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

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  • Author : Jamie Madill
    Date : 2014-08-04 10:47:59
    Hash : d9ba4f73
    Message : Move implementation of hasMappedBuffer to State. Refactoring patch only. BUG=angle:571 Change-Id: Ib9f3145eaa457d94e488fd42eb4c4b9133768996 Reviewed-on: https://chromium-review.googlesource.com/210643 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org>

  • src/libGLESv2/State.cpp
  • #include "precompiled.h"
    //
    // 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 "libGLESv2/State.h"
    
    #include "libGLESv2/Context.h"
    #include "libGLESv2/VertexArray.h"
    #include "libGLESv2/Query.h"
    #include "libGLESv2/Framebuffer.h"
    #include "libGLESv2/FramebufferAttachment.h"
    #include "libGLESv2/renderer/RenderTarget.h"
    #include "libGLESv2/formatutils.h"
    
    namespace gl
    {
    State::State()
    {
        mContext = NULL;
    
        setClearColor(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 = -1;
        mDepthStencil.stencilWritemask = -1;
        mDepthStencil.stencilBackFunc = GL_ALWAYS;
        mDepthStencil.stencilBackMask = - 1;
        mDepthStencil.stencilBackWritemask = -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;
    
        const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
        for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
        {
            mVertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
        }
    
        for (unsigned int textureUnit = 0; textureUnit < ArraySize(mSamplers); textureUnit++)
        {
            mSamplers[textureUnit].set(NULL);
        }
    
        mActiveSampler = 0;
    
        mActiveQueries[GL_ANY_SAMPLES_PASSED].set(NULL);
        mActiveQueries[GL_ANY_SAMPLES_PASSED_CONSERVATIVE].set(NULL);
        mActiveQueries[GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN].set(NULL);
    
        mCurrentProgramId = 0;
        mCurrentProgramBinary.set(NULL);
    
        mReadFramebuffer = NULL;
        mDrawFramebuffer = NULL;
    }
    
    State::~State()
    {
        for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
        {
            for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
            {
                mSamplerTexture[type][sampler].set(NULL);
            }
        }
    
        const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
        for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
        {
            mVertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
        }
    
        mArrayBuffer.set(NULL);
        mRenderbuffer.set(NULL);
    
        mTransformFeedback.set(NULL);
    
        for (State::ActiveQueryMap::iterator i = mActiveQueries.begin(); i != mActiveQueries.end(); i++)
        {
            i->second.set(NULL);
        }
    
        mGenericUniformBuffer.set(NULL);
        for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
        {
            mUniformBuffers[i].set(NULL);
        }
    
        mGenericTransformFeedbackBuffer.set(NULL);
        for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
        {
            mTransformFeedbackBuffers[i].set(NULL);
        }
    
        mCopyReadBuffer.set(NULL);
        mCopyWriteBuffer.set(NULL);
    
        mPack.pixelBuffer.set(NULL);
        mUnpack.pixelBuffer.set(NULL);
    }
    
    const RasterizerState &State::getRasterizerState() const
    {
        return mRasterizer;
    }
    
    const BlendState &State::getBlendState() const
    {
        return mBlend;
    }
    
    const DepthStencilState &State::getDepthStencilState() const
    {
        return mDepthStencil;
    }
    
    void State::setClearColor(float red, float green, float blue, float alpha)
    {
        mColorClearValue.red = red;
        mColorClearValue.green = green;
        mColorClearValue.blue = blue;
        mColorClearValue.alpha = alpha;
    }
    
    void State::setClearDepth(float depth)
    {
        mDepthClearValue = depth;
    }
    
    void State::setClearStencil(int stencil)
    {
        mStencilClearValue = stencil;
    }
    
    ClearParameters State::getClearParameters(GLbitfield mask) const
    {
        ClearParameters clearParams = { 0 };
        for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
        {
            clearParams.clearColor[i] = false;
        }
        clearParams.colorFClearValue = mColorClearValue;
        clearParams.colorClearType = GL_FLOAT;
        clearParams.colorMaskRed = mBlend.colorMaskRed;
        clearParams.colorMaskGreen = mBlend.colorMaskGreen;
        clearParams.colorMaskBlue = mBlend.colorMaskBlue;
        clearParams.colorMaskAlpha = mBlend.colorMaskAlpha;
        clearParams.clearDepth = false;
        clearParams.depthClearValue = mDepthClearValue;
        clearParams.clearStencil = false;
        clearParams.stencilClearValue = mStencilClearValue;
        clearParams.stencilWriteMask = mDepthStencil.stencilWritemask;
        clearParams.scissorEnabled = mScissorTest;
        clearParams.scissor = mScissor;
    
        const Framebuffer *framebufferObject = getDrawFramebuffer();
        if (mask & GL_COLOR_BUFFER_BIT)
        {
            if (framebufferObject->hasEnabledColorAttachment())
            {
                for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
                {
                    clearParams.clearColor[i] = true;
                }
            }
        }
    
        if (mask & GL_DEPTH_BUFFER_BIT)
        {
            if (mDepthStencil.depthMask && framebufferObject->getDepthbuffer() != NULL)
            {
                clearParams.clearDepth = true;
            }
        }
    
        if (mask & GL_STENCIL_BUFFER_BIT)
        {
            if (framebufferObject->getStencilbuffer() != NULL)
            {
                rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
                if (!depthStencil)
                {
                    ERR("Depth stencil pointer unexpectedly null.");
                    ClearParameters nullClearParam = { 0 };
                    return nullClearParam;
                }
    
                if (GetInternalFormatInfo(depthStencil->getActualFormat()).stencilBits > 0)
                {
                    clearParams.clearStencil = true;
                }
            }
        }
    
        return clearParams;
    }
    
    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;
    }
    
    void State::getDepthRange(float *zNear, float *zFar) const
    {
        *zNear = mNearZ;
        *zFar = 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;
    }
    
    void State::getSampleCoverageParams(GLclampf *value, bool *invert)
    {
        ASSERT(value != NULL && invert != NULL);
    
        *value = mSampleCoverageValue;
        *invert = 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;
    }
    
    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: UNIMPLEMENTED();                   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: UNIMPLEMENTED(); return false;
          case GL_RASTERIZER_DISCARD:            return isRasterizerDiscardEnabled();
          default:                               UNREACHABLE(); return false;
        }
    }
    
    void State::setLineWidth(GLfloat width)
    {
        mLineWidth = width;
    }
    
    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(TextureType type, Texture *texture)
    {
        mSamplerTexture[type][mActiveSampler].set(texture);
    }
    
    Texture *State::getSamplerTexture(unsigned int sampler, TextureType type) const
    {
        GLuint texid = mSamplerTexture[type][sampler].id();
    
        if (texid == 0)   // Special case: 0 refers to default textures held by Context
        {
            return NULL;
        }
    
        return mSamplerTexture[type][sampler].get();
    }
    
    GLuint State::getSamplerTextureId(unsigned int sampler, TextureType type) const
    {
        return mSamplerTexture[type][sampler].id();
    }
    
    void State::detachTexture(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 (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
        {
            for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
            {
                if (mSamplerTexture[type][sampler].id() == texture)
                {
                    mSamplerTexture[type][sampler].set(NULL);
                }
            }
        }
    
        // [OpenGL ES 2.0.24] section 4.4 page 112:
        // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
        // as if 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::setSamplerBinding(GLuint textureUnit, Sampler *sampler)
    {
        mSamplers[textureUnit].set(sampler);
    }
    
    GLuint State::getSamplerId(GLuint textureUnit) const
    {
        ASSERT(textureUnit < ArraySize(mSamplers));
        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 (unsigned int textureUnit = 0; textureUnit < ArraySize(mSamplers); textureUnit++)
        {
            if (mSamplers[textureUnit].id() == sampler)
            {
                mSamplers[textureUnit].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->id() == framebuffer)
        {
            mReadFramebuffer = NULL;
            return true;
        }
    
        return false;
    }
    
    bool State::removeDrawFramebufferBinding(GLuint framebuffer)
    {
        if (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::setCurrentProgram(GLuint programId, Program *newProgram)
    {
        mCurrentProgramId = programId; // set new ID before trying to delete program binary; otherwise it will only be flagged for deletion
        mCurrentProgramBinary.set(NULL);
    
        if (newProgram)
        {
            newProgram->addRef();
            mCurrentProgramBinary.set(newProgram->getProgramBinary());
        }
    }
    
    void State::setCurrentProgramBinary(ProgramBinary *binary)
    {
        mCurrentProgramBinary.set(binary);
    }
    
    GLuint State::getCurrentProgramId() const
    {
        return mCurrentProgramId;
    }
    
    ProgramBinary *State::getCurrentProgramBinary() const
    {
        return mCurrentProgramBinary.get();
    }
    
    void State::setTransformFeedbackBinding(TransformFeedback *transformFeedback)
    {
        mTransformFeedback.set(transformFeedback);
    }
    
    TransformFeedback *State::getCurrentTransformFeedback() const
    {
        return mTransformFeedback.get();
    }
    
    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
    {
        // All query types should already exist in the activeQueries map
        ASSERT(mActiveQueries.find(target) != mActiveQueries.end());
    
        return mActiveQueries.at(target).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(index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS);
    
        return mUniformBuffers[index].id();
    }
    
    Buffer *State::getIndexedUniformBuffer(GLuint index) const
    {
        ASSERT(index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS);
    
        return mUniformBuffers[index].get();
    }
    
    void State::setGenericTransformFeedbackBufferBinding(Buffer *buffer)
    {
        mGenericTransformFeedbackBuffer.set(buffer);
    }
    
    void State::setIndexedTransformFeedbackBufferBinding(GLuint index, Buffer *buffer, GLintptr offset, GLsizeiptr size)
    {
        mTransformFeedbackBuffers[index].set(buffer, offset, size);
    }
    
    GLuint State::getIndexedTransformFeedbackBufferId(GLuint index) const
    {
        ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
    
        return mTransformFeedbackBuffers[index].id();
    }
    
    Buffer *State::getIndexedTransformFeedbackBuffer(GLuint index) const
    {
        ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
    
        return mTransformFeedbackBuffers[index].get();
    }
    
    GLuint State::getIndexedTransformFeedbackBufferOffset(GLuint index) const
    {
        ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
    
        return mTransformFeedbackBuffers[index].getOffset();
    }
    
    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 mGenericTransformFeedbackBuffer.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(index < gl::MAX_VERTEX_ATTRIBS);
        mVertexAttribCurrentValues[index].setFloatValues(values);
    }
    
    void State::setVertexAttribu(GLuint index, const GLuint values[4])
    {
        ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
        mVertexAttribCurrentValues[index].setUnsignedIntValues(values);
    }
    
    void State::setVertexAttribi(GLuint index, const GLint values[4])
    {
        ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
        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 VertexAttribute &State::getVertexAttribState(unsigned int attribNum) const
    {
        return getVertexArray()->getVertexAttribute(attribNum);
    }
    
    const VertexAttribCurrentValueData &State::getVertexAttribCurrentValue(unsigned int attribNum) const
    {
        ASSERT(attribNum < MAX_VERTEX_ATTRIBS);
        return mVertexAttribCurrentValues[attribNum];
    }
    
    const VertexAttribCurrentValueData *State::getVertexAttribCurrentValues() const
    {
        return mVertexAttribCurrentValues;
    }
    
    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;
    }
    
    void State::setUnpackAlignment(GLint alignment)
    {
        mUnpack.alignment = alignment;
    }
    
    GLint State::getUnpackAlignment() const
    {
        return mUnpack.alignment;
    }
    
    const PixelUnpackState &State::getUnpackState() const
    {
        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()->isStarted(); break;
          case GL_TRANSFORM_FEEDBACK_PAUSED: *params = getCurrentTransformFeedback()->isPaused();  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(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 < mContext->getCaps().maxDrawBuffers);
            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 = mCurrentProgramId;                              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_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_SAMPLE_BUFFERS:
          case GL_SAMPLES:
            {
                gl::Framebuffer *framebuffer = mDrawFramebuffer;
                if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
                {
                    switch (pname)
                    {
                      case GL_SAMPLE_BUFFERS:
                        if (framebuffer->getSamples() != 0)
                        {
                            *params = 1;
                        }
                        else
                        {
                            *params = 0;
                        }
                        break;
                      case GL_SAMPLES:
                        *params = framebuffer->getSamples();
                        break;
                    }
                }
                else
                {
                    *params = 0;
                }
            }
            break;
          case GL_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();
                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:
            {
                gl::Framebuffer *framebuffer = getDrawFramebuffer();
                gl::FramebufferAttachment *depthbuffer = framebuffer->getDepthbuffer();
    
                if (depthbuffer)
                {
                    *params = depthbuffer->getDepthSize();
                }
                else
                {
                    *params = 0;
                }
            }
            break;
          case GL_STENCIL_BITS:
            {
                gl::Framebuffer *framebuffer = getDrawFramebuffer();
                gl::FramebufferAttachment *stencilbuffer = framebuffer->getStencilbuffer();
    
                if (stencilbuffer)
                {
                    *params = stencilbuffer->getStencilSize();
                }
                else
                {
                    *params = 0;
                }
            }
            break;
          case GL_TEXTURE_BINDING_2D:
            ASSERT(mActiveSampler < mContext->getMaximumCombinedTextureImageUnits());
            *params = mSamplerTexture[TEXTURE_2D][mActiveSampler].id();
            break;
          case GL_TEXTURE_BINDING_CUBE_MAP:
            ASSERT(mActiveSampler < mContext->getMaximumCombinedTextureImageUnits());
            *params = mSamplerTexture[TEXTURE_CUBE][mActiveSampler].id();
            break;
          case GL_TEXTURE_BINDING_3D:
            ASSERT(mActiveSampler < mContext->getMaximumCombinedTextureImageUnits());
            *params = mSamplerTexture[TEXTURE_3D][mActiveSampler].id();
            break;
          case GL_TEXTURE_BINDING_2D_ARRAY:
            ASSERT(mActiveSampler < mContext->getMaximumCombinedTextureImageUnits());
            *params = mSamplerTexture[TEXTURE_2D_ARRAY][mActiveSampler].id();
            break;
          case GL_UNIFORM_BUFFER_BINDING:
            *params = mGenericUniformBuffer.id();
            break;
          case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
            *params = mGenericTransformFeedbackBuffer.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 (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
            {
                *data = mTransformFeedbackBuffers[index].id();
            }
            break;
          case GL_UNIFORM_BUFFER_BINDING:
            if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
            {
                *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 (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
            {
                *data = mTransformFeedbackBuffers[index].getOffset();
            }
            break;
          case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
            if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
            {
                *data = mTransformFeedbackBuffers[index].getSize();
            }
            break;
          case GL_UNIFORM_BUFFER_START:
            if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
            {
                *data = mUniformBuffers[index].getOffset();
            }
            break;
          case GL_UNIFORM_BUFFER_SIZE:
            if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
            {
                *data = mUniformBuffers[index].getSize();
            }
            break;
          default:
            return false;
        }
    
        return true;
    }
    
    bool State::hasMappedBuffer(GLenum target) const
    {
        if (target == GL_ARRAY_BUFFER)
        {
            for (unsigned int attribIndex = 0; attribIndex < gl::MAX_VERTEX_ATTRIBS; attribIndex++)
            {
                const gl::VertexAttribute &vertexAttrib = getVertexAttribState(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());
        }
    }
    
    }