
    }
    
    void State::setIndexedUniformBufferBinding(GLuint index, Buffer *buffer, GLintptr offset, GLsizeiptr size)
    {
        mUniformBuffers[index].set(buffer, offset, size);
    }
    
    GLuint State::getIndexedUniformBufferId(GLuint index) const
    {
        ASSERT(static_cast<size_t>(index) < mUniformBuffers.size());
    
        return mUniformBuffers[index].id();
    }
    
    Buffer *State::getIndexedUniformBuffer(GLuint index) const
    {
        ASSERT(static_cast<size_t>(index) < mUniformBuffers.size());
    
        return mUniformBuffers[index].get();
    }
    
    GLintptr State::getIndexedUniformBufferOffset(GLuint index) const
    {
        ASSERT(static_cast<size_t>(index) < mUniformBuffers.size());
    
        return mUniformBuffers[index].getOffset();
    }
    
    GLsizeiptr State::getIndexedUniformBufferSize(GLuint index) const
    {
        ASSERT(static_cast<size_t>(index) < mUniformBuffers.size());
    
        return mUniformBuffers[index].getSize();
    }
    
    void State::setCopyReadBufferBinding(Buffer *buffer)
    {
        mCopyReadBuffer.set(buffer);
    }
    
    void State::setCopyWriteBufferBinding(Buffer *buffer)
    {
        mCopyWriteBuffer.set(buffer);
    }
    
    void State::setPixelPackBufferBinding(Buffer *buffer)
    {
        mPack.pixelBuffer.set(buffer);
    }
    
    void State::setPixelUnpackBufferBinding(Buffer *buffer)
    {
        mUnpack.pixelBuffer.set(buffer);
    }
    
    Buffer *State::getTargetBuffer(GLenum target) const
    {
        switch (target)
        {
          case GL_ARRAY_BUFFER:              return mArrayBuffer.get();
          case GL_COPY_READ_BUFFER:          return mCopyReadBuffer.get();
          case GL_COPY_WRITE_BUFFER:         return mCopyWriteBuffer.get();
          case GL_ELEMENT_ARRAY_BUFFER:      return getVertexArray()->getElementArrayBuffer();
          case GL_PIXEL_PACK_BUFFER:         return mPack.pixelBuffer.get();
          case GL_PIXEL_UNPACK_BUFFER:       return mUnpack.pixelBuffer.get();
          case GL_TRANSFORM_FEEDBACK_BUFFER: return mTransformFeedback->getGenericBuffer().get();
          case GL_UNIFORM_BUFFER:            return mGenericUniformBuffer.get();
          default: UNREACHABLE();            return NULL;
        }
    }
    
    void State::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
    {
        getVertexArray()->enableAttribute(attribNum, enabled);
    }
    
    void State::setVertexAttribf(GLuint index, const GLfloat values[4])
    {
        ASSERT(static_cast<size_t>(index) < mVertexAttribCurrentValues.size());
        mVertexAttribCurrentValues[index].setFloatValues(values);
    }
    
    void State::setVertexAttribu(GLuint index, const GLuint values[4])
    {
        ASSERT(static_cast<size_t>(index) < mVertexAttribCurrentValues.size());
        mVertexAttribCurrentValues[index].setUnsignedIntValues(values);
    }
    
    void State::setVertexAttribi(GLuint index, const GLint values[4])
    {
        ASSERT(static_cast<size_t>(index) < mVertexAttribCurrentValues.size());
        mVertexAttribCurrentValues[index].setIntValues(values);
    }
    
    void State::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
        bool pureInteger, GLsizei stride, const void *pointer)
    {
        getVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
    }
    
    const VertexAttribCurrentValueData &State::getVertexAttribCurrentValue(unsigned int attribNum) const
    {
        ASSERT(static_cast<size_t>(attribNum) < mVertexAttribCurrentValues.size());
        return mVertexAttribCurrentValues[attribNum];
    }
    
    const void *State::getVertexAttribPointer(unsigned int attribNum) const
    {
        return getVertexArray()->getVertexAttribute(attribNum).pointer;
    }
    
    void State::setPackAlignment(GLint alignment)
    {
        mPack.alignment = alignment;
    }
    
    GLint State::getPackAlignment() const
    {
        return mPack.alignment;
    }
    
    void State::setPackReverseRowOrder(bool reverseRowOrder)
    {
        mPack.reverseRowOrder = reverseRowOrder;
    }
    
    bool State::getPackReverseRowOrder() const
    {
        return mPack.reverseRowOrder;
    }
    
    const PixelPackState &State::getPackState() const
    {
        return mPack;
    }
    
    PixelPackState &State::getPackState()
    {
        return mPack;
    }
    
    void State::setUnpackAlignment(GLint alignment)
    {
        mUnpack.alignment = alignment;
    }
    
    GLint State::getUnpackAlignment() const
    {
        return mUnpack.alignment;
    }
    
    void State::setUnpackRowLength(GLint rowLength)
    {
        mUnpack.rowLength = rowLength;
    }
    
    GLint State::getUnpackRowLength() const
    {
        return mUnpack.rowLength;
    }
    
    const PixelUnpackState &State::getUnpackState() const
    {
        return mUnpack;
    }
    
    PixelUnpackState &State::getUnpackState()
    {
        return mUnpack;
    }
    
    void State::getBooleanv(GLenum pname, GLboolean *params)
    {
        switch (pname)
        {
          case GL_SAMPLE_COVERAGE_INVERT:    *params = mSampleCoverageInvert;         break;
          case GL_DEPTH_WRITEMASK:           *params = mDepthStencil.depthMask;       break;
          case GL_COLOR_WRITEMASK:
            params[0] = mBlend.colorMaskRed;
            params[1] = mBlend.colorMaskGreen;
            params[2] = mBlend.colorMaskBlue;
            params[3] = mBlend.colorMaskAlpha;
            break;
          case GL_CULL_FACE:                 *params = mRasterizer.cullFace;          break;
          case GL_POLYGON_OFFSET_FILL:       *params = mRasterizer.polygonOffsetFill; break;
          case GL_SAMPLE_ALPHA_TO_COVERAGE:  *params = mBlend.sampleAlphaToCoverage;  break;
          case GL_SAMPLE_COVERAGE:           *params = mSampleCoverage;               break;
          case GL_SCISSOR_TEST:              *params = mScissorTest;                  break;
          case GL_STENCIL_TEST:              *params = mDepthStencil.stencilTest;     break;
          case GL_DEPTH_TEST:                *params = mDepthStencil.depthTest;       break;
          case GL_BLEND:                     *params = mBlend.blend;                  break;
          case GL_DITHER:                    *params = mBlend.dither;                 break;
          case GL_TRANSFORM_FEEDBACK_ACTIVE: *params = getCurrentTransformFeedback()->isActive() ? GL_TRUE : GL_FALSE; break;
          case GL_TRANSFORM_FEEDBACK_PAUSED: *params = getCurrentTransformFeedback()->isPaused() ? GL_TRUE : GL_FALSE; break;
          default:
            UNREACHABLE();
            break;
        }
    }
    
    void State::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 = mLineWidth;                         break;
          case GL_SAMPLE_COVERAGE_VALUE:    *params = mSampleCoverageValue;               break;
          case GL_DEPTH_CLEAR_VALUE:        *params = mDepthClearValue;                   break;
          case GL_POLYGON_OFFSET_FACTOR:    *params = mRasterizer.polygonOffsetFactor;    break;
          case GL_POLYGON_OFFSET_UNITS:     *params = mRasterizer.polygonOffsetUnits;     break;
          case GL_DEPTH_RANGE:
            params[0] = mNearZ;
            params[1] = mFarZ;
            break;
          case GL_COLOR_CLEAR_VALUE:
            params[0] = mColorClearValue.red;
            params[1] = mColorClearValue.green;
            params[2] = mColorClearValue.blue;
            params[3] = mColorClearValue.alpha;
            break;
          case GL_BLEND_COLOR:
            params[0] = mBlendColor.red;
            params[1] = mBlendColor.green;
            params[2] = mBlendColor.blue;
            params[3] = mBlendColor.alpha;
            break;
          default:
            UNREACHABLE();
            break;
        }
    }
    
    void State::getIntegerv(const gl::Data &data, GLenum pname, GLint *params)
    {
        if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
        {
            unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT);
            ASSERT(colorAttachment < mMaxDrawBuffers);
            Framebuffer *framebuffer = mDrawFramebuffer;
            *params = framebuffer->getDrawBufferState(colorAttachment);
            return;
        }
    
        // 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
        // State::getFloatv.
        switch (pname)
        {
          case GL_ARRAY_BUFFER_BINDING:                     *params = mArrayBuffer.id();                              break;
          case GL_ELEMENT_ARRAY_BUFFER_BINDING:             *params = getVertexArray()->getElementArrayBufferId();    break;
            //case GL_FRAMEBUFFER_BINDING:                    // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
          case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:           *params = mDrawFramebuffer->id();                         break;
          case GL_READ_FRAMEBUFFER_BINDING_ANGLE:           *params = mReadFramebuffer->id();                         break;
          case GL_RENDERBUFFER_BINDING:                     *params = mRenderbuffer.id();                             break;
          case GL_VERTEX_ARRAY_BINDING:                     *params = mVertexArray->id();                             break;
          case GL_CURRENT_PROGRAM:                          *params = mProgram ? mProgram->id() : 0;                  break;
          case GL_PACK_ALIGNMENT:                           *params = mPack.alignment;                                break;
          case GL_PACK_REVERSE_ROW_ORDER_ANGLE:             *params = mPack.reverseRowOrder;                          break;
          case GL_UNPACK_ALIGNMENT:                         *params = mUnpack.alignment;                              break;
          case GL_UNPACK_ROW_LENGTH:                        *params = mUnpack.rowLength;                              break;
          case GL_GENERATE_MIPMAP_HINT:                     *params = mGenerateMipmapHint;                            break;
          case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:      *params = mFragmentShaderDerivativeHint;                  break;
          case GL_ACTIVE_TEXTURE:                           *params = (mActiveSampler + GL_TEXTURE0);                 break;
          case GL_STENCIL_FUNC:                             *params = mDepthStencil.stencilFunc;                      break;
          case GL_STENCIL_REF:                              *params = mStencilRef;                                    break;
          case GL_STENCIL_VALUE_MASK:                       *params = clampToInt(mDepthStencil.stencilMask);          break;
          case GL_STENCIL_BACK_FUNC:                        *params = mDepthStencil.stencilBackFunc;                  break;
          case GL_STENCIL_BACK_REF:                         *params = mStencilBackRef;                                break;
          case GL_STENCIL_BACK_VALUE_MASK:                  *params = clampToInt(mDepthStencil.stencilBackMask);      break;
          case GL_STENCIL_FAIL:                             *params = mDepthStencil.stencilFail;                      break;
          case GL_STENCIL_PASS_DEPTH_FAIL:                  *params = mDepthStencil.stencilPassDepthFail;             break;
          case GL_STENCIL_PASS_DEPTH_PASS:                  *params = mDepthStencil.stencilPassDepthPass;             break;
          case GL_STENCIL_BACK_FAIL:                        *params = mDepthStencil.stencilBackFail;                  break;
          case GL_STENCIL_BACK_PASS_DEPTH_FAIL:             *params = mDepthStencil.stencilBackPassDepthFail;         break;
          case GL_STENCIL_BACK_PASS_DEPTH_PASS:             *params = mDepthStencil.stencilBackPassDepthPass;         break;
          case GL_DEPTH_FUNC:                               *params = mDepthStencil.depthFunc;                        break;
          case GL_BLEND_SRC_RGB:                            *params = mBlend.sourceBlendRGB;                          break;
          case GL_BLEND_SRC_ALPHA:                          *params = mBlend.sourceBlendAlpha;                        break;
          case GL_BLEND_DST_RGB:                            *params = mBlend.destBlendRGB;                            break;
          case GL_BLEND_DST_ALPHA:                          *params = mBlend.destBlendAlpha;                          break;
          case GL_BLEND_EQUATION_RGB:                       *params = mBlend.blendEquationRGB;                        break;
          case GL_BLEND_EQUATION_ALPHA:                     *params = mBlend.blendEquationAlpha;                      break;
          case GL_STENCIL_WRITEMASK:                        *params = clampToInt(mDepthStencil.stencilWritemask);     break;
          case GL_STENCIL_BACK_WRITEMASK:                   *params = clampToInt(mDepthStencil.stencilBackWritemask); break;
          case GL_STENCIL_CLEAR_VALUE:                      *params = mStencilClearValue;                             break;
          case GL_IMPLEMENTATION_COLOR_READ_TYPE:           *params = mReadFramebuffer->getImplementationColorReadType();   break;
          case GL_IMPLEMENTATION_COLOR_READ_FORMAT:         *params = mReadFramebuffer->getImplementationColorReadFormat(); break;
          case GL_SAMPLE_BUFFERS:
          case GL_SAMPLES:
            {
                gl::Framebuffer *framebuffer = mDrawFramebuffer;
                if (framebuffer->checkStatus(data) == GL_FRAMEBUFFER_COMPLETE)
                {
                    switch (pname)
                    {
                      case GL_SAMPLE_BUFFERS:
                        if (framebuffer->getSamples(data) != 0)
                        {
                            *params = 1;
                        }
                        else
                        {
                            *params = 0;
                        }
                        break;
                      case GL_SAMPLES:
                        *params = framebuffer->getSamples(data);
                        break;
                    }
                }
                else
                {
                    *params = 0;
                }
            }
            break;
          case GL_VIEWPORT:
            params[0] = mViewport.x;
            params[1] = mViewport.y;
            params[2] = mViewport.width;
            params[3] = mViewport.height;
            break;
          case GL_SCISSOR_BOX:
            params[0] = mScissor.x;
            params[1] = mScissor.y;
            params[2] = mScissor.width;
            params[3] = mScissor.height;
            break;
          case GL_CULL_FACE_MODE:                   *params = mRasterizer.cullMode;   break;
          case GL_FRONT_FACE:                       *params = mRasterizer.frontFace;  break;
          case GL_RED_BITS:
          case GL_GREEN_BITS:
          case GL_BLUE_BITS:
          case GL_ALPHA_BITS:
            {
                gl::Framebuffer *framebuffer = getDrawFramebuffer();
                const gl::FramebufferAttachment *colorbuffer = framebuffer->getFirstColorbuffer();
    
                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:
            {
                const gl::Framebuffer *framebuffer = getDrawFramebuffer();
                const gl::FramebufferAttachment *depthbuffer = framebuffer->getDepthbuffer();
    
                if (depthbuffer)
                {
                    *params = depthbuffer->getDepthSize();
                }
                else
                {
                    *params = 0;
                }
            }
            break;
          case GL_STENCIL_BITS:
            {
                const gl::Framebuffer *framebuffer = getDrawFramebuffer();
                const gl::FramebufferAttachment *stencilbuffer = framebuffer->getStencilbuffer();
    
                if (stencilbuffer)
                {
                    *params = stencilbuffer->getStencilSize();
                }
                else
                {
                    *params = 0;
                }
            }
            break;
          case GL_TEXTURE_BINDING_2D:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params = getSamplerTextureId(mActiveSampler, GL_TEXTURE_2D) ;
            break;
          case GL_TEXTURE_BINDING_CUBE_MAP:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params = getSamplerTextureId(mActiveSampler, GL_TEXTURE_CUBE_MAP);
            break;
          case GL_TEXTURE_BINDING_3D:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params = getSamplerTextureId(mActiveSampler, GL_TEXTURE_3D);
            break;
          case GL_TEXTURE_BINDING_2D_ARRAY:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params = getSamplerTextureId(mActiveSampler, GL_TEXTURE_2D_ARRAY);
            break;
          case GL_UNIFORM_BUFFER_BINDING:
            *params = mGenericUniformBuffer.id();
            break;
          case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
            *params = mTransformFeedback->getGenericBuffer().id();
            break;
          case GL_COPY_READ_BUFFER_BINDING:
            *params = mCopyReadBuffer.id();
            break;
          case GL_COPY_WRITE_BUFFER_BINDING:
            *params = mCopyWriteBuffer.id();
            break;
          case GL_PIXEL_PACK_BUFFER_BINDING:
            *params = mPack.pixelBuffer.id();
            break;
          case GL_PIXEL_UNPACK_BUFFER_BINDING:
            *params = mUnpack.pixelBuffer.id();
            break;
          default:
            UNREACHABLE();
            break;
        }
    }
    
    bool State::getIndexedIntegerv(GLenum target, GLuint index, GLint *data)
    {
        switch (target)
        {
          case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
            if (static_cast<size_t>(index) < mTransformFeedback->getIndexedBufferCount())
            {
                *data = mTransformFeedback->getIndexedBuffer(index).id();
            }
            break;
          case GL_UNIFORM_BUFFER_BINDING:
            if (static_cast<size_t>(index) < mUniformBuffers.size())
            {
                *data = mUniformBuffers[index].id();
            }
            break;
          default:
            return false;
        }
    
        return true;
    }
    
    bool State::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data)
    {
        switch (target)
        {
          case GL_TRANSFORM_FEEDBACK_BUFFER_START:
            if (static_cast<size_t>(index) < mTransformFeedback->getIndexedBufferCount())
            {
                *data = mTransformFeedback->getIndexedBuffer(index).getOffset();
            }
            break;
          case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
            if (static_cast<size_t>(index) < mTransformFeedback->getIndexedBufferCount())
            {
                *data = mTransformFeedback->getIndexedBuffer(index).getSize();
            }
            break;
          case GL_UNIFORM_BUFFER_START:
            if (static_cast<size_t>(index) < mUniformBuffers.size())
            {
                *data = mUniformBuffers[index].getOffset();
            }
            break;
          case GL_UNIFORM_BUFFER_SIZE:
            if (static_cast<size_t>(index) < mUniformBuffers.size())
            {
                *data = mUniformBuffers[index].getSize();
            }
            break;
          default:
            return false;
        }
    
        return true;
    }
    
    bool State::hasMappedBuffer(GLenum target) const
    {
        if (target == GL_ARRAY_BUFFER)
        {
            const VertexArray *vao = getVertexArray();
            const auto &vertexAttribs = vao->getVertexAttributes();
            for (size_t attribIndex = 0; attribIndex < vertexAttribs.size(); attribIndex++)
            {
                const gl::VertexAttribute &vertexAttrib = vertexAttribs[attribIndex];
                gl::Buffer *boundBuffer = vertexAttrib.buffer.get();
                if (vertexAttrib.enabled && boundBuffer && boundBuffer->isMapped())
                {
                    return true;
                }
            }
    
            return false;
        }
        else
        {
            Buffer *buffer = getTargetBuffer(target);
            return (buffer && buffer->isMapped());
        }
    }
    
    }