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

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  • Author : Brandon Jones
    Date : 2014-08-27 22:21:45
    Hash : e54be46a
    Message : Revert "Refactoring Shader objects" This reverts commit 537dfde52a33d621ab1198c949a81b09a1269b2e. Change-Id: I5eb8923ac8f78877e6e77a8cd897021e56ee004a Reviewed-on: https://chromium-review.googlesource.com/214466 Reviewed-by: Brandon Jones <bajones@chromium.org> Tested-by: Brandon Jones <bajones@chromium.org>

  • src/libGLESv2/Context.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Context.cpp: Implements the gl::Context class, managing all GL state and performing
    // rendering operations. It is the GLES2 specific implementation of EGLContext.
    
    #include "libGLESv2/Context.h"
    
    #include "libGLESv2/main.h"
    #include "common/utilities.h"
    #include "libGLESv2/formatutils.h"
    #include "libGLESv2/Buffer.h"
    #include "libGLESv2/Fence.h"
    #include "libGLESv2/Framebuffer.h"
    #include "libGLESv2/FramebufferAttachment.h"
    #include "libGLESv2/Renderbuffer.h"
    #include "libGLESv2/Program.h"
    #include "libGLESv2/ProgramBinary.h"
    #include "libGLESv2/Query.h"
    #include "libGLESv2/Texture.h"
    #include "libGLESv2/ResourceManager.h"
    #include "libGLESv2/renderer/d3d/IndexDataManager.h"
    #include "libGLESv2/renderer/RenderTarget.h"
    #include "libGLESv2/renderer/Renderer.h"
    #include "libGLESv2/VertexArray.h"
    #include "libGLESv2/Sampler.h"
    #include "libGLESv2/validationES.h"
    #include "libGLESv2/TransformFeedback.h"
    
    #include "libEGL/Surface.h"
    
    #undef near
    #undef far
    
    namespace gl
    {
    
    Context::Context(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
        : mRenderer(renderer)
    {
        ASSERT(robustAccess == false);   // Unimplemented
    
        initCaps(clientVersion);
    
        mClientVersion = clientVersion;
    
        mFenceNVHandleAllocator.setBaseHandle(0);
    
        if (shareContext != NULL)
        {
            mResourceManager = shareContext->mResourceManager;
            mResourceManager->addRef();
        }
        else
        {
            mResourceManager = new ResourceManager(mRenderer);
        }
    
        // [OpenGL ES 2.0.24] section 3.7 page 83:
        // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
        // and cube map texture state vectors respectively associated with them.
        // In order that access to these initial textures not be lost, they are treated as texture
        // objects all of whose names are 0.
    
        mTexture2DZero.set(new Texture2D(mRenderer->createTexture(GL_TEXTURE_2D), 0));
        mTextureCubeMapZero.set(new TextureCubeMap(mRenderer->createTexture(GL_TEXTURE_CUBE_MAP), 0));
        mTexture3DZero.set(new Texture3D(mRenderer->createTexture(GL_TEXTURE_3D), 0));
        mTexture2DArrayZero.set(new Texture2DArray(mRenderer->createTexture(GL_TEXTURE_2D_ARRAY), 0));
    
        bindVertexArray(0);
        bindArrayBuffer(0);
        bindElementArrayBuffer(0);
        bindTextureCubeMap(0);
        bindTexture2D(0);
        bindReadFramebuffer(0);
        bindDrawFramebuffer(0);
        bindRenderbuffer(0);
    
        bindGenericUniformBuffer(0);
        for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
        {
            bindIndexedUniformBuffer(0, i, 0, -1);
        }
    
        bindGenericTransformFeedbackBuffer(0);
        for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
        {
            bindIndexedTransformFeedbackBuffer(0, i, 0, -1);
        }
    
        bindCopyReadBuffer(0);
        bindCopyWriteBuffer(0);
        bindPixelPackBuffer(0);
        bindPixelUnpackBuffer(0);
    
        // [OpenGL ES 3.0.2] section 2.14.1 pg 85:
        // In the initial state, a default transform feedback object is bound and treated as
        // a transform feedback object with a name of zero. That object is bound any time
        // BindTransformFeedback is called with id of zero
        mTransformFeedbackZero.set(new TransformFeedback(mRenderer->createTransformFeedback(), 0));
        bindTransformFeedback(0);
    
        mHasBeenCurrent = false;
        mContextLost = false;
        mResetStatus = GL_NO_ERROR;
        mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
        mRobustAccess = robustAccess;
    
        mState.setContext(this);
    }
    
    Context::~Context()
    {
        GLuint currentProgram = mState.getCurrentProgramId();
        if (currentProgram != 0)
        {
            Program *programObject = mResourceManager->getProgram(currentProgram);
            if (programObject)
            {
                programObject->release();
            }
            currentProgram = 0;
        }
        mState.setCurrentProgram(0, NULL);
    
        while (!mFramebufferMap.empty())
        {
            deleteFramebuffer(mFramebufferMap.begin()->first);
        }
    
        while (!mFenceNVMap.empty())
        {
            deleteFenceNV(mFenceNVMap.begin()->first);
        }
    
        while (!mQueryMap.empty())
        {
            deleteQuery(mQueryMap.begin()->first);
        }
    
        while (!mVertexArrayMap.empty())
        {
            deleteVertexArray(mVertexArrayMap.begin()->first);
        }
    
        mTransformFeedbackZero.set(NULL);
        while (!mTransformFeedbackMap.empty())
        {
            deleteTransformFeedback(mTransformFeedbackMap.begin()->first);
        }
    
        for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
        {
            mIncompleteTextures[type].set(NULL);
        }
    
        mTexture2DZero.set(NULL);
        mTextureCubeMapZero.set(NULL);
        mTexture3DZero.set(NULL);
        mTexture2DArrayZero.set(NULL);
    
        mResourceManager->release();
    }
    
    void Context::makeCurrent(egl::Surface *surface)
    {
        if (!mHasBeenCurrent)
        {
            initRendererString();
            initExtensionStrings();
    
            mState.setViewportParams(0, 0, surface->getWidth(), surface->getHeight());
            mState.setScissorParams(0, 0, surface->getWidth(), surface->getHeight());
    
            mHasBeenCurrent = true;
        }
    
        // Wrap the existing swapchain resources into GL objects and assign them to the '0' names
        rx::SwapChain *swapchain = surface->getSwapChain();
    
        Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain);
        DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain);
        Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero);
    
        setFramebufferZero(framebufferZero);
    
        // Store the current client version in the renderer
        mRenderer->setCurrentClientVersion(mClientVersion);
    }
    
    // NOTE: this function should not assume that this context is current!
    void Context::markContextLost()
    {
        if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
            mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
        mContextLost = true;
    }
    
    bool Context::isContextLost()
    {
        return mContextLost;
    }
    
    GLuint Context::createBuffer()
    {
        return mResourceManager->createBuffer();
    }
    
    GLuint Context::createProgram()
    {
        return mResourceManager->createProgram();
    }
    
    GLuint Context::createShader(GLenum type)
    {
        return mResourceManager->createShader(type);
    }
    
    GLuint Context::createTexture()
    {
        return mResourceManager->createTexture();
    }
    
    GLuint Context::createRenderbuffer()
    {
        return mResourceManager->createRenderbuffer();
    }
    
    GLsync Context::createFenceSync(GLenum condition)
    {
        GLuint handle = mResourceManager->createFenceSync();
    
        gl::FenceSync *fenceSync = mResourceManager->getFenceSync(handle);
        ASSERT(fenceSync);
    
        fenceSync->set(condition);
    
        return reinterpret_cast<GLsync>(handle);
    }
    
    GLuint Context::createVertexArray()
    {
        GLuint handle = mVertexArrayHandleAllocator.allocate();
    
        // Although the spec states VAO state is not initialized until the object is bound,
        // we create it immediately. The resulting behaviour is transparent to the application,
        // since it's not currently possible to access the state until the object is bound.
        VertexArray *vertexArray = new VertexArray(mRenderer->createVertexArray(), handle, MAX_VERTEX_ATTRIBS);
        mVertexArrayMap[handle] = vertexArray;
        return handle;
    }
    
    GLuint Context::createSampler()
    {
        return mResourceManager->createSampler();
    }
    
    GLuint Context::createTransformFeedback()
    {
        GLuint handle = mTransformFeedbackAllocator.allocate();
        TransformFeedback *transformFeedback = new TransformFeedback(mRenderer->createTransformFeedback(), handle);
        transformFeedback->addRef();
        mTransformFeedbackMap[handle] = transformFeedback;
        return handle;
    }
    
    // Returns an unused framebuffer name
    GLuint Context::createFramebuffer()
    {
        GLuint handle = mFramebufferHandleAllocator.allocate();
    
        mFramebufferMap[handle] = NULL;
    
        return handle;
    }
    
    GLuint Context::createFenceNV()
    {
        GLuint handle = mFenceNVHandleAllocator.allocate();
    
        mFenceNVMap[handle] = new FenceNV(mRenderer);
    
        return handle;
    }
    
    // Returns an unused query name
    GLuint Context::createQuery()
    {
        GLuint handle = mQueryHandleAllocator.allocate();
    
        mQueryMap[handle] = NULL;
    
        return handle;
    }
    
    void Context::deleteBuffer(GLuint buffer)
    {
        if (mResourceManager->getBuffer(buffer))
        {
            detachBuffer(buffer);
        }
    
        mResourceManager->deleteBuffer(buffer);
    }
    
    void Context::deleteShader(GLuint shader)
    {
        mResourceManager->deleteShader(shader);
    }
    
    void Context::deleteProgram(GLuint program)
    {
        mResourceManager->deleteProgram(program);
    }
    
    void Context::deleteTexture(GLuint texture)
    {
        if (mResourceManager->getTexture(texture))
        {
            detachTexture(texture);
        }
    
        mResourceManager->deleteTexture(texture);
    }
    
    void Context::deleteRenderbuffer(GLuint renderbuffer)
    {
        if (mResourceManager->getRenderbuffer(renderbuffer))
        {
            detachRenderbuffer(renderbuffer);
        }
    
        mResourceManager->deleteRenderbuffer(renderbuffer);
    }
    
    void Context::deleteFenceSync(GLsync fenceSync)
    {
        // The spec specifies the underlying Fence object is not deleted until all current
        // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
        // and since our API is currently designed for being called from a single thread, we can delete
        // the fence immediately.
        mResourceManager->deleteFenceSync(reinterpret_cast<GLuint>(fenceSync));
    }
    
    void Context::deleteVertexArray(GLuint vertexArray)
    {
        auto vertexArrayObject = mVertexArrayMap.find(vertexArray);
    
        if (vertexArrayObject != mVertexArrayMap.end())
        {
            detachVertexArray(vertexArray);
    
            mVertexArrayHandleAllocator.release(vertexArrayObject->first);
            delete vertexArrayObject->second;
            mVertexArrayMap.erase(vertexArrayObject);
        }
    }
    
    void Context::deleteSampler(GLuint sampler)
    {
        if (mResourceManager->getSampler(sampler))
        {
            detachSampler(sampler);
        }
    
        mResourceManager->deleteSampler(sampler);
    }
    
    void Context::deleteTransformFeedback(GLuint transformFeedback)
    {
        TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(transformFeedback);
        if (iter != mTransformFeedbackMap.end())
        {
            detachTransformFeedback(transformFeedback);
            mTransformFeedbackAllocator.release(transformFeedback);
            iter->second->release();
            mTransformFeedbackMap.erase(iter);
        }
    }
    
    void Context::deleteFramebuffer(GLuint framebuffer)
    {
        FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
    
        if (framebufferObject != mFramebufferMap.end())
        {
            detachFramebuffer(framebuffer);
    
            mFramebufferHandleAllocator.release(framebufferObject->first);
            delete framebufferObject->second;
            mFramebufferMap.erase(framebufferObject);
        }
    }
    
    void Context::deleteFenceNV(GLuint fence)
    {
        FenceNVMap::iterator fenceObject = mFenceNVMap.find(fence);
    
        if (fenceObject != mFenceNVMap.end())
        {
            mFenceNVHandleAllocator.release(fenceObject->first);
            delete fenceObject->second;
            mFenceNVMap.erase(fenceObject);
        }
    }
    
    void Context::deleteQuery(GLuint query)
    {
        QueryMap::iterator queryObject = mQueryMap.find(query);
        if (queryObject != mQueryMap.end())
        {
            mQueryHandleAllocator.release(queryObject->first);
            if (queryObject->second)
            {
                queryObject->second->release();
            }
            mQueryMap.erase(queryObject);
        }
    }
    
    Buffer *Context::getBuffer(GLuint handle)
    {
        return mResourceManager->getBuffer(handle);
    }
    
    Shader *Context::getShader(GLuint handle) const
    {
        return mResourceManager->getShader(handle);
    }
    
    Program *Context::getProgram(GLuint handle) const
    {
        return mResourceManager->getProgram(handle);
    }
    
    Texture *Context::getTexture(GLuint handle) const
    {
        return mResourceManager->getTexture(handle);
    }
    
    Renderbuffer *Context::getRenderbuffer(GLuint handle)
    {
        return mResourceManager->getRenderbuffer(handle);
    }
    
    FenceSync *Context::getFenceSync(GLsync handle) const
    {
        return mResourceManager->getFenceSync(reinterpret_cast<GLuint>(handle));
    }
    
    VertexArray *Context::getVertexArray(GLuint handle) const
    {
        auto vertexArray = mVertexArrayMap.find(handle);
    
        if (vertexArray == mVertexArrayMap.end())
        {
            return NULL;
        }
        else
        {
            return vertexArray->second;
        }
    }
    
    Sampler *Context::getSampler(GLuint handle) const
    {
        return mResourceManager->getSampler(handle);
    }
    
    TransformFeedback *Context::getTransformFeedback(GLuint handle) const
    {
        if (handle == 0)
        {
            return mTransformFeedbackZero.get();
        }
        else
        {
            TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(handle);
            return (iter != mTransformFeedbackMap.end()) ? iter->second : NULL;
        }
    }
    
    bool Context::isSampler(GLuint samplerName) const
    {
        return mResourceManager->isSampler(samplerName);
    }
    
    void Context::bindArrayBuffer(unsigned int buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setArrayBufferBinding(getBuffer(buffer));
    }
    
    void Context::bindElementArrayBuffer(unsigned int buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.getVertexArray()->setElementArrayBuffer(getBuffer(buffer));
    }
    
    void Context::bindTexture2D(GLuint texture)
    {
        mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
    
        mState.setSamplerTexture(TEXTURE_2D, getTexture(texture));
    }
    
    void Context::bindTextureCubeMap(GLuint texture)
    {
        mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
    
        mState.setSamplerTexture(TEXTURE_CUBE, getTexture(texture));
    }
    
    void Context::bindTexture3D(GLuint texture)
    {
        mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
    
        mState.setSamplerTexture(TEXTURE_3D, getTexture(texture));
    }
    
    void Context::bindTexture2DArray(GLuint texture)
    {
        mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
    
        mState.setSamplerTexture(TEXTURE_2D_ARRAY, getTexture(texture));
    }
    
    void Context::bindReadFramebuffer(GLuint framebuffer)
    {
        if (!getFramebuffer(framebuffer))
        {
            mFramebufferMap[framebuffer] = new Framebuffer(mRenderer, framebuffer);
        }
    
        mState.setReadFramebufferBinding(getFramebuffer(framebuffer));
    }
    
    void Context::bindDrawFramebuffer(GLuint framebuffer)
    {
        if (!getFramebuffer(framebuffer))
        {
            mFramebufferMap[framebuffer] = new Framebuffer(mRenderer, framebuffer);
        }
    
        mState.setDrawFramebufferBinding(getFramebuffer(framebuffer));
    }
    
    void Context::bindRenderbuffer(GLuint renderbuffer)
    {
        mResourceManager->checkRenderbufferAllocation(renderbuffer);
    
        mState.setRenderbufferBinding(getRenderbuffer(renderbuffer));
    }
    
    void Context::bindVertexArray(GLuint vertexArray)
    {
        if (!getVertexArray(vertexArray))
        {
            VertexArray *vertexArrayObject = new VertexArray(mRenderer->createVertexArray(), vertexArray, MAX_VERTEX_ATTRIBS);
            mVertexArrayMap[vertexArray] = vertexArrayObject;
        }
    
        mState.setVertexArrayBinding(getVertexArray(vertexArray));
    }
    
    void Context::bindSampler(GLuint textureUnit, GLuint sampler)
    {
        ASSERT(textureUnit < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS); // TODO: Update for backend-determined array size
        mResourceManager->checkSamplerAllocation(sampler);
    
        mState.setSamplerBinding(textureUnit, getSampler(sampler));
    }
    
    void Context::bindGenericUniformBuffer(GLuint buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setGenericUniformBufferBinding(getBuffer(buffer));
    }
    
    void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setIndexedUniformBufferBinding(index, getBuffer(buffer), offset, size);
    }
    
    void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setGenericTransformFeedbackBufferBinding(getBuffer(buffer));
    }
    
    void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setIndexedTransformFeedbackBufferBinding(index, getBuffer(buffer), offset, size);
    }
    
    void Context::bindCopyReadBuffer(GLuint buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setCopyReadBufferBinding(getBuffer(buffer));
    }
    
    void Context::bindCopyWriteBuffer(GLuint buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setCopyWriteBufferBinding(getBuffer(buffer));
    }
    
    void Context::bindPixelPackBuffer(GLuint buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setPixelPackBufferBinding(getBuffer(buffer));
    }
    
    void Context::bindPixelUnpackBuffer(GLuint buffer)
    {
        mResourceManager->checkBufferAllocation(buffer);
    
        mState.setPixelUnpackBufferBinding(getBuffer(buffer));
    }
    
    void Context::useProgram(GLuint program)
    {
        GLuint priorProgramId = mState.getCurrentProgramId();
        Program *priorProgram = mResourceManager->getProgram(priorProgramId);
    
        if (priorProgramId != program)
        {
            mState.setCurrentProgram(program, mResourceManager->getProgram(program));
    
            if (priorProgram)
            {
                priorProgram->release();
            }
        }
    }
    
    void Context::linkProgram(GLuint program)
    {
        Program *programObject = mResourceManager->getProgram(program);
    
        bool linked = programObject->link();
    
        // if the current program was relinked successfully we
        // need to install the new executables
        if (linked && program == mState.getCurrentProgramId())
        {
            mState.setCurrentProgramBinary(programObject->getProgramBinary());
        }
    }
    
    void Context::setProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLint length)
    {
        Program *programObject = mResourceManager->getProgram(program);
    
        bool loaded = programObject->setProgramBinary(binaryFormat, binary, length);
    
        // if the current program was reloaded successfully we
        // need to install the new executables
        if (loaded && program == mState.getCurrentProgramId())
        {
            mState.setCurrentProgramBinary(programObject->getProgramBinary());
        }
    
    }
    
    void Context::bindTransformFeedback(GLuint transformFeedback)
    {
        mState.setTransformFeedbackBinding(getTransformFeedback(transformFeedback));
    }
    
    void Context::beginQuery(GLenum target, GLuint query)
    {
        Query *queryObject = getQuery(query, true, target);
        ASSERT(queryObject);
    
        // set query as active for specified target
        mState.setActiveQuery(target, queryObject);
    
        // begin query
        queryObject->begin();
    }
    
    void Context::endQuery(GLenum target)
    {
        Query *queryObject = mState.getActiveQuery(target);
        ASSERT(queryObject);
    
        queryObject->end();
    
        mState.setActiveQuery(target, NULL);
    }
    
    void Context::setFramebufferZero(Framebuffer *buffer)
    {
        // First, check to see if the old default framebuffer
        // was set for draw or read framebuffer, and change
        // the bindings to point to the new one before deleting it.
        if (mState.getDrawFramebuffer()->id() == 0)
        {
            mState.setDrawFramebufferBinding(buffer);
        }
    
        if (mState.getReadFramebuffer()->id() == 0)
        {
            mState.setReadFramebufferBinding(buffer);
        }
    
        delete mFramebufferMap[0];
        mFramebufferMap[0] = buffer;
    }
    
    void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
    {
        ASSERT(getTextureCaps().get(internalformat).renderable);
    
        RenderbufferStorage *renderbuffer = NULL;
    
        const InternalFormat &formatInfo = GetInternalFormatInfo(internalformat);
        if (formatInfo.depthBits > 0 && formatInfo.stencilBits > 0)
        {
            renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
        }
        else if (formatInfo.depthBits > 0)
        {
            renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
        }
        else if (formatInfo.stencilBits > 0)
        {
            renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
        }
        else
        {
            renderbuffer = new gl::Colorbuffer(mRenderer, width, height, internalformat, samples);
        }
    
        mState.getCurrentRenderbuffer()->setStorage(renderbuffer);
    }
    
    Framebuffer *Context::getFramebuffer(unsigned int handle) const
    {
        FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle);
    
        if (framebuffer == mFramebufferMap.end())
        {
            return NULL;
        }
        else
        {
            return framebuffer->second;
        }
    }
    
    FenceNV *Context::getFenceNV(unsigned int handle)
    {
        FenceNVMap::iterator fence = mFenceNVMap.find(handle);
    
        if (fence == mFenceNVMap.end())
        {
            return NULL;
        }
        else
        {
            return fence->second;
        }
    }
    
    Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
    {
        QueryMap::iterator query = mQueryMap.find(handle);
    
        if (query == mQueryMap.end())
        {
            return NULL;
        }
        else
        {
            if (!query->second && create)
            {
                query->second = new Query(mRenderer->createQuery(type), handle);
                query->second->addRef();
            }
            return query->second;
        }
    }
    
    Texture *Context::getTargetTexture(GLenum target) const
    {
        if (!ValidTextureTarget(this, target))
        {
            return NULL;
        }
    
        switch (target)
        {
          case GL_TEXTURE_2D:       return getTexture2D();
          case GL_TEXTURE_CUBE_MAP: return getTextureCubeMap();
          case GL_TEXTURE_3D:       return getTexture3D();
          case GL_TEXTURE_2D_ARRAY: return getTexture2DArray();
          default:                  return NULL;
        }
    }
    
    Texture2D *Context::getTexture2D() const
    {
        return static_cast<Texture2D*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_2D));
    }
    
    TextureCubeMap *Context::getTextureCubeMap() const
    {
        return static_cast<TextureCubeMap*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_CUBE));
    }
    
    Texture3D *Context::getTexture3D() const
    {
        return static_cast<Texture3D*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_3D));
    }
    
    Texture2DArray *Context::getTexture2DArray() const
    {
        return static_cast<Texture2DArray*>(getSamplerTexture(mState.getActiveSampler(), TEXTURE_2D_ARRAY));
    }
    
    Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
    {
        if (mState.getSamplerTextureId(sampler, type) == 0)
        {
            switch (type)
            {
              default: UNREACHABLE();
              case TEXTURE_2D:       return mTexture2DZero.get();
              case TEXTURE_CUBE:     return mTextureCubeMapZero.get();
              case TEXTURE_3D:       return mTexture3DZero.get();
              case TEXTURE_2D_ARRAY: return mTexture2DArrayZero.get();
            }
        }
        else
        {
            return mState.getSamplerTexture(sampler, type);
        }
    }
    
    void Context::getBooleanv(GLenum pname, GLboolean *params)
    {
        switch (pname)
        {
          case GL_SHADER_COMPILER:           *params = GL_TRUE;                             break;
          case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE;  break;
          default:
            mState.getBooleanv(pname, params);
            break;
        }
    }
    
    void Context::getFloatv(GLenum pname, GLfloat *params)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
        switch (pname)
        {
          case GL_ALIASED_LINE_WIDTH_RANGE:
            params[0] = mCaps.minAliasedLineWidth;
            params[1] = mCaps.maxAliasedLineWidth;
            break;
          case GL_ALIASED_POINT_SIZE_RANGE:
            params[0] = mCaps.minAliasedPointSize;
            params[1] = mCaps.maxAliasedPointSize;
            break;
          case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
            ASSERT(mExtensions.textureFilterAnisotropic);
            *params = mExtensions.maxTextureAnisotropy;
            break;
          default:
            mState.getFloatv(pname, params);
            break;
        }
    }
    
    void Context::getIntegerv(GLenum pname, GLint *params)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
    
        switch (pname)
        {
          case GL_MAX_VERTEX_ATTRIBS:                       *params = mCaps.maxVertexAttributes;                            break;
          case GL_MAX_VERTEX_UNIFORM_VECTORS:               *params = mCaps.maxVertexUniformVectors;                        break;
          case GL_MAX_VERTEX_UNIFORM_COMPONENTS:            *params = mCaps.maxVertexUniformComponents;                     break;
          case GL_MAX_VARYING_VECTORS:                      *params = mRenderer->getMaxVaryingVectors();                    break;
          case GL_MAX_VARYING_COMPONENTS:                   *params = mRenderer->getMaxVaryingVectors() * 4;                break;
          case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:         *params = mRenderer->getMaxCombinedTextureImageUnits();         break;
          case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:           *params = mCaps.maxVertexTextureImageUnits;                     break;
          case GL_MAX_TEXTURE_IMAGE_UNITS:                  *params = mCaps.maxTextureImageUnits;                           break;
          case GL_MAX_FRAGMENT_UNIFORM_VECTORS:             *params = mCaps.maxFragmentUniformVectors;                      break;
          case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:          *params = mCaps.maxFragmentInputComponents;                     break;
          case GL_MAX_RENDERBUFFER_SIZE:                    *params = mCaps.maxRenderbufferSize;                            break;
          case GL_MAX_COLOR_ATTACHMENTS_EXT:                *params = mCaps.maxColorAttachments;                            break;
          case GL_MAX_DRAW_BUFFERS_EXT:                     *params = mCaps.maxDrawBuffers;                                 break;
          //case GL_FRAMEBUFFER_BINDING:                    // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
          case GL_SUBPIXEL_BITS:                            *params = 4;                                                    break;
          case GL_MAX_TEXTURE_SIZE:                         *params = mCaps.max2DTextureSize;                               break;
          case GL_MAX_CUBE_MAP_TEXTURE_SIZE:                *params = mCaps.maxCubeMapTextureSize;                          break;
          case GL_MAX_3D_TEXTURE_SIZE:                      *params = mCaps.max3DTextureSize;                               break;
          case GL_MAX_ARRAY_TEXTURE_LAYERS:                 *params = mCaps.maxArrayTextureLayers;                          break;
          case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:          *params = getUniformBufferOffsetAlignment();                    break;
          case GL_MAX_UNIFORM_BUFFER_BINDINGS:              *params = getMaximumCombinedUniformBufferBindings();            break;
          case GL_MAX_VERTEX_UNIFORM_BLOCKS:                *params = mCaps.maxVertexUniformBlocks;                         break;
          case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:              *params = mCaps.maxFragmentUniformBlocks;                       break;
          case GL_MAX_COMBINED_UNIFORM_BLOCKS:              *params = getMaximumCombinedUniformBufferBindings();            break;
          case GL_MAJOR_VERSION:                            *params = mClientVersion;                                       break;
          case GL_MINOR_VERSION:                            *params = 0;                                                    break;
          case GL_MAX_ELEMENTS_INDICES:                     *params = mCaps.maxElementsIndices;                             break;
          case GL_MAX_ELEMENTS_VERTICES:                    *params = mCaps.maxElementsVertices;                            break;
          case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: *params = mRenderer->getMaxTransformFeedbackInterleavedComponents(); break;
          case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:       *params = mRenderer->getMaxTransformFeedbackBuffers();               break;
          case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:    *params = mRenderer->getMaxTransformFeedbackSeparateComponents();    break;
          case GL_NUM_COMPRESSED_TEXTURE_FORMATS:           *params = mCaps.compressedTextureFormats.size();                break;
          case GL_MAX_SAMPLES_ANGLE:                        *params = mExtensions.maxSamples;                               break;
          case GL_IMPLEMENTATION_COLOR_READ_TYPE:
          case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
            {
                GLenum internalFormat, format, type;
                getCurrentReadFormatType(&internalFormat, &format, &type);
                if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
                    *params = format;
                else
                    *params = type;
            }
            break;
          case GL_MAX_VIEWPORT_DIMS:
            {
                params[0] = mCaps.maxViewportWidth;
                params[1] = mCaps.maxViewportHeight;
            }
            break;
          case GL_COMPRESSED_TEXTURE_FORMATS:
            std::copy(mCaps.compressedTextureFormats.begin(), mCaps.compressedTextureFormats.end(), params);
            break;
          case GL_RESET_NOTIFICATION_STRATEGY_EXT:
            *params = mResetStrategy;
            break;
          case GL_NUM_SHADER_BINARY_FORMATS:
            *params = mCaps.shaderBinaryFormats.size();
            break;
          case GL_SHADER_BINARY_FORMATS:
            std::copy(mCaps.shaderBinaryFormats.begin(), mCaps.shaderBinaryFormats.end(), params);
            break;
          case GL_NUM_PROGRAM_BINARY_FORMATS:
            *params = mCaps.programBinaryFormats.size();
            break;
          case GL_PROGRAM_BINARY_FORMATS:
            std::copy(mCaps.programBinaryFormats.begin(), mCaps.programBinaryFormats.end(), params);
            break;
          case GL_NUM_EXTENSIONS:
            *params = static_cast<GLint>(mExtensionStrings.size());
            break;
          default:
            mState.getIntegerv(pname, params);
            break;
        }
    }
    
    void Context::getInteger64v(GLenum pname, GLint64 *params)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
        switch (pname)
        {
          case GL_MAX_ELEMENT_INDEX:
            *params = mCaps.maxElementIndex;
            break;
          case GL_MAX_UNIFORM_BLOCK_SIZE:
            *params = static_cast<GLint64>(mRenderer->getMaxUniformBufferSize());
            break;
          case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
            {
                GLint64 uniformBufferComponents = static_cast<GLint64>(mCaps.maxVertexUniformBlocks) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4);
                GLint64 defaultBufferComponents = static_cast<GLint64>(mCaps.maxVertexUniformComponents);
                *params = uniformBufferComponents + defaultBufferComponents;
            }
            break;
          case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
            {
                GLint64 uniformBufferComponents = static_cast<GLint64>(mCaps.maxFragmentUniformBlocks) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4);
                GLint64 defaultBufferComponents = static_cast<GLint64>(mCaps.maxFragmentUniformComponents);
                *params = uniformBufferComponents + defaultBufferComponents;
            }
            break;
          case GL_MAX_SERVER_WAIT_TIMEOUT:
            *params = mCaps.maxServerWaitTimeout;
            break;
          default:
            UNREACHABLE();
            break;
        }
    }
    
    bool Context::getIndexedIntegerv(GLenum target, GLuint index, GLint *data)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
        // Indexed integer queries all refer to current state, so this function is a 
        // mere passthrough.
        return mState.getIndexedIntegerv(target, index, data);
    }
    
    bool Context::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data)
    {
        // Queries about context capabilities and maximums are answered by Context.
        // Queries about current GL state values are answered by State.
        // Indexed integer queries all refer to current state, so this function is a 
        // mere passthrough.
        return mState.getIndexedInteger64v(target, index, data);
    }
    
    bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
    {
        if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
        {
            *type = GL_INT;
            *numParams = 1;
            return true;
        }
    
        // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
        // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
        // to the fact that it is stored internally as a float, and so would require conversion
        // if returned from Context::getIntegerv. Since this conversion is already implemented
        // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
        // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
        // application.
        switch (pname)
        {
          case GL_COMPRESSED_TEXTURE_FORMATS:
            {
                *type = GL_INT;
                *numParams = mCaps.compressedTextureFormats.size();
            }
            return true;
          case GL_PROGRAM_BINARY_FORMATS_OES:
            {
                *type = GL_INT;
                *numParams = mCaps.programBinaryFormats.size();
            }
            return true;
          case GL_SHADER_BINARY_FORMATS:
            {
                *type = GL_INT;
                *numParams = mCaps.shaderBinaryFormats.size();
            }
            return true;
          case GL_MAX_VERTEX_ATTRIBS:
          case GL_MAX_VERTEX_UNIFORM_VECTORS:
          case GL_MAX_VARYING_VECTORS:
          case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
          case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
          case GL_MAX_TEXTURE_IMAGE_UNITS:
          case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
          case GL_MAX_RENDERBUFFER_SIZE:
          case GL_MAX_COLOR_ATTACHMENTS_EXT:
          case GL_MAX_DRAW_BUFFERS_EXT:
          case GL_NUM_SHADER_BINARY_FORMATS:
          case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
          case GL_ARRAY_BUFFER_BINDING:
          //case GL_FRAMEBUFFER_BINDING: // equivalent to DRAW_FRAMEBUFFER_BINDING_ANGLE
          case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:
          case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
          case GL_RENDERBUFFER_BINDING:
          case GL_CURRENT_PROGRAM:
          case GL_PACK_ALIGNMENT:
          case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
          case GL_UNPACK_ALIGNMENT:
          case GL_GENERATE_MIPMAP_HINT:
          case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
          case GL_RED_BITS:
          case GL_GREEN_BITS:
          case GL_BLUE_BITS:
          case GL_ALPHA_BITS:
          case GL_DEPTH_BITS:
          case GL_STENCIL_BITS:
          case GL_ELEMENT_ARRAY_BUFFER_BINDING:
          case GL_CULL_FACE_MODE:
          case GL_FRONT_FACE:
          case GL_ACTIVE_TEXTURE:
          case GL_STENCIL_FUNC:
          case GL_STENCIL_VALUE_MASK:
          case GL_STENCIL_REF:
          case GL_STENCIL_FAIL:
          case GL_STENCIL_PASS_DEPTH_FAIL:
          case GL_STENCIL_PASS_DEPTH_PASS:
          case GL_STENCIL_BACK_FUNC:
          case GL_STENCIL_BACK_VALUE_MASK:
          case GL_STENCIL_BACK_REF:
          case GL_STENCIL_BACK_FAIL:
          case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
          case GL_STENCIL_BACK_PASS_DEPTH_PASS:
          case GL_DEPTH_FUNC:
          case GL_BLEND_SRC_RGB:
          case GL_BLEND_SRC_ALPHA:
          case GL_BLEND_DST_RGB:
          case GL_BLEND_DST_ALPHA:
          case GL_BLEND_EQUATION_RGB:
          case GL_BLEND_EQUATION_ALPHA:
          case GL_STENCIL_WRITEMASK:
          case GL_STENCIL_BACK_WRITEMASK:
          case GL_STENCIL_CLEAR_VALUE:
          case GL_SUBPIXEL_BITS:
          case GL_MAX_TEXTURE_SIZE:
          case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
          case GL_SAMPLE_BUFFERS:
          case GL_SAMPLES:
          case GL_IMPLEMENTATION_COLOR_READ_TYPE:
          case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
          case GL_TEXTURE_BINDING_2D:
          case GL_TEXTURE_BINDING_CUBE_MAP:
          case GL_RESET_NOTIFICATION_STRATEGY_EXT:
          case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
            {
                *type = GL_INT;
                *numParams = 1;
            }
            return true;
          case GL_MAX_SAMPLES_ANGLE:
            {
                if (mExtensions.framebufferMultisample)
                {
                    *type = GL_INT;
                    *numParams = 1;
                }
                else
                {
                    return false;
                }
            }
            return true;
          case GL_PIXEL_PACK_BUFFER_BINDING:
          case GL_PIXEL_UNPACK_BUFFER_BINDING:
            {
                if (mExtensions.pixelBufferObject)
                {
                    *type = GL_INT;
                    *numParams = 1;
                }
                else
                {
                    return false;
                }
            }
            return true;
          case GL_MAX_VIEWPORT_DIMS:
            {
                *type = GL_INT;
                *numParams = 2;
            }
            return true;
          case GL_VIEWPORT:
          case GL_SCISSOR_BOX:
            {
                *type = GL_INT;
                *numParams = 4;
            }
            return true;
          case GL_SHADER_COMPILER:
          case GL_SAMPLE_COVERAGE_INVERT:
          case GL_DEPTH_WRITEMASK:
          case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
          case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
          case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
          case GL_SAMPLE_COVERAGE:
          case GL_SCISSOR_TEST:
          case GL_STENCIL_TEST:
          case GL_DEPTH_TEST:
          case GL_BLEND:
          case GL_DITHER:
          case GL_CONTEXT_ROBUST_ACCESS_EXT:
            {
                *type = GL_BOOL;
                *numParams = 1;
            }
            return true;
          case GL_COLOR_WRITEMASK:
            {
                *type = GL_BOOL;
                *numParams = 4;
            }
            return true;
          case GL_POLYGON_OFFSET_FACTOR:
          case GL_POLYGON_OFFSET_UNITS:
          case GL_SAMPLE_COVERAGE_VALUE:
          case GL_DEPTH_CLEAR_VALUE:
          case GL_LINE_WIDTH:
            {
                *type = GL_FLOAT;
                *numParams = 1;
            }
            return true;
          case GL_ALIASED_LINE_WIDTH_RANGE:
          case GL_ALIASED_POINT_SIZE_RANGE:
          case GL_DEPTH_RANGE:
            {
                *type = GL_FLOAT;
                *numParams = 2;
            }
            return true;
          case GL_COLOR_CLEAR_VALUE:
          case GL_BLEND_COLOR:
            {
                *type = GL_FLOAT;
                *numParams = 4;
            }
            return true;
          case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
            if (!mExtensions.maxTextureAnisotropy)
            {
                return false;
            }
            *type = GL_FLOAT;
            *numParams = 1;
            return true;
        }
    
        if (mClientVersion < 3)
        {
            return false;
        }
    
        // Check for ES3.0+ parameter names
        switch (pname)
        {
          case GL_MAX_UNIFORM_BUFFER_BINDINGS:
          case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
          case GL_UNIFORM_BUFFER_BINDING:
          case GL_TRANSFORM_FEEDBACK_BINDING:
          case GL_COPY_READ_BUFFER_BINDING:
          case GL_COPY_WRITE_BUFFER_BINDING:
          case GL_TEXTURE_BINDING_3D:
          case GL_TEXTURE_BINDING_2D_ARRAY:
          case GL_MAX_3D_TEXTURE_SIZE:
          case GL_MAX_ARRAY_TEXTURE_LAYERS:
          case GL_MAX_VERTEX_UNIFORM_BLOCKS:
          case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
          case GL_MAX_COMBINED_UNIFORM_BLOCKS:
          case GL_MAX_VARYING_COMPONENTS:
          case GL_VERTEX_ARRAY_BINDING:
          case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
          case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
          case GL_NUM_EXTENSIONS:
          case GL_MAJOR_VERSION:
          case GL_MINOR_VERSION:
          case GL_MAX_ELEMENTS_INDICES:
          case GL_MAX_ELEMENTS_VERTICES:
          case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
          case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
          case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
            {
                *type = GL_INT;
                *numParams = 1;
            }
            return true;
    
          case GL_MAX_ELEMENT_INDEX:
          case GL_MAX_UNIFORM_BLOCK_SIZE:
          case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
          case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
          case GL_MAX_SERVER_WAIT_TIMEOUT:
            {
                *type = GL_INT_64_ANGLEX;
                *numParams = 1;
            }
            return true;
    
          case GL_TRANSFORM_FEEDBACK_ACTIVE:
          case GL_TRANSFORM_FEEDBACK_PAUSED:
            {
                *type = GL_BOOL;
                *numParams = 1;
            }
            return true;
        }
    
        return false;
    }
    
    bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams)
    {
        if (mClientVersion < 3)
        {
            return false;
        }
    
        switch (target)
        {
          case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
          case GL_UNIFORM_BUFFER_BINDING:
            {
                *type = GL_INT;
                *numParams = 1;
            }
            return true;
          case GL_TRANSFORM_FEEDBACK_BUFFER_START:
          case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
          case GL_UNIFORM_BUFFER_START:
          case GL_UNIFORM_BUFFER_SIZE:
            {
                *type = GL_INT_64_ANGLEX;
                *numParams = 1;
            }
        }
    
        return false;
    }
    
    // Applies the render target surface, depth stencil surface, viewport rectangle and
    // scissor rectangle to the renderer
    bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
    {
        Framebuffer *framebufferObject = mState.getDrawFramebuffer();
        ASSERT(framebufferObject && framebufferObject->completeness() == GL_FRAMEBUFFER_COMPLETE);
    
        mRenderer->applyRenderTarget(framebufferObject);
    
        float nearZ, farZ;
        mState.getDepthRange(&nearZ, &farZ);
        if (!mRenderer->setViewport(mState.getViewport(), nearZ, farZ, drawMode, mState.getRasterizerState().frontFace,
                                    ignoreViewport))
        {
            return false;
        }
    
        mRenderer->setScissorRectangle(mState.getScissor(), mState.isScissorTestEnabled());
    
        return true;
    }
    
    // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
    void Context::applyState(GLenum drawMode)
    {
        Framebuffer *framebufferObject = mState.getDrawFramebuffer();
        int samples = framebufferObject->getSamples();
    
        RasterizerState rasterizer = mState.getRasterizerState();
        rasterizer.pointDrawMode = (drawMode == GL_POINTS);
        rasterizer.multiSample = (samples != 0);
    
        mRenderer->setRasterizerState(rasterizer);
    
        unsigned int mask = 0;
        if (mState.isSampleCoverageEnabled())
        {
            GLclampf coverageValue;
            bool coverageInvert = false;
            mState.getSampleCoverageParams(&coverageValue, &coverageInvert);
            if (coverageValue != 0)
            {
    
                float threshold = 0.5f;
    
                for (int i = 0; i < samples; ++i)
                {
                    mask <<= 1;
    
                    if ((i + 1) * coverageValue >= threshold)
                    {
                        threshold += 1.0f;
                        mask |= 1;
                    }
                }
            }
    
            if (coverageInvert)
            {
                mask = ~mask;
            }
        }
        else
        {
            mask = 0xFFFFFFFF;
        }
        mRenderer->setBlendState(framebufferObject, mState.getBlendState(), mState.getBlendColor(), mask);
    
        mRenderer->setDepthStencilState(mState.getDepthStencilState(), mState.getStencilRef(), mState.getStencilBackRef(),
                                        rasterizer.frontFace == GL_CCW);
    }
    
    // Applies the shaders and shader constants to the Direct3D 9 device
    void Context::applyShaders(ProgramBinary *programBinary, bool transformFeedbackActive)
    {
        const VertexAttribute *vertexAttributes = mState.getVertexArray()->getVertexAttributes();
    
        VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS];
        VertexFormat::GetInputLayout(inputLayout, programBinary, vertexAttributes, mState.getVertexAttribCurrentValues());
    
        const Framebuffer *fbo = mState.getDrawFramebuffer();
    
        mRenderer->applyShaders(programBinary, inputLayout, fbo, mState.getRasterizerState().rasterizerDiscard, transformFeedbackActive);
    
        programBinary->applyUniforms();
    }
    
    size_t Context::getCurrentTexturesAndSamplerStates(ProgramBinary *programBinary, SamplerType type, Texture **outTextures,
                                                       TextureType *outTextureTypes, SamplerState *outSamplers)
    {
        size_t samplerRange = programBinary->getUsedSamplerRange(type);
        for (size_t i = 0; i < samplerRange; i++)
        {
            outTextureTypes[i] = programBinary->getSamplerTextureType(type, i);
            GLint textureUnit = programBinary->getSamplerMapping(type, i);   // OpenGL texture image unit index
            if (textureUnit != -1)
            {
                outTextures[i] = getSamplerTexture(textureUnit, outTextureTypes[i]);
                outTextures[i]->getSamplerStateWithNativeOffset(&outSamplers[i]);
                Sampler *samplerObject = mState.getSampler(textureUnit);
                if (samplerObject)
                {
                    samplerObject->getState(&outSamplers[i]);
                }
            }
            else
            {
                outTextures[i] = NULL;
            }
        }
    
        return samplerRange;
    }
    
    void Context::generateSwizzles(Texture *textures[], size_t count)
    {
        for (size_t i = 0; i < count; i++)
        {
            if (textures[i] && textures[i]->getSamplerState().swizzleRequired())
            {
                mRenderer->generateSwizzle(textures[i]);
            }
        }
    }
    
    // For each Direct3D sampler of either the pixel or vertex stage,
    // looks up the corresponding OpenGL texture image unit and texture type,
    // and sets the texture and its addressing/filtering state (or NULL when inactive).
    void Context::applyTextures(SamplerType shaderType, Texture *textures[], TextureType *textureTypes, SamplerState *samplers,
                                size_t textureCount, const FramebufferTextureSerialArray& framebufferSerials,
                                size_t framebufferSerialCount)
    {
        // Range of Direct3D samplers of given sampler type
        size_t samplerCount = (shaderType == SAMPLER_PIXEL) ? mCaps.maxTextureImageUnits
                                                            : mCaps.maxVertexTextureImageUnits;
    
        for (size_t samplerIndex = 0; samplerIndex < textureCount; samplerIndex++)
        {
            Texture *texture = textures[samplerIndex];
            const SamplerState &sampler = samplers[samplerIndex];
            TextureType textureType = textureTypes[samplerIndex];
    
            if (texture)
            {
                // TODO: std::binary_search may become unavailable using older versions of GCC
                if (texture->isSamplerComplete(sampler, mTextureCaps, mExtensions, mClientVersion) &&
                    !std::binary_search(framebufferSerials.begin(), framebufferSerials.begin() + framebufferSerialCount, texture->getTextureSerial()))
                {
                    mRenderer->setSamplerState(shaderType, samplerIndex, sampler);
                    mRenderer->setTexture(shaderType, samplerIndex, texture);
                }
                else
                {
                    Texture *incompleteTexture = getIncompleteTexture(textureType);
                    mRenderer->setTexture(shaderType, samplerIndex, incompleteTexture);
                }
            }
            else
            {
                mRenderer->setTexture(shaderType, samplerIndex, NULL);
            }
        }
    
        for (size_t samplerIndex = textureCount; samplerIndex < samplerCount; samplerIndex++)
        {
            mRenderer->setTexture(shaderType, samplerIndex, NULL);
        }
    }
    
    bool Context::applyUniformBuffers()
    {
        Program *programObject = getProgram(mState.getCurrentProgramId());
        ProgramBinary *programBinary = programObject->getProgramBinary();
    
        std::vector<gl::Buffer*> boundBuffers;
    
        for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < programBinary->getActiveUniformBlockCount(); uniformBlockIndex++)
        {
            GLuint blockBinding = programObject->getUniformBlockBinding(uniformBlockIndex);
    
            if (mState.getIndexedUniformBuffer(blockBinding)->id() == 0)
            {
                // undefined behaviour
                return false;
            }
            else
            {
                Buffer *uniformBuffer = mState.getIndexedUniformBuffer(blockBinding);
                ASSERT(uniformBuffer);
                boundBuffers.push_back(uniformBuffer);
            }
        }
    
        return programBinary->applyUniformBuffers(boundBuffers);
    }
    
    bool Context::applyTransformFeedbackBuffers()
    {
        TransformFeedback *curTransformFeedback = mState.getCurrentTransformFeedback();
        if (curTransformFeedback && curTransformFeedback->isStarted() && !curTransformFeedback->isPaused())
        {
            Buffer *transformFeedbackBuffers[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
            GLintptr transformFeedbackOffsets[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
            for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
            {
                transformFeedbackBuffers[i] = mState.getIndexedTransformFeedbackBuffer(i);
                transformFeedbackOffsets[i] = mState.getIndexedTransformFeedbackBufferOffset(i);
            }
            mRenderer->applyTransformFeedbackBuffers(transformFeedbackBuffers, transformFeedbackOffsets);
            return true;
        }
        else
        {
            return false;
        }
    }
    
    void Context::markTransformFeedbackUsage()
    {
        for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
        {
            Buffer *buffer = mState.getIndexedTransformFeedbackBuffer(i);
            if (buffer)
            {
                buffer->markTransformFeedbackUsage();
            }
        }
    }
    
    void Context::clear(GLbitfield mask)
    {
        if (mState.isRasterizerDiscardEnabled())
        {
            return;
        }
    
        ClearParameters clearParams = mState.getClearParameters(mask);
    
        if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
        {
            return;
        }
    
        mRenderer->clear(clearParams, mState.getDrawFramebuffer());
    }
    
    void Context::clearBufferfv(GLenum buffer, int drawbuffer, const float *values)
    {
        if (mState.isRasterizerDiscardEnabled())
        {
            return;
        }
    
        // glClearBufferfv can be called to clear the color buffer or depth buffer
        ClearParameters clearParams = mState.getClearParameters(0);
    
        if (buffer == GL_COLOR)
        {
            for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
            {
                clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
            }
            clearParams.colorFClearValue = ColorF(values[0], values[1], values[2], values[3]);
            clearParams.colorClearType = GL_FLOAT;
        }
    
        if (buffer == GL_DEPTH)
        {
            clearParams.clearDepth = true;
            clearParams.depthClearValue = values[0];
        }
    
        if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
        {
            return;
        }
    
        mRenderer->clear(clearParams, mState.getDrawFramebuffer());
    }
    
    void Context::clearBufferuiv(GLenum buffer, int drawbuffer, const unsigned int *values)
    {
        if (mState.isRasterizerDiscardEnabled())
        {
            return;
        }
    
        // glClearBufferuv can only be called to clear a color buffer
        ClearParameters clearParams = mState.getClearParameters(0);
        for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
        {
            clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
        }
        clearParams.colorUIClearValue = ColorUI(values[0], values[1], values[2], values[3]);
        clearParams.colorClearType = GL_UNSIGNED_INT;
    
        if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
        {
            return;
        }
    
        mRenderer->clear(clearParams, mState.getDrawFramebuffer());
    }
    
    void Context::clearBufferiv(GLenum buffer, int drawbuffer, const int *values)
    {
        if (mState.isRasterizerDiscardEnabled())
        {
            return;
        }
    
        // glClearBufferfv can be called to clear the color buffer or stencil buffer
        ClearParameters clearParams = mState.getClearParameters(0);
    
        if (buffer == GL_COLOR)
        {
            for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
            {
                clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
            }
            clearParams.colorIClearValue = ColorI(values[0], values[1], values[2], values[3]);
            clearParams.colorClearType = GL_INT;
        }
    
        if (buffer == GL_STENCIL)
        {
            clearParams.clearStencil = true;
            clearParams.stencilClearValue = values[1];
        }
    
        if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
        {
            return;
        }
    
        mRenderer->clear(clearParams, mState.getDrawFramebuffer());
    }
    
    void Context::clearBufferfi(GLenum buffer, int drawbuffer, float depth, int stencil)
    {
        if (mState.isRasterizerDiscardEnabled())
        {
            return;
        }
    
        // glClearBufferfi can only be called to clear a depth stencil buffer
        ClearParameters clearParams = mState.getClearParameters(0);
        clearParams.clearDepth = true;
        clearParams.depthClearValue = depth;
        clearParams.clearStencil = true;
        clearParams.stencilClearValue = stencil;
    
        if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
        {
            return;
        }
    
        mRenderer->clear(clearParams, mState.getDrawFramebuffer());
    }
    
    void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
                             GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
    {
        gl::Framebuffer *framebuffer = mState.getReadFramebuffer();
    
        GLenum sizedInternalFormat = GetSizedInternalFormat(format, type);
        const InternalFormat &sizedFormatInfo = GetInternalFormatInfo(sizedInternalFormat);
        GLuint outputPitch = sizedFormatInfo.computeRowPitch(type, width, mState.getPackAlignment());
    
        mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, mState.getPackState(),
                              reinterpret_cast<uint8_t*>(pixels));
    }
    
    void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
    {
        ASSERT(mState.getCurrentProgramId() != 0);
    
        ProgramBinary *programBinary = mState.getCurrentProgramBinary();
        programBinary->updateSamplerMapping();
    
        Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers);
    
        Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS];
        TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS];
        SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS];
        size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers);
    
        generateSwizzles(vsTextures, vsTextureCount);
        generateSwizzles(psTextures, psTextureCount);
    
        if (!mRenderer->applyPrimitiveType(mode, count))
        {
            return;
        }
    
        if (!applyRenderTarget(mode, false))
        {
            return;
        }
    
        applyState(mode);
    
        GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.getVertexArray()->getVertexAttributes(), mState.getVertexAttribCurrentValues(), first, count, instances);
        if (err != GL_NO_ERROR)
        {
            return gl::error(err);
        }
    
        bool transformFeedbackActive = applyTransformFeedbackBuffers();
    
        applyShaders(programBinary, transformFeedbackActive);
    
        FramebufferTextureSerialArray frameBufferSerials;
        size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials);
    
        applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount);
        applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount);
    
        if (!applyUniformBuffers())
        {
            return;
        }
    
        if (!skipDraw(mode))
        {
            mRenderer->drawArrays(mode, count, instances, transformFeedbackActive);
    
            if (transformFeedbackActive)
            {
                markTransformFeedbackUsage();
            }
        }
    }
    
    void Context::drawElements(GLenum mode, GLsizei count, GLenum type,
                               const GLvoid *indices, GLsizei instances,
                               const rx::RangeUI &indexRange)
    {
        ASSERT(mState.getCurrentProgramId() != 0);
    
        ProgramBinary *programBinary = mState.getCurrentProgramBinary();
        programBinary->updateSamplerMapping();
    
        Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
        size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers);
    
        Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS];
        TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS];
        SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS];
        size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers);
    
        generateSwizzles(vsTextures, vsTextureCount);
        generateSwizzles(psTextures, psTextureCount);
    
        if (!mRenderer->applyPrimitiveType(mode, count))
        {
            return;
        }
    
        if (!applyRenderTarget(mode, false))
        {
            return;
        }
    
        applyState(mode);
    
        VertexArray *vao = mState.getVertexArray();
        rx::TranslatedIndexData indexInfo;
        indexInfo.indexRange = indexRange;
        GLenum err = mRenderer->applyIndexBuffer(indices, vao->getElementArrayBuffer(), count, mode, type, &indexInfo);
        if (err != GL_NO_ERROR)
        {
            return gl::error(err);
        }
    
        GLsizei vertexCount = indexInfo.indexRange.length() + 1;
        err = mRenderer->applyVertexBuffer(programBinary, vao->getVertexAttributes(),
                                           mState.getVertexAttribCurrentValues(),
                                           indexInfo.indexRange.start, vertexCount, instances);
        if (err != GL_NO_ERROR)
        {
            return gl::error(err);
        }
    
        bool transformFeedbackActive = applyTransformFeedbackBuffers();
        // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation
        // layer.
        ASSERT(!transformFeedbackActive);
    
        applyShaders(programBinary, transformFeedbackActive);
    
        FramebufferTextureSerialArray frameBufferSerials;
        size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials);
    
        applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount);
        applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount);
    
        if (!applyUniformBuffers())
        {
            return;
        }
    
        if (!skipDraw(mode))
        {
            mRenderer->drawElements(mode, count, type, indices, vao->getElementArrayBuffer(), indexInfo, instances);
        }
    }
    
    // Implements glFlush when block is false, glFinish when block is true
    void Context::sync(bool block)
    {
        mRenderer->sync(block);
    }
    
    void Context::recordError(const Error &error)
    {
        if (error.isError())
        {
            mErrors.insert(error.getCode());
        }
    }
    
    // Get one of the recorded errors and clear its flag, if any.
    // [OpenGL ES 2.0.24] section 2.5 page 13.
    GLenum Context::getError()
    {
        if (mErrors.empty())
        {
            return GL_NO_ERROR;
        }
        else
        {
            GLenum error = *mErrors.begin();
            mErrors.erase(mErrors.begin());
            return error;
        }
    }
    
    GLenum Context::getResetStatus()
    {
        if (mResetStatus == GL_NO_ERROR && !mContextLost)
        {
            // mResetStatus will be set by the markContextLost callback
            // in the case a notification is sent
            mRenderer->testDeviceLost(true);
        }
    
        GLenum status = mResetStatus;
    
        if (mResetStatus != GL_NO_ERROR)
        {
            ASSERT(mContextLost);
    
            if (mRenderer->testDeviceResettable())
            {
                mResetStatus = GL_NO_ERROR;
            }
        }
    
        return status;
    }
    
    bool Context::isResetNotificationEnabled()
    {
        return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
    }
    
    int Context::getClientVersion() const
    {
        return mClientVersion;
    }
    
    const Caps &Context::getCaps() const
    {
        return mCaps;
    }
    
    const TextureCapsMap &Context::getTextureCaps() const
    {
        return mTextureCaps;
    }
    
    const Extensions &Context::getExtensions() const
    {
        return mExtensions;
    }
    
    unsigned int Context::getMaximumCombinedTextureImageUnits() const
    {
        return mRenderer->getMaxCombinedTextureImageUnits();
    }
    
    unsigned int Context::getMaximumCombinedUniformBufferBindings() const
    {
        return mCaps.maxVertexUniformBlocks + mCaps.maxFragmentUniformBlocks;
    }
    
    unsigned int Context::getMaxTransformFeedbackBufferBindings() const
    {
        return mRenderer->getMaxTransformFeedbackBuffers();
    }
    
    GLintptr Context::getUniformBufferOffsetAlignment() const
    {
        // setting a large alignment forces uniform buffers to bind with zero offset
        return static_cast<GLintptr>(std::numeric_limits<GLint>::max());
    }
    
    void Context::getCurrentReadFormatType(GLenum *internalFormat, GLenum *format, GLenum *type)
    {
        Framebuffer *framebuffer = mState.getReadFramebuffer();
        ASSERT(framebuffer && framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE);
    
        FramebufferAttachment *attachment = framebuffer->getReadColorbuffer();
        ASSERT(attachment);
    
        GLenum actualFormat = attachment->getActualFormat();
        const InternalFormat &actualFormatInfo = GetInternalFormatInfo(actualFormat);
    
        *internalFormat = actualFormat;
        *format = actualFormatInfo.format;
        *type = actualFormatInfo.type;
    }
    
    void Context::detachTexture(GLuint texture)
    {
        // Simple pass-through to State's detachTexture method, as textures do not require
        // allocation map management either here or in the resource manager at detach time.
        // Zero textures are held by the Context, and we don't attempt to request them from
        // the State.
        mState.detachTexture(texture);
    }
    
    void Context::detachBuffer(GLuint buffer)
    {
        // Buffer detachment is handled by Context, because the buffer must also be 
        // attached from any VAOs in existence, and Context holds the VAO map.
    
        // [OpenGL ES 2.0.24] section 2.9 page 22:
        // If a buffer object is deleted while it is bound, all bindings to that object in the current context
        // (i.e. in the thread that called Delete-Buffers) are reset to zero.
    
        mState.removeArrayBufferBinding(buffer);
    
        // mark as freed among the vertex array objects
        for (auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++)
        {
            vaoIt->second->detachBuffer(buffer);
        }
    }
    
    void Context::detachFramebuffer(GLuint framebuffer)
    {
        // Framebuffer detachment is handled by Context, because 0 is a valid
        // Framebuffer object, and a pointer to it must be passed from Context
        // to State at binding time.
    
        // [OpenGL ES 2.0.24] section 4.4 page 107:
        // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
        // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
    
        if (mState.removeReadFramebufferBinding(framebuffer))
        {
            bindReadFramebuffer(0);
        }
    
        if (mState.removeDrawFramebufferBinding(framebuffer))
        {
            bindDrawFramebuffer(0);
        }
    }
    
    void Context::detachRenderbuffer(GLuint renderbuffer)
    {
        mState.detachRenderbuffer(renderbuffer);
    }
    
    void Context::detachVertexArray(GLuint vertexArray)
    {
        // Vertex array detachment is handled by Context, because 0 is a valid 
        // VAO, and a pointer to it must be passed from Context to State at 
        // binding time.
    
        // [OpenGL ES 3.0.2] section 2.10 page 43:
        // If a vertex array object that is currently bound is deleted, the binding
        // for that object reverts to zero and the default vertex array becomes current.
        if (mState.removeVertexArrayBinding(vertexArray))
        {
            bindVertexArray(0);
        }
    }
    
    void Context::detachTransformFeedback(GLuint transformFeedback)
    {
        mState.detachTransformFeedback(transformFeedback);
    }
    
    void Context::detachSampler(GLuint sampler)
    {
        mState.detachSampler(sampler);
    }
    
    Texture *Context::getIncompleteTexture(TextureType type)
    {
        Texture *t = mIncompleteTextures[type].get();
    
        if (t == NULL)
        {
            const GLubyte color[] = { 0, 0, 0, 255 };
            const PixelUnpackState incompleteUnpackState(1);
    
            switch (type)
            {
              default:
                UNREACHABLE();
                // default falls through to TEXTURE_2D
    
              case TEXTURE_2D:
                {
                    Texture2D *incomplete2d = new Texture2D(mRenderer->createTexture(GL_TEXTURE_2D), Texture::INCOMPLETE_TEXTURE_ID);
                    incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
                    t = incomplete2d;
                }
                break;
    
              case TEXTURE_CUBE:
                {
                  TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer->createTexture(GL_TEXTURE_CUBE_MAP), Texture::INCOMPLETE_TEXTURE_ID);
    
                  incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
                  incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
                  incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
                  incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
                  incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
                  incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
    
                  t = incompleteCube;
                }
                break;
    
              case TEXTURE_3D:
                {
                    Texture3D *incomplete3d = new Texture3D(mRenderer->createTexture(GL_TEXTURE_3D), Texture::INCOMPLETE_TEXTURE_ID);
                    incomplete3d->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
    
                    t = incomplete3d;
                }
                break;
    
              case TEXTURE_2D_ARRAY:
                {
                    Texture2DArray *incomplete2darray = new Texture2DArray(mRenderer->createTexture(GL_TEXTURE_2D_ARRAY), Texture::INCOMPLETE_TEXTURE_ID);
                    incomplete2darray->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
    
                    t = incomplete2darray;
                }
                break;
            }
    
            mIncompleteTextures[type].set(t);
        }
    
        return t;
    }
    
    bool Context::skipDraw(GLenum drawMode)
    {
        if (drawMode == GL_POINTS)
        {
            // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
            // which affects varying interpolation. Since the value of gl_PointSize is
            // undefined when not written, just skip drawing to avoid unexpected results.
            if (!mState.getCurrentProgramBinary()->usesPointSize())
            {
                // This is stictly speaking not an error, but developers should be
                // notified of risking undefined behavior.
                ERR("Point rendering without writing to gl_PointSize.");
    
                return true;
            }
        }
        else if (IsTriangleMode(drawMode))
        {
            if (mState.getRasterizerState().cullFace && mState.getRasterizerState().cullMode == GL_FRONT_AND_BACK)
            {
                return true;
            }
        }
    
        return false;
    }
    
    void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
    {
        mState.getVertexArray()->setVertexAttribDivisor(index, divisor);
    }
    
    void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
    {
        mResourceManager->checkSamplerAllocation(sampler);
    
        Sampler *samplerObject = getSampler(sampler);
        ASSERT(samplerObject);
    
        switch (pname)
        {
          case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(param));       break;
          case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(param));       break;
          case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(param));           break;
          case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(param));           break;
          case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(param));           break;
          case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(static_cast<GLfloat>(param));         break;
          case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(static_cast<GLfloat>(param));         break;
          case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(param));  break;
          case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(param));  break;
          default:                       UNREACHABLE(); break;
        }
    }
    
    void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
    {
        mResourceManager->checkSamplerAllocation(sampler);
    
        Sampler *samplerObject = getSampler(sampler);
        ASSERT(samplerObject);
    
        switch (pname)
        {
          case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(uiround<GLenum>(param));       break;
          case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(uiround<GLenum>(param));       break;
          case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(uiround<GLenum>(param));           break;
          case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(uiround<GLenum>(param));           break;
          case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(uiround<GLenum>(param));           break;
          case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(param);                           break;
          case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(param);                           break;
          case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(uiround<GLenum>(param));  break;
          case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(uiround<GLenum>(param));  break;
          default:                       UNREACHABLE(); break;
        }
    }
    
    GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
    {
        mResourceManager->checkSamplerAllocation(sampler);
    
        Sampler *samplerObject = getSampler(sampler);
        ASSERT(samplerObject);
    
        switch (pname)
        {
          case GL_TEXTURE_MIN_FILTER:    return static_cast<GLint>(samplerObject->getMinFilter());
          case GL_TEXTURE_MAG_FILTER:    return static_cast<GLint>(samplerObject->getMagFilter());
          case GL_TEXTURE_WRAP_S:        return static_cast<GLint>(samplerObject->getWrapS());
          case GL_TEXTURE_WRAP_T:        return static_cast<GLint>(samplerObject->getWrapT());
          case GL_TEXTURE_WRAP_R:        return static_cast<GLint>(samplerObject->getWrapR());
          case GL_TEXTURE_MIN_LOD:       return uiround<GLint>(samplerObject->getMinLod());
          case GL_TEXTURE_MAX_LOD:       return uiround<GLint>(samplerObject->getMaxLod());
          case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLint>(samplerObject->getComparisonMode());
          case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLint>(samplerObject->getComparisonFunc());
          default:                       UNREACHABLE(); return 0;
        }
    }
    
    GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
    {
        mResourceManager->checkSamplerAllocation(sampler);
    
        Sampler *samplerObject = getSampler(sampler);
        ASSERT(samplerObject);
    
        switch (pname)
        {
          case GL_TEXTURE_MIN_FILTER:    return static_cast<GLfloat>(samplerObject->getMinFilter());
          case GL_TEXTURE_MAG_FILTER:    return static_cast<GLfloat>(samplerObject->getMagFilter());
          case GL_TEXTURE_WRAP_S:        return static_cast<GLfloat>(samplerObject->getWrapS());
          case GL_TEXTURE_WRAP_T:        return static_cast<GLfloat>(samplerObject->getWrapT());
          case GL_TEXTURE_WRAP_R:        return static_cast<GLfloat>(samplerObject->getWrapR());
          case GL_TEXTURE_MIN_LOD:       return samplerObject->getMinLod();
          case GL_TEXTURE_MAX_LOD:       return samplerObject->getMaxLod();
          case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLfloat>(samplerObject->getComparisonMode());
          case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLfloat>(samplerObject->getComparisonFunc());
          default:                       UNREACHABLE(); return 0;
        }
    }
    
    void Context::initRendererString()
    {
        std::ostringstream rendererString;
        rendererString << "ANGLE (";
        rendererString << mRenderer->getRendererDescription();
        rendererString << ")";
    
        mRendererString = MakeStaticString(rendererString.str());
    }
    
    const std::string &Context::getRendererString() const
    {
        return mRendererString;
    }
    
    void Context::initExtensionStrings()
    {
        mExtensionStrings = mExtensions.getStrings();
    
        std::ostringstream combinedStringStream;
        std::copy(mExtensionStrings.begin(), mExtensionStrings.end(), std::ostream_iterator<std::string>(combinedStringStream, " "));
        mExtensionString = combinedStringStream.str();
    }
    
    const std::string &Context::getExtensionString() const
    {
        return mExtensionString;
    }
    
    const std::string &Context::getExtensionString(size_t idx) const
    {
        return mExtensionStrings[idx];
    }
    
    size_t Context::getExtensionStringCount() const
    {
        return mExtensionStrings.size();
    }
    
    size_t Context::getBoundFramebufferTextureSerials(FramebufferTextureSerialArray *outSerialArray)
    {
        size_t serialCount = 0;
    
        Framebuffer *drawFramebuffer = mState.getDrawFramebuffer();
        for (unsigned int i = 0; i < IMPLEMENTATION_MAX_DRAW_BUFFERS; i++)
        {
            FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i);
            if (attachment && attachment->isTexture())
            {
                (*outSerialArray)[serialCount++] = attachment->getTextureSerial();
            }
        }
    
        FramebufferAttachment *depthStencilAttachment = drawFramebuffer->getDepthOrStencilbuffer();
        if (depthStencilAttachment && depthStencilAttachment->isTexture())
        {
            (*outSerialArray)[serialCount++] = depthStencilAttachment->getTextureSerial();
        }
    
        std::sort(outSerialArray->begin(), outSerialArray->begin() + serialCount);
    
        return serialCount;
    }
    
    void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
                                  GLbitfield mask, GLenum filter)
    {
        Framebuffer *readFramebuffer = mState.getReadFramebuffer();
        Framebuffer *drawFramebuffer = mState.getDrawFramebuffer();
    
        bool blitRenderTarget = false;
        bool blitDepth = false;
        bool blitStencil = false;
        if ((mask & GL_COLOR_BUFFER_BIT) && readFramebuffer->getReadColorbuffer() && drawFramebuffer->getFirstColorbuffer())
        {
            blitRenderTarget = true;
        }
        if ((mask & GL_STENCIL_BUFFER_BIT) && readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
        {
            blitStencil = true;
        }
        if ((mask & GL_DEPTH_BUFFER_BIT) && readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
        {
            blitDepth = true;
        }
    
        gl::Rectangle srcRect(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0);
        gl::Rectangle dstRect(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0);
        if (blitRenderTarget || blitDepth || blitStencil)
        {
            const gl::Rectangle *scissor = mState.isScissorTestEnabled() ? &mState.getScissor() : NULL;
            mRenderer->blitRect(readFramebuffer, srcRect, drawFramebuffer, dstRect, scissor,
                                blitRenderTarget, blitDepth, blitStencil, filter);
        }
    }
    
    void Context::invalidateFrameBuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments,
                                        GLint x, GLint y, GLsizei width, GLsizei height)
    {
        Framebuffer *frameBuffer = NULL;
        switch (target)
        {
          case GL_FRAMEBUFFER:
          case GL_DRAW_FRAMEBUFFER:
            frameBuffer = mState.getDrawFramebuffer();
            break;
          case GL_READ_FRAMEBUFFER:
            frameBuffer = mState.getReadFramebuffer();
            break;
          default:
            UNREACHABLE();
        }
    
        if (frameBuffer && frameBuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
        {
            for (int i = 0; i < numAttachments; ++i)
            {
                rx::RenderTarget *renderTarget = NULL;
    
                if (attachments[i] >= GL_COLOR_ATTACHMENT0 && attachments[i] <= GL_COLOR_ATTACHMENT15)
                {
                    gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(attachments[i] - GL_COLOR_ATTACHMENT0);
                    if (attachment)
                    {
                        renderTarget = attachment->getRenderTarget();
                    }
                }
                else if (attachments[i] == GL_COLOR)
                {
                     gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(0);
                     if (attachment)
                     {
                         renderTarget = attachment->getRenderTarget();
                     }
                }
                else
                {
                    gl::FramebufferAttachment *attachment = NULL;
                    switch (attachments[i])
                    {
                      case GL_DEPTH_ATTACHMENT:
                      case GL_DEPTH:
                        attachment = frameBuffer->getDepthbuffer();
                        break;
                      case GL_STENCIL_ATTACHMENT:
                      case GL_STENCIL:
                        attachment = frameBuffer->getStencilbuffer();
                        break;
                      case GL_DEPTH_STENCIL_ATTACHMENT:
                        attachment = frameBuffer->getDepthOrStencilbuffer();
                        break;
                      default:
                        UNREACHABLE();
                    }
    
                    if (attachment)
                    {
                        renderTarget = attachment->getDepthStencil();
                    }
                }
    
                if (renderTarget)
                {
                    renderTarget->invalidate(x, y, width, height);
                }
            }
        }
    }
    
    void Context::initCaps(GLuint clientVersion)
    {
        mCaps = mRenderer->getRendererCaps();
    
        mExtensions = mRenderer->getRendererExtensions();
    
        if (clientVersion < 3)
        {
            // Disable ES3+ extensions
            mExtensions.colorBufferFloat = false;
        }
    
        if (clientVersion > 2)
        {
            // FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts
            //mExtensions.sRGB = false;
        }
    
        // Apply implementation limits
        mCaps.maxVertexAttributes = std::min<GLuint>(mCaps.maxVertexAttributes, MAX_VERTEX_ATTRIBS);
        mCaps.maxVertexTextureImageUnits = std::min<GLuint>(mCaps.maxVertexTextureImageUnits, IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
        mCaps.maxVertexUniformBlocks = std::min<GLuint>(mCaps.maxVertexUniformBlocks, IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS);
        mCaps.maxVertexOutputComponents = std::min<GLuint>(mCaps.maxVertexOutputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4);
    
        mCaps.maxFragmentInputComponents = std::min<GLuint>(mCaps.maxFragmentInputComponents, IMPLEMENTATION_MAX_VARYING_VECTORS * 4);
        mCaps.maxTextureImageUnits = std::min<GLuint>(mCaps.maxTextureImageUnits, MAX_TEXTURE_IMAGE_UNITS);
    
        GLuint maxSamples = 0;
        mCaps.compressedTextureFormats.clear();
    
        const TextureCapsMap &rendererFormats = mRenderer->getRendererTextureCaps();
        for (TextureCapsMap::const_iterator i = rendererFormats.begin(); i != rendererFormats.end(); i++)
        {
            GLenum format = i->first;
            TextureCaps formatCaps = i->second;
    
            const InternalFormat &formatInfo = GetInternalFormatInfo(format);
            if (formatCaps.texturable && formatInfo.textureSupport(clientVersion, mExtensions))
            {
                // Update the format caps based on the client version and extensions
                formatCaps.renderable = formatInfo.renderSupport(clientVersion, mExtensions);
                formatCaps.filterable = formatInfo.filterSupport(clientVersion, mExtensions);
    
                // OpenGL ES does not support multisampling with integer formats
                if (formatInfo.componentType == GL_INT || formatInfo.componentType == GL_UNSIGNED_INT)
                {
                    formatCaps.sampleCounts.clear();
                }
                maxSamples = std::max(maxSamples, formatCaps.getMaxSamples());
    
                if (formatInfo.compressed)
                {
                    mCaps.compressedTextureFormats.push_back(format);
                }
    
                mTextureCaps.insert(format, formatCaps);
            }
        }
    
        mExtensions.maxSamples = maxSamples;
    }
    
    }
    
    extern "C"
    {
    gl::Context *glCreateContext(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
    {
        return new gl::Context(clientVersion, shareContext, renderer, notifyResets, robustAccess);
    }
    
    void glDestroyContext(gl::Context *context)
    {
        delete context;
    
        if (context == gl::getContext())
        {
            gl::makeCurrent(NULL, NULL, NULL);
        }
    }
    
    void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
    {
        gl::makeCurrent(context, display, surface);
    }
    
    gl::Context *glGetCurrentContext()
    {
        return gl::getContext();
    }
    
    }