//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//

// State.cpp: Implements the State class, encapsulating raw GL state.

#include "libANGLE/State.h"

#include <string.h>
#include <limits>

#include "common/bitset_utils.h"
#include "common/mathutil.h"
#include "common/matrix_utils.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Context.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/Query.h"
#include "libANGLE/VertexArray.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/queryconversions.h"
#include "libANGLE/queryutils.h"
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/TextureImpl.h"

namespace gl
{

namespace
{
bool GetAlternativeQueryType(QueryType type, QueryType *alternativeType)
{
    switch (type)
    {
        case QueryType::AnySamples:
            *alternativeType = QueryType::AnySamplesConservative;
            return true;
        case QueryType::AnySamplesConservative:
            *alternativeType = QueryType::AnySamples;
            return true;
        default:
            return false;
    }
}

// Mapping from a buffer binding type to a dirty bit type.
constexpr angle::PackedEnumMap<BufferBinding, size_t> kBufferBindingDirtyBits = {{
    {BufferBinding::AtomicCounter, State::DIRTY_BIT_ATOMIC_COUNTER_BUFFER_BINDING},
    {BufferBinding::DispatchIndirect, State::DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING},
    {BufferBinding::DrawIndirect, State::DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING},
    {BufferBinding::PixelPack, State::DIRTY_BIT_PACK_BUFFER_BINDING},
    {BufferBinding::PixelUnpack, State::DIRTY_BIT_UNPACK_BUFFER_BINDING},
    {BufferBinding::ShaderStorage, State::DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING},
    {BufferBinding::Uniform, State::DIRTY_BIT_UNIFORM_BUFFER_BINDINGS},
}};

// Returns a buffer binding function depending on if a dirty bit is set.
template <BufferBinding Target>
constexpr std::pair<BufferBinding, State::BufferBindingSetter> GetBufferBindingSetter()
{
    return std::make_pair(Target, kBufferBindingDirtyBits[Target] != 0
                                      ? &State::setGenericBufferBindingWithBit<Target>
                                      : &State::setGenericBufferBinding<Target>);
}

template <typename T>
using ContextStateMember = T *(State::*);

template <typename T>
T *AllocateOrGetSharedResourceManager(const State *shareContextState, ContextStateMember<T> member)
{
    if (shareContextState)
    {
        T *resourceManager = (*shareContextState).*member;
        resourceManager->addRef();
        return resourceManager;
    }
    else
    {
        return new T();
    }
}

TextureManager *AllocateOrGetSharedTextureManager(const State *shareContextState,
                                                  TextureManager *shareTextures,
                                                  ContextStateMember<TextureManager> member)
{
    if (shareContextState)
    {
        TextureManager *textureManager = (*shareContextState).*member;
        ASSERT(shareTextures == nullptr || textureManager == shareTextures);
        textureManager->addRef();
        return textureManager;
    }
    else if (shareTextures)
    {
        TextureManager *textureManager = shareTextures;
        textureManager->addRef();
        return textureManager;
    }
    else
    {
        return new TextureManager();
    }
}
}  // namespace

template <typename BindingT, typename... ArgsT>
ANGLE_INLINE void UpdateNonTFBufferBinding(const Context *context,
                                           BindingT *binding,
                                           Buffer *buffer,
                                           ArgsT... args)
{
    Buffer *oldBuffer = binding->get();
    if (oldBuffer)
    {
        oldBuffer->onNonTFBindingChanged(-1);
        oldBuffer->release(context);
    }
    binding->assign(buffer, args...);
    if (buffer)
    {
        buffer->addRef();
        buffer->onNonTFBindingChanged(1);
    }
}

template <typename BindingT, typename... ArgsT>
void UpdateTFBufferBinding(const Context *context, BindingT *binding, bool indexed, ArgsT... args)
{
    if (binding->get())
        (*binding)->onTFBindingChanged(context, false, indexed);
    binding->set(context, args...);
    if (binding->get())
        (*binding)->onTFBindingChanged(context, true, indexed);
}

void UpdateBufferBinding(const Context *context,
                         BindingPointer<Buffer> *binding,
                         Buffer *buffer,
                         BufferBinding target)
{
    if (target == BufferBinding::TransformFeedback)
    {
        UpdateTFBufferBinding(context, binding, false, buffer);
    }
    else
    {
        UpdateNonTFBufferBinding(context, binding, buffer);
    }
}

void UpdateIndexedBufferBinding(const Context *context,
                                OffsetBindingPointer<Buffer> *binding,
                                Buffer *buffer,
                                BufferBinding target,
                                GLintptr offset,
                                GLsizeiptr size)
{
    if (target == BufferBinding::TransformFeedback)
    {
        UpdateTFBufferBinding(context, binding, true, buffer, offset, size);
    }
    else
    {
        UpdateNonTFBufferBinding(context, binding, buffer, offset, size);
    }
}

// These template functions must be defined before they are instantiated in kBufferSetters.
template <BufferBinding Target>
void State::setGenericBufferBindingWithBit(const Context *context, Buffer *buffer)
{
    UpdateNonTFBufferBinding(context, &mBoundBuffers[Target], buffer);
    mDirtyBits.set(kBufferBindingDirtyBits[Target]);
}

template <BufferBinding Target>
void State::setGenericBufferBinding(const Context *context, Buffer *buffer)
{
    UpdateNonTFBufferBinding(context, &mBoundBuffers[Target], buffer);
}

template <>
void State::setGenericBufferBinding<BufferBinding::TransformFeedback>(const Context *context,
                                                                      Buffer *buffer)
{
    UpdateTFBufferBinding(context, &mBoundBuffers[BufferBinding::TransformFeedback], false, buffer);
}

template <>
void State::setGenericBufferBinding<BufferBinding::ElementArray>(const Context *context,
                                                                 Buffer *buffer)
{
    Buffer *oldBuffer = mVertexArray->mState.mElementArrayBuffer.get();
    if (oldBuffer)
    {
        oldBuffer->removeObserver(&mVertexArray->mState.mElementArrayBuffer);
        oldBuffer->onNonTFBindingChanged(-1);
        oldBuffer->release(context);
    }
    mVertexArray->mState.mElementArrayBuffer.assign(buffer);
    if (buffer)
    {
        buffer->addObserver(&mVertexArray->mState.mElementArrayBuffer);
        buffer->onNonTFBindingChanged(1);
        buffer->addRef();
    }
    mVertexArray->mDirtyBits.set(VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER);
    mVertexArray->mIndexRangeCache.invalidate();
    mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
}

const angle::PackedEnumMap<BufferBinding, State::BufferBindingSetter>& State::kBufferSetters()
{
    static const angle::PackedEnumMap<BufferBinding, State::BufferBindingSetter> setters {{
        GetBufferBindingSetter<BufferBinding::Array>(),
        GetBufferBindingSetter<BufferBinding::AtomicCounter>(),
        GetBufferBindingSetter<BufferBinding::CopyRead>(),
        GetBufferBindingSetter<BufferBinding::CopyWrite>(),
        GetBufferBindingSetter<BufferBinding::DispatchIndirect>(),
        GetBufferBindingSetter<BufferBinding::DrawIndirect>(),
        GetBufferBindingSetter<BufferBinding::ElementArray>(),
        GetBufferBindingSetter<BufferBinding::PixelPack>(),
        GetBufferBindingSetter<BufferBinding::PixelUnpack>(),
        GetBufferBindingSetter<BufferBinding::ShaderStorage>(),
        GetBufferBindingSetter<BufferBinding::TransformFeedback>(),
        GetBufferBindingSetter<BufferBinding::Uniform>(),
    }};
    return setters;
}

State::State(ContextID contextIn,
             const State *shareContextState,
             TextureManager *shareTextures,
             const Version &clientVersion,
             bool debug,
             bool bindGeneratesResource,
             bool clientArraysEnabled,
             bool robustResourceInit,
             bool programBinaryCacheEnabled)
    : mClientVersion(clientVersion),
      mContext(contextIn),
      mBufferManager(AllocateOrGetSharedResourceManager(shareContextState, &State::mBufferManager)),
      mShaderProgramManager(
          AllocateOrGetSharedResourceManager(shareContextState, &State::mShaderProgramManager)),
      mTextureManager(AllocateOrGetSharedTextureManager(shareContextState,
                                                        shareTextures,
                                                        &State::mTextureManager)),
      mRenderbufferManager(
          AllocateOrGetSharedResourceManager(shareContextState, &State::mRenderbufferManager)),
      mSamplerManager(
          AllocateOrGetSharedResourceManager(shareContextState, &State::mSamplerManager)),
      mSyncManager(AllocateOrGetSharedResourceManager(shareContextState, &State::mSyncManager)),
      mPathManager(AllocateOrGetSharedResourceManager(shareContextState, &State::mPathManager)),
      mFramebufferManager(new FramebufferManager()),
      mProgramPipelineManager(new ProgramPipelineManager()),
      mMemoryObjectManager(
          AllocateOrGetSharedResourceManager(shareContextState, &State::mMemoryObjectManager)),
      mMaxDrawBuffers(0),
      mMaxCombinedTextureImageUnits(0),
      mDepthClearValue(0),
      mStencilClearValue(0),
      mScissorTest(false),
      mSampleCoverage(false),
      mSampleCoverageValue(0),
      mSampleCoverageInvert(false),
      mSampleMask(false),
      mMaxSampleMaskWords(0),
      mStencilRef(0),
      mStencilBackRef(0),
      mLineWidth(0),
      mGenerateMipmapHint(GL_NONE),
      mFragmentShaderDerivativeHint(GL_NONE),
      mBindGeneratesResource(bindGeneratesResource),
      mClientArraysEnabled(clientArraysEnabled),
      mNearZ(0),
      mFarZ(0),
      mReadFramebuffer(nullptr),
      mDrawFramebuffer(nullptr),
      mProgram(nullptr),
      mProvokingVertex(gl::ProvokingVertex::LastVertexConvention),
      mVertexArray(nullptr),
      mActiveSampler(0),
      mActiveTexturesCache{},
      mTexturesIncompatibleWithSamplers(0),
      mPrimitiveRestart(false),
      mDebug(debug),
      mMultiSampling(false),
      mSampleAlphaToOne(false),
      mFramebufferSRGB(true),
      mRobustResourceInit(robustResourceInit),
      mProgramBinaryCacheEnabled(programBinaryCacheEnabled),
      mMaxShaderCompilerThreads(std::numeric_limits<GLuint>::max())
{}

State::~State() {}

void State::initialize(Context *context)
{
    const Caps &caps                   = context->getCaps();
    const Extensions &extensions       = context->getExtensions();
    const Extensions &nativeExtensions = context->getImplementation()->getNativeExtensions();
    const Version &clientVersion       = context->getClientVersion();

    mMaxDrawBuffers               = caps.maxDrawBuffers;
    mMaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;

    setColorClearValue(0.0f, 0.0f, 0.0f, 0.0f);

    mDepthClearValue   = 1.0f;
    mStencilClearValue = 0;

    mScissorTest    = false;
    mScissor.x      = 0;
    mScissor.y      = 0;
    mScissor.width  = 0;
    mScissor.height = 0;

    mBlendColor.red   = 0;
    mBlendColor.green = 0;
    mBlendColor.blue  = 0;
    mBlendColor.alpha = 0;

    mStencilRef     = 0;
    mStencilBackRef = 0;

    mSampleCoverage       = false;
    mSampleCoverageValue  = 1.0f;
    mSampleCoverageInvert = false;

    mMaxSampleMaskWords = caps.maxSampleMaskWords;
    mSampleMask         = false;
    mSampleMaskValues.fill(~GLbitfield(0));

    mGenerateMipmapHint           = GL_DONT_CARE;
    mFragmentShaderDerivativeHint = GL_DONT_CARE;

    mLineWidth = 1.0f;

    mViewport.x      = 0;
    mViewport.y      = 0;
    mViewport.width  = 0;
    mViewport.height = 0;
    mNearZ           = 0.0f;
    mFarZ            = 1.0f;

    mBlend.colorMaskRed   = true;
    mBlend.colorMaskGreen = true;
    mBlend.colorMaskBlue  = true;
    mBlend.colorMaskAlpha = true;

    mActiveSampler = 0;

    mVertexAttribCurrentValues.resize(caps.maxVertexAttributes);

    // Set all indexes in state attributes type mask to float (default)
    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
    {
        SetComponentTypeMask(ComponentType::Float, i, &mCurrentValuesTypeMask);
    }

    mUniformBuffers.resize(caps.maxUniformBufferBindings);

    mSamplerTextures[TextureType::_2D].resize(caps.maxCombinedTextureImageUnits);
    mSamplerTextures[TextureType::CubeMap].resize(caps.maxCombinedTextureImageUnits);
    if (clientVersion >= Version(3, 0))
    {
        // TODO: These could also be enabled via extension
        mSamplerTextures[TextureType::_2DArray].resize(caps.maxCombinedTextureImageUnits);
        mSamplerTextures[TextureType::_3D].resize(caps.maxCombinedTextureImageUnits);
    }
    if (clientVersion >= Version(3, 1) || nativeExtensions.textureMultisample)
    {
        mSamplerTextures[TextureType::_2DMultisample].resize(caps.maxCombinedTextureImageUnits);
    }
    if (clientVersion >= Version(3, 1))
    {
        mSamplerTextures[TextureType::_2DMultisampleArray].resize(
            caps.maxCombinedTextureImageUnits);

        mAtomicCounterBuffers.resize(caps.maxAtomicCounterBufferBindings);
        mShaderStorageBuffers.resize(caps.maxShaderStorageBufferBindings);
        mImageUnits.resize(caps.maxImageUnits);
    }
    if (nativeExtensions.textureRectangle)
    {
        mSamplerTextures[TextureType::Rectangle].resize(caps.maxCombinedTextureImageUnits);
    }
    if (nativeExtensions.eglImageExternal || nativeExtensions.eglStreamConsumerExternal)
    {
        mSamplerTextures[TextureType::External].resize(caps.maxCombinedTextureImageUnits);
    }
    mCompleteTextureBindings.reserve(caps.maxCombinedTextureImageUnits);
    for (uint32_t textureIndex = 0; textureIndex < caps.maxCombinedTextureImageUnits;
         ++textureIndex)
    {
        mCompleteTextureBindings.emplace_back(context, textureIndex);
    }

    mSamplers.resize(caps.maxCombinedTextureImageUnits);

    for (QueryType type : angle::AllEnums<QueryType>())
    {
        mActiveQueries[type].set(context, nullptr);
    }

    mProgram = nullptr;

    mReadFramebuffer = nullptr;
    mDrawFramebuffer = nullptr;

    mPrimitiveRestart = false;

    mDebug.setMaxLoggedMessages(extensions.maxDebugLoggedMessages);

    mMultiSampling    = true;
    mSampleAlphaToOne = false;

    mCoverageModulation = GL_NONE;

    angle::Matrix<GLfloat>::setToIdentity(mPathMatrixProj);
    angle::Matrix<GLfloat>::setToIdentity(mPathMatrixMV);
    mPathStencilFunc = GL_ALWAYS;
    mPathStencilRef  = 0;
    mPathStencilMask = std::numeric_limits<GLuint>::max();

    // GLES1 emulation: Initialize state for GLES1 if version
    // applies
    if (clientVersion < Version(2, 0))
    {
        mGLES1State.initialize(context, this);
    }
}

void State::reset(const Context *context)
{
    for (auto &bindingVec : mSamplerTextures)
    {
        for (size_t textureIdx = 0; textureIdx < bindingVec.size(); textureIdx++)
        {
            bindingVec[textureIdx].set(context, nullptr);
        }
    }
    for (size_t samplerIdx = 0; samplerIdx < mSamplers.size(); samplerIdx++)
    {
        mSamplers[samplerIdx].set(context, nullptr);
    }

    for (auto &imageUnit : mImageUnits)
    {
        imageUnit.texture.set(context, nullptr);
        imageUnit.level   = 0;
        imageUnit.layered = false;
        imageUnit.layer   = 0;
        imageUnit.access  = GL_READ_ONLY;
        imageUnit.format  = GL_R32UI;
    }

    mRenderbuffer.set(context, nullptr);

    for (auto type : angle::AllEnums<BufferBinding>())
    {
        UpdateBufferBinding(context, &mBoundBuffers[type], nullptr, type);
    }

    if (mProgram)
    {
        mProgram->release(context);
    }
    mProgram = nullptr;

    mProgramPipeline.set(context, nullptr);

    if (mTransformFeedback.get())
        mTransformFeedback->onBindingChanged(context, false);
    mTransformFeedback.set(context, nullptr);

    for (QueryType type : angle::AllEnums<QueryType>())
    {
        mActiveQueries[type].set(context, nullptr);
    }

    for (auto &buf : mUniformBuffers)
    {
        UpdateIndexedBufferBinding(context, &buf, nullptr, BufferBinding::Uniform, 0, 0);
    }

    for (auto &buf : mAtomicCounterBuffers)
    {
        UpdateIndexedBufferBinding(context, &buf, nullptr, BufferBinding::AtomicCounter, 0, 0);
    }

    for (auto &buf : mShaderStorageBuffers)
    {
        UpdateIndexedBufferBinding(context, &buf, nullptr, BufferBinding::ShaderStorage, 0, 0);
    }

    angle::Matrix<GLfloat>::setToIdentity(mPathMatrixProj);
    angle::Matrix<GLfloat>::setToIdentity(mPathMatrixMV);
    mPathStencilFunc = GL_ALWAYS;
    mPathStencilRef  = 0;
    mPathStencilMask = std::numeric_limits<GLuint>::max();

    setAllDirtyBits();
}

ANGLE_INLINE void State::unsetActiveTextures(ActiveTextureMask textureMask)
{
    // Unset any relevant bound textures.
    for (size_t textureIndex : mProgram->getActiveSamplersMask())
    {
        mActiveTexturesCache[textureIndex] = nullptr;
        mCompleteTextureBindings[textureIndex].reset();
    }
}

ANGLE_INLINE void State::updateActiveTextureState(const Context *context,
                                                  size_t textureIndex,
                                                  const Sampler *sampler,
                                                  Texture *texture)
{
    if (!texture->isSamplerComplete(context, sampler))
    {
        mActiveTexturesCache[textureIndex] = nullptr;
    }
    else
    {
        mActiveTexturesCache[textureIndex] = texture;

        if (texture->hasAnyDirtyBit())
        {
            setTextureDirty(textureIndex);
        }

        if (mRobustResourceInit && texture->initState() == InitState::MayNeedInit)
        {
            mDirtyObjects.set(DIRTY_OBJECT_TEXTURES_INIT);
        }
    }

    if (mProgram)
    {
        const SamplerState &samplerState =
            sampler ? sampler->getSamplerState() : texture->getSamplerState();
        mTexturesIncompatibleWithSamplers[textureIndex] =
            !texture->getTextureState().compatibleWithSamplerFormat(
                mProgram->getState().getSamplerFormatForTextureUnitIndex(textureIndex),
                samplerState);
    }
    else
    {
        mTexturesIncompatibleWithSamplers[textureIndex] = false;
    }

    mDirtyBits.set(DIRTY_BIT_TEXTURE_BINDINGS);
}

ANGLE_INLINE void State::updateActiveTexture(const Context *context,
                                             size_t textureIndex,
                                             Texture *texture)
{
    const Sampler *sampler = mSamplers[textureIndex].get();

    mCompleteTextureBindings[textureIndex].bind(texture);

    if (!texture)
    {
        mActiveTexturesCache[textureIndex] = nullptr;
        mDirtyBits.set(DIRTY_BIT_TEXTURE_BINDINGS);
        return;
    }

    updateActiveTextureState(context, textureIndex, sampler, texture);
}

const RasterizerState &State::getRasterizerState() const
{
    return mRasterizer;
}

const BlendState &State::getBlendState() const
{
    return mBlend;
}

const DepthStencilState &State::getDepthStencilState() const
{
    return mDepthStencil;
}

void State::setColorClearValue(float red, float green, float blue, float alpha)
{
    mColorClearValue.red   = red;
    mColorClearValue.green = green;
    mColorClearValue.blue  = blue;
    mColorClearValue.alpha = alpha;
    mDirtyBits.set(DIRTY_BIT_CLEAR_COLOR);
}

void State::setDepthClearValue(float depth)
{
    mDepthClearValue = depth;
    mDirtyBits.set(DIRTY_BIT_CLEAR_DEPTH);
}

void State::setStencilClearValue(int stencil)
{
    mStencilClearValue = stencil;
    mDirtyBits.set(DIRTY_BIT_CLEAR_STENCIL);
}

void State::setColorMask(bool red, bool green, bool blue, bool alpha)
{
    mBlend.colorMaskRed   = red;
    mBlend.colorMaskGreen = green;
    mBlend.colorMaskBlue  = blue;
    mBlend.colorMaskAlpha = alpha;
    mDirtyBits.set(DIRTY_BIT_COLOR_MASK);
}

void State::setDepthMask(bool mask)
{
    mDepthStencil.depthMask = mask;
    mDirtyBits.set(DIRTY_BIT_DEPTH_MASK);
}

void State::setRasterizerDiscard(bool enabled)
{
    mRasterizer.rasterizerDiscard = enabled;
    mDirtyBits.set(DIRTY_BIT_RASTERIZER_DISCARD_ENABLED);
}

void State::setCullFace(bool enabled)
{
    mRasterizer.cullFace = enabled;
    mDirtyBits.set(DIRTY_BIT_CULL_FACE_ENABLED);
}

void State::setCullMode(CullFaceMode mode)
{
    mRasterizer.cullMode = mode;
    mDirtyBits.set(DIRTY_BIT_CULL_FACE);
}

void State::setFrontFace(GLenum front)
{
    mRasterizer.frontFace = front;
    mDirtyBits.set(DIRTY_BIT_FRONT_FACE);
}

void State::setDepthTest(bool enabled)
{
    mDepthStencil.depthTest = enabled;
    mDirtyBits.set(DIRTY_BIT_DEPTH_TEST_ENABLED);
}

void State::setDepthFunc(GLenum depthFunc)
{
    mDepthStencil.depthFunc = depthFunc;
    mDirtyBits.set(DIRTY_BIT_DEPTH_FUNC);
}

void State::setDepthRange(float zNear, float zFar)
{
    mNearZ = zNear;
    mFarZ  = zFar;
    mDirtyBits.set(DIRTY_BIT_DEPTH_RANGE);
}

void State::setBlend(bool enabled)
{
    mBlend.blend = enabled;
    mDirtyBits.set(DIRTY_BIT_BLEND_ENABLED);
}

void State::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
{
    mBlend.sourceBlendRGB   = sourceRGB;
    mBlend.destBlendRGB     = destRGB;
    mBlend.sourceBlendAlpha = sourceAlpha;
    mBlend.destBlendAlpha   = destAlpha;
    mDirtyBits.set(DIRTY_BIT_BLEND_FUNCS);
}

void State::setBlendColor(float red, float green, float blue, float alpha)
{
    mBlendColor.red   = red;
    mBlendColor.green = green;
    mBlendColor.blue  = blue;
    mBlendColor.alpha = alpha;
    mDirtyBits.set(DIRTY_BIT_BLEND_COLOR);
}

void State::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
{
    mBlend.blendEquationRGB   = rgbEquation;
    mBlend.blendEquationAlpha = alphaEquation;
    mDirtyBits.set(DIRTY_BIT_BLEND_EQUATIONS);
}

void State::setStencilTest(bool enabled)
{
    mDepthStencil.stencilTest = enabled;
    mDirtyBits.set(DIRTY_BIT_STENCIL_TEST_ENABLED);
}

void State::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
{
    mDepthStencil.stencilFunc = stencilFunc;
    mStencilRef               = gl::clamp(stencilRef, 0, std::numeric_limits<uint8_t>::max());
    mDepthStencil.stencilMask = stencilMask;
    mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_FRONT);
}

void State::setStencilBackParams(GLenum stencilBackFunc,
                                 GLint stencilBackRef,
                                 GLuint stencilBackMask)
{
    mDepthStencil.stencilBackFunc = stencilBackFunc;
    mStencilBackRef = gl::clamp(stencilBackRef, 0, std::numeric_limits<uint8_t>::max());
    mDepthStencil.stencilBackMask = stencilBackMask;
    mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_BACK);
}

void State::setStencilWritemask(GLuint stencilWritemask)
{
    mDepthStencil.stencilWritemask = stencilWritemask;
    mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_FRONT);
}

void State::setStencilBackWritemask(GLuint stencilBackWritemask)
{
    mDepthStencil.stencilBackWritemask = stencilBackWritemask;
    mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_BACK);
}

void State::setStencilOperations(GLenum stencilFail,
                                 GLenum stencilPassDepthFail,
                                 GLenum stencilPassDepthPass)
{
    mDepthStencil.stencilFail          = stencilFail;
    mDepthStencil.stencilPassDepthFail = stencilPassDepthFail;
    mDepthStencil.stencilPassDepthPass = stencilPassDepthPass;
    mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_FRONT);
}

void State::setStencilBackOperations(GLenum stencilBackFail,
                                     GLenum stencilBackPassDepthFail,
                                     GLenum stencilBackPassDepthPass)
{
    mDepthStencil.stencilBackFail          = stencilBackFail;
    mDepthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
    mDepthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
    mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_BACK);
}

void State::setPolygonOffsetFill(bool enabled)
{
    mRasterizer.polygonOffsetFill = enabled;
    mDirtyBits.set(DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED);
}

void State::setPolygonOffsetParams(GLfloat factor, GLfloat units)
{
    // An application can pass NaN values here, so handle this gracefully
    mRasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor;
    mRasterizer.polygonOffsetUnits  = units != units ? 0.0f : units;
    mDirtyBits.set(DIRTY_BIT_POLYGON_OFFSET);
}

void State::setSampleAlphaToCoverage(bool enabled)
{
    mBlend.sampleAlphaToCoverage = enabled;
    mDirtyBits.set(DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED);
}

void State::setSampleCoverage(bool enabled)
{
    mSampleCoverage = enabled;
    mDirtyBits.set(DIRTY_BIT_SAMPLE_COVERAGE_ENABLED);
}

void State::setSampleCoverageParams(GLclampf value, bool invert)
{
    mSampleCoverageValue  = value;
    mSampleCoverageInvert = invert;
    mDirtyBits.set(DIRTY_BIT_SAMPLE_COVERAGE);
}

void State::setSampleMaskEnabled(bool enabled)
{
    mSampleMask = enabled;
    mDirtyBits.set(DIRTY_BIT_SAMPLE_MASK_ENABLED);
}

void State::setSampleMaskParams(GLuint maskNumber, GLbitfield mask)
{
    ASSERT(maskNumber < mMaxSampleMaskWords);
    mSampleMaskValues[maskNumber] = mask;
    // TODO(jmadill): Use a child dirty bit if we ever use more than two words.
    mDirtyBits.set(DIRTY_BIT_SAMPLE_MASK);
}

void State::setSampleAlphaToOne(bool enabled)
{
    mSampleAlphaToOne = enabled;
    mDirtyBits.set(DIRTY_BIT_SAMPLE_ALPHA_TO_ONE);
}

void State::setMultisampling(bool enabled)
{
    mMultiSampling = enabled;
    mDirtyBits.set(DIRTY_BIT_MULTISAMPLING);
}

void State::setScissorTest(bool enabled)
{
    mScissorTest = enabled;
    mDirtyBits.set(DIRTY_BIT_SCISSOR_TEST_ENABLED);
}

void State::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
{
    mScissor.x      = x;
    mScissor.y      = y;
    mScissor.width  = width;
    mScissor.height = height;
    mDirtyBits.set(DIRTY_BIT_SCISSOR);
}

void State::setDither(bool enabled)
{
    mBlend.dither = enabled;
    mDirtyBits.set(DIRTY_BIT_DITHER_ENABLED);
}

void State::setPrimitiveRestart(bool enabled)
{
    mPrimitiveRestart = enabled;
    mDirtyBits.set(DIRTY_BIT_PRIMITIVE_RESTART_ENABLED);
}

void State::setEnableFeature(GLenum feature, bool enabled)
{
    switch (feature)
    {
        case GL_MULTISAMPLE_EXT:
            setMultisampling(enabled);
            break;
        case GL_SAMPLE_ALPHA_TO_ONE_EXT:
            setSampleAlphaToOne(enabled);
            break;
        case GL_CULL_FACE:
            setCullFace(enabled);
            break;
        case GL_POLYGON_OFFSET_FILL:
            setPolygonOffsetFill(enabled);
            break;
        case GL_SAMPLE_ALPHA_TO_COVERAGE:
            setSampleAlphaToCoverage(enabled);
            break;
        case GL_SAMPLE_COVERAGE:
            setSampleCoverage(enabled);
            break;
        case GL_SCISSOR_TEST:
            setScissorTest(enabled);
            break;
        case GL_STENCIL_TEST:
            setStencilTest(enabled);
            break;
        case GL_DEPTH_TEST:
            setDepthTest(enabled);
            break;
        case GL_BLEND:
            setBlend(enabled);
            break;
        case GL_DITHER:
            setDither(enabled);
            break;
        case GL_PRIMITIVE_RESTART_FIXED_INDEX:
            setPrimitiveRestart(enabled);
            break;
        case GL_RASTERIZER_DISCARD:
            setRasterizerDiscard(enabled);
            break;
        case GL_SAMPLE_MASK:
            setSampleMaskEnabled(enabled);
            break;
        case GL_DEBUG_OUTPUT_SYNCHRONOUS:
            mDebug.setOutputSynchronous(enabled);
            break;
        case GL_DEBUG_OUTPUT:
            mDebug.setOutputEnabled(enabled);
            break;
        case GL_FRAMEBUFFER_SRGB_EXT:
            setFramebufferSRGB(enabled);
            break;

        // GLES1 emulation
        case GL_ALPHA_TEST:
            mGLES1State.mAlphaTestEnabled = enabled;
            break;
        case GL_TEXTURE_2D:
            mGLES1State.mTexUnitEnables[mActiveSampler].set(TextureType::_2D, enabled);
            break;
        case GL_TEXTURE_CUBE_MAP:
            mGLES1State.mTexUnitEnables[mActiveSampler].set(TextureType::CubeMap, enabled);
            break;
        case GL_LIGHTING:
            mGLES1State.mLightingEnabled = enabled;
            break;
        case GL_LIGHT0:
        case GL_LIGHT1:
        case GL_LIGHT2:
        case GL_LIGHT3:
        case GL_LIGHT4:
        case GL_LIGHT5:
        case GL_LIGHT6:
        case GL_LIGHT7:
            mGLES1State.mLights[feature - GL_LIGHT0].enabled = enabled;
            break;
        case GL_NORMALIZE:
            mGLES1State.mNormalizeEnabled = enabled;
            break;
        case GL_RESCALE_NORMAL:
            mGLES1State.mRescaleNormalEnabled = enabled;
            break;
        case GL_COLOR_MATERIAL:
            mGLES1State.mColorMaterialEnabled = enabled;
            break;
        case GL_CLIP_PLANE0:
        case GL_CLIP_PLANE1:
        case GL_CLIP_PLANE2:
        case GL_CLIP_PLANE3:
        case GL_CLIP_PLANE4:
        case GL_CLIP_PLANE5:
            mGLES1State.mClipPlanes[feature - GL_CLIP_PLANE0].enabled = enabled;
            break;
        case GL_FOG:
            mGLES1State.mFogEnabled = enabled;
            break;
        case GL_POINT_SMOOTH:
            mGLES1State.mPointSmoothEnabled = enabled;
            break;
        case GL_LINE_SMOOTH:
            mGLES1State.mLineSmoothEnabled = enabled;
            break;
        case GL_POINT_SPRITE_OES:
            mGLES1State.mPointSpriteEnabled = enabled;
            break;
        case GL_COLOR_LOGIC_OP:
            mGLES1State.mLogicOpEnabled = enabled;
            break;
        default:
            UNREACHABLE();
    }
}

bool State::getEnableFeature(GLenum feature) const
{
    switch (feature)
    {
        case GL_MULTISAMPLE_EXT:
            return isMultisamplingEnabled();
        case GL_SAMPLE_ALPHA_TO_ONE_EXT:
            return isSampleAlphaToOneEnabled();
        case GL_CULL_FACE:
            return isCullFaceEnabled();
        case GL_POLYGON_OFFSET_FILL:
            return isPolygonOffsetFillEnabled();
        case GL_SAMPLE_ALPHA_TO_COVERAGE:
            return isSampleAlphaToCoverageEnabled();
        case GL_SAMPLE_COVERAGE:
            return isSampleCoverageEnabled();
        case GL_SCISSOR_TEST:
            return isScissorTestEnabled();
        case GL_STENCIL_TEST:
            return isStencilTestEnabled();
        case GL_DEPTH_TEST:
            return isDepthTestEnabled();
        case GL_BLEND:
            return isBlendEnabled();
        case GL_DITHER:
            return isDitherEnabled();
        case GL_PRIMITIVE_RESTART_FIXED_INDEX:
            return isPrimitiveRestartEnabled();
        case GL_RASTERIZER_DISCARD:
            return isRasterizerDiscardEnabled();
        case GL_SAMPLE_MASK:
            return isSampleMaskEnabled();
        case GL_DEBUG_OUTPUT_SYNCHRONOUS:
            return mDebug.isOutputSynchronous();
        case GL_DEBUG_OUTPUT:
            return mDebug.isOutputEnabled();
        case GL_BIND_GENERATES_RESOURCE_CHROMIUM:
            return isBindGeneratesResourceEnabled();
        case GL_CLIENT_ARRAYS_ANGLE:
            return areClientArraysEnabled();
        case GL_FRAMEBUFFER_SRGB_EXT:
            return getFramebufferSRGB();
        case GL_ROBUST_RESOURCE_INITIALIZATION_ANGLE:
            return mRobustResourceInit;
        case GL_PROGRAM_CACHE_ENABLED_ANGLE:
            return mProgramBinaryCacheEnabled;

        // GLES1 emulation
        case GL_ALPHA_TEST:
            return mGLES1State.mAlphaTestEnabled;
        case GL_VERTEX_ARRAY:
            return mGLES1State.mVertexArrayEnabled;
        case GL_NORMAL_ARRAY:
            return mGLES1State.mNormalArrayEnabled;
        case GL_COLOR_ARRAY:
            return mGLES1State.mColorArrayEnabled;
        case GL_POINT_SIZE_ARRAY_OES:
            return mGLES1State.mPointSizeArrayEnabled;
        case GL_TEXTURE_COORD_ARRAY:
            return mGLES1State.mTexCoordArrayEnabled[mGLES1State.mClientActiveTexture];
        case GL_TEXTURE_2D:
            return mGLES1State.mTexUnitEnables[mActiveSampler].test(TextureType::_2D);
        case GL_TEXTURE_CUBE_MAP:
            return mGLES1State.mTexUnitEnables[mActiveSampler].test(TextureType::CubeMap);
        case GL_LIGHTING:
            return mGLES1State.mLightingEnabled;
        case GL_LIGHT0:
        case GL_LIGHT1:
        case GL_LIGHT2:
        case GL_LIGHT3:
        case GL_LIGHT4:
        case GL_LIGHT5:
        case GL_LIGHT6:
        case GL_LIGHT7:
            return mGLES1State.mLights[feature - GL_LIGHT0].enabled;
        case GL_NORMALIZE:
            return mGLES1State.mNormalizeEnabled;
        case GL_RESCALE_NORMAL:
            return mGLES1State.mRescaleNormalEnabled;
        case GL_COLOR_MATERIAL:
            return mGLES1State.mColorMaterialEnabled;
        case GL_CLIP_PLANE0:
        case GL_CLIP_PLANE1:
        case GL_CLIP_PLANE2:
        case GL_CLIP_PLANE3:
        case GL_CLIP_PLANE4:
        case GL_CLIP_PLANE5:
            return mGLES1State.mClipPlanes[feature - GL_CLIP_PLANE0].enabled;
        case GL_FOG:
            return mGLES1State.mFogEnabled;
        case GL_POINT_SMOOTH:
            return mGLES1State.mPointSmoothEnabled;
        case GL_LINE_SMOOTH:
            return mGLES1State.mLineSmoothEnabled;
        case GL_POINT_SPRITE_OES:
            return mGLES1State.mPointSpriteEnabled;
        case GL_COLOR_LOGIC_OP:
            return mGLES1State.mLogicOpEnabled;
        default:
            UNREACHABLE();
            return false;
    }
}

void State::setLineWidth(GLfloat width)
{
    mLineWidth = width;
    mDirtyBits.set(DIRTY_BIT_LINE_WIDTH);
}

void State::setGenerateMipmapHint(GLenum hint)
{
    mGenerateMipmapHint = hint;
    mDirtyBits.set(DIRTY_BIT_GENERATE_MIPMAP_HINT);
}

void State::setFragmentShaderDerivativeHint(GLenum hint)
{
    mFragmentShaderDerivativeHint = hint;
    mDirtyBits.set(DIRTY_BIT_SHADER_DERIVATIVE_HINT);
    // TODO: Propagate the hint to shader translator so we can write
    // ddx, ddx_coarse, or ddx_fine depending on the hint.
    // Ignore for now. It is valid for implementations to ignore hint.
}

void State::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
{
    mViewport.x      = x;
    mViewport.y      = y;
    mViewport.width  = width;
    mViewport.height = height;
    mDirtyBits.set(DIRTY_BIT_VIEWPORT);
}

void State::setActiveSampler(unsigned int active)
{
    mActiveSampler = active;
}

void State::setSamplerTexture(const Context *context, TextureType type, Texture *texture)
{
    mSamplerTextures[type][mActiveSampler].set(context, texture);

    if (mProgram && mProgram->getActiveSamplersMask()[mActiveSampler] &&
        mProgram->getActiveSamplerTypes()[mActiveSampler] == type)
    {
        updateActiveTexture(context, mActiveSampler, texture);
    }

    mDirtyBits.set(DIRTY_BIT_TEXTURE_BINDINGS);
}

Texture *State::getTargetTexture(TextureType type) const
{
    return getSamplerTexture(static_cast<unsigned int>(mActiveSampler), type);
}

GLuint State::getSamplerTextureId(unsigned int sampler, TextureType type) const
{
    ASSERT(sampler < mSamplerTextures[type].size());
    return mSamplerTextures[type][sampler].id();
}

void State::detachTexture(const Context *context, const TextureMap &zeroTextures, GLuint texture)
{
    // Textures have a detach method on State rather than a simple
    // removeBinding, because the zero/null texture objects are managed
    // separately, and don't have to go through the Context's maps or
    // the ResourceManager.

    // [OpenGL ES 2.0.24] section 3.8 page 84:
    // If a texture object is deleted, it is as if all texture units which are bound to that texture
    // object are rebound to texture object zero

    for (TextureType type : angle::AllEnums<TextureType>())
    {
        TextureBindingVector &textureVector = mSamplerTextures[type];

        for (size_t bindingIndex = 0; bindingIndex < textureVector.size(); ++bindingIndex)
        {
            BindingPointer<Texture> &binding = textureVector[bindingIndex];
            if (binding.id() == texture)
            {
                // Zero textures are the "default" textures instead of NULL
                Texture *zeroTexture = zeroTextures[type].get();
                ASSERT(zeroTexture != nullptr);
                if (mCompleteTextureBindings[bindingIndex].getSubject() == binding.get())
                {
                    updateActiveTexture(context, bindingIndex, zeroTexture);
                }
                binding.set(context, zeroTexture);
            }
        }
    }

    for (auto &bindingImageUnit : mImageUnits)
    {
        if (bindingImageUnit.texture.id() == texture)
        {
            bindingImageUnit.texture.set(context, nullptr);
            bindingImageUnit.level   = 0;
            bindingImageUnit.layered = false;
            bindingImageUnit.layer   = 0;
            bindingImageUnit.access  = GL_READ_ONLY;
            bindingImageUnit.format  = GL_R32UI;
            break;
        }
    }

    // [OpenGL ES 2.0.24] section 4.4 page 112:
    // If a texture object is deleted while its image is attached to the currently bound
    // framebuffer, then it is as if Texture2DAttachment had been called, with a texture of 0, for
    // each attachment point to which this image was attached in the currently bound framebuffer.

    if (mReadFramebuffer && mReadFramebuffer->detachTexture(context, texture))
    {
        mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
    }

    if (mDrawFramebuffer && mDrawFramebuffer->detachTexture(context, texture))
    {
        setDrawFramebufferDirty();
    }
}

void State::initializeZeroTextures(const Context *context, const TextureMap &zeroTextures)
{
    for (TextureType type : angle::AllEnums<TextureType>())
    {
        for (size_t textureUnit = 0; textureUnit < mSamplerTextures[type].size(); ++textureUnit)
        {
            mSamplerTextures[type][textureUnit].set(context, zeroTextures[type].get());
        }
    }
}

void State::setSamplerBinding(const Context *context, GLuint textureUnit, Sampler *sampler)
{
    mSamplers[textureUnit].set(context, sampler);
    mDirtyBits.set(DIRTY_BIT_SAMPLER_BINDINGS);
    // This is overly conservative as it assumes the sampler has never been bound.
    setSamplerDirty(textureUnit);
    onActiveTextureChange(context, textureUnit);
    onActiveTextureStateChange(context, textureUnit);
}

void State::detachSampler(const Context *context, GLuint sampler)
{
    // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
    // If a sampler object that is currently bound to one or more texture units is
    // deleted, it is as though BindSampler is called once for each texture unit to
    // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
    for (size_t i = 0; i < mSamplers.size(); i++)
    {
        if (mSamplers[i].id() == sampler)
        {
            setSamplerBinding(context, static_cast<GLuint>(i), nullptr);
        }
    }
}

void State::setRenderbufferBinding(const Context *context, Renderbuffer *renderbuffer)
{
    mRenderbuffer.set(context, renderbuffer);
    mDirtyBits.set(DIRTY_BIT_RENDERBUFFER_BINDING);
}

void State::detachRenderbuffer(const Context *context, GLuint renderbuffer)
{
    // [OpenGL ES 2.0.24] section 4.4 page 109:
    // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though
    // BindRenderbuffer had been executed with the target RENDERBUFFER and name of zero.

    if (mRenderbuffer.id() == renderbuffer)
    {
        setRenderbufferBinding(context, nullptr);
    }

    // [OpenGL ES 2.0.24] section 4.4 page 111:
    // If a renderbuffer object is deleted while its image is attached to the currently bound
    // framebuffer, then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of
    // 0, for each attachment point to which this image was attached in the currently bound
    // framebuffer.

    Framebuffer *readFramebuffer = mReadFramebuffer;
    Framebuffer *drawFramebuffer = mDrawFramebuffer;

    if (readFramebuffer && readFramebuffer->detachRenderbuffer(context, renderbuffer))
    {
        mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
    }

    if (drawFramebuffer && drawFramebuffer != readFramebuffer)
    {
        if (drawFramebuffer->detachRenderbuffer(context, renderbuffer))
        {
            setDrawFramebufferDirty();
        }
    }
}

void State::setReadFramebufferBinding(Framebuffer *framebuffer)
{
    if (mReadFramebuffer == framebuffer)
        return;

    mReadFramebuffer = framebuffer;
    mDirtyBits.set(DIRTY_BIT_READ_FRAMEBUFFER_BINDING);

    if (mReadFramebuffer && mReadFramebuffer->hasAnyDirtyBit())
    {
        mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
    }
}

void State::setDrawFramebufferBinding(Framebuffer *framebuffer)
{
    if (mDrawFramebuffer == framebuffer)
        return;

    mDrawFramebuffer = framebuffer;
    mDirtyBits.set(DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING);

    if (mDrawFramebuffer)
    {
        if (mDrawFramebuffer->hasAnyDirtyBit())
        {
            mDirtyObjects.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER);
        }

        if (mRobustResourceInit && mDrawFramebuffer->hasResourceThatNeedsInit())
        {
            mDirtyObjects.set(DIRTY_OBJECT_DRAW_ATTACHMENTS);
        }
    }
}

Framebuffer *State::getTargetFramebuffer(GLenum target) const
{
    switch (target)
    {
        case GL_READ_FRAMEBUFFER_ANGLE:
            return mReadFramebuffer;
        case GL_DRAW_FRAMEBUFFER_ANGLE:
        case GL_FRAMEBUFFER:
            return mDrawFramebuffer;
        default:
            UNREACHABLE();
            return nullptr;
    }
}

bool State::removeReadFramebufferBinding(GLuint framebuffer)
{
    if (mReadFramebuffer != nullptr && mReadFramebuffer->id() == framebuffer)
    {
        setReadFramebufferBinding(nullptr);
        return true;
    }

    return false;
}

bool State::removeDrawFramebufferBinding(GLuint framebuffer)
{
    if (mReadFramebuffer != nullptr && mDrawFramebuffer->id() == framebuffer)
    {
        setDrawFramebufferBinding(nullptr);
        return true;
    }

    return false;
}

void State::setVertexArrayBinding(const Context *context, VertexArray *vertexArray)
{
    if (mVertexArray == vertexArray)
        return;
    if (mVertexArray)
        mVertexArray->onBindingChanged(context, -1);
    mVertexArray = vertexArray;
    if (vertexArray)
        vertexArray->onBindingChanged(context, 1);
    mDirtyBits.set(DIRTY_BIT_VERTEX_ARRAY_BINDING);

    if (mVertexArray && mVertexArray->hasAnyDirtyBit())
    {
        mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
    }
}

bool State::removeVertexArrayBinding(const Context *context, GLuint vertexArray)
{
    if (mVertexArray && mVertexArray->id() == vertexArray)
    {
        mVertexArray->onBindingChanged(context, -1);
        mVertexArray = nullptr;
        mDirtyBits.set(DIRTY_BIT_VERTEX_ARRAY_BINDING);
        mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
        return true;
    }

    return false;
}

GLuint State::getVertexArrayId() const
{
    ASSERT(mVertexArray != nullptr);
    return mVertexArray->id();
}

void State::bindVertexBuffer(const Context *context,
                             GLuint bindingIndex,
                             Buffer *boundBuffer,
                             GLintptr offset,
                             GLsizei stride)
{
    getVertexArray()->bindVertexBuffer(context, bindingIndex, boundBuffer, offset, stride);
    mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
}

void State::setVertexAttribFormat(GLuint attribIndex,
                                  GLint size,
                                  VertexAttribType type,
                                  bool normalized,
                                  bool pureInteger,
                                  GLuint relativeOffset)
{
    getVertexArray()->setVertexAttribFormat(attribIndex, size, type, normalized, pureInteger,
                                            relativeOffset);
    mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
}

void State::setVertexBindingDivisor(GLuint bindingIndex, GLuint divisor)
{
    getVertexArray()->setVertexBindingDivisor(bindingIndex, divisor);
    mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
}

angle::Result State::setProgram(const Context *context, Program *newProgram)
{
    if (mProgram != newProgram)
    {
        if (mProgram)
        {
            unsetActiveTextures(mProgram->getActiveSamplersMask());
            mProgram->release(context);
        }

        mProgram = newProgram;

        if (mProgram)
        {
            newProgram->addRef();
            ANGLE_TRY(onProgramExecutableChange(context, newProgram));
        }

        // Note that rendering is undefined if glUseProgram(0) is called. But ANGLE will generate
        // an error if the app tries to draw in this case.

        mDirtyBits.set(DIRTY_BIT_PROGRAM_BINDING);
    }

    return angle::Result::Continue;
}

void State::setTransformFeedbackBinding(const Context *context,
                                        TransformFeedback *transformFeedback)
{
    if (transformFeedback == mTransformFeedback.get())
        return;
    if (mTransformFeedback.get())
        mTransformFeedback->onBindingChanged(context, false);
    mTransformFeedback.set(context, transformFeedback);
    if (mTransformFeedback.get())
        mTransformFeedback->onBindingChanged(context, true);
    mDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING);
}

bool State::removeTransformFeedbackBinding(const Context *context, GLuint transformFeedback)
{
    if (mTransformFeedback.id() == transformFeedback)
    {
        if (mTransformFeedback.get())
            mTransformFeedback->onBindingChanged(context, false);
        mTransformFeedback.set(context, nullptr);
        return true;
    }

    return false;
}

void State::setProgramPipelineBinding(const Context *context, ProgramPipeline *pipeline)
{
    mProgramPipeline.set(context, pipeline);
}

void State::detachProgramPipeline(const Context *context, GLuint pipeline)
{
    mProgramPipeline.set(context, nullptr);
}

bool State::isQueryActive(QueryType type) const
{
    const Query *query = mActiveQueries[type].get();
    if (query != nullptr)
    {
        return true;
    }

    QueryType alternativeType;
    if (GetAlternativeQueryType(type, &alternativeType))
    {
        query = mActiveQueries[alternativeType].get();
        return query != nullptr;
    }

    return false;
}

bool State::isQueryActive(Query *query) const
{
    for (auto &queryPointer : mActiveQueries)
    {
        if (queryPointer.get() == query)
        {
            return true;
        }
    }

    return false;
}

void State::setActiveQuery(const Context *context, QueryType type, Query *query)
{
    mActiveQueries[type].set(context, query);
}

GLuint State::getActiveQueryId(QueryType type) const
{
    const Query *query = getActiveQuery(type);
    return (query ? query->id() : 0u);
}

Query *State::getActiveQuery(QueryType type) const
{
    return mActiveQueries[type].get();
}

angle::Result State::setIndexedBufferBinding(const Context *context,
                                             BufferBinding target,
                                             GLuint index,
                                             Buffer *buffer,
                                             GLintptr offset,
                                             GLsizeiptr size)
{
    setBufferBinding(context, target, buffer);

    switch (target)
    {
        case BufferBinding::TransformFeedback:
            ANGLE_TRY(mTransformFeedback->bindIndexedBuffer(context, index, buffer, offset, size));
            setBufferBinding(context, target, buffer);
            break;
        case BufferBinding::Uniform:
            UpdateIndexedBufferBinding(context, &mUniformBuffers[index], buffer, target, offset,
                                       size);
            break;
        case BufferBinding::AtomicCounter:
            UpdateIndexedBufferBinding(context, &mAtomicCounterBuffers[index], buffer, target,
                                       offset, size);
            break;
        case BufferBinding::ShaderStorage:
            UpdateIndexedBufferBinding(context, &mShaderStorageBuffers[index], buffer, target,
                                       offset, size);
            break;
        default:
            UNREACHABLE();
            break;
    }

    return angle::Result::Continue;
}

const OffsetBindingPointer<Buffer> &State::getIndexedUniformBuffer(size_t index) const
{
    ASSERT(static_cast<size_t>(index) < mUniformBuffers.size());
    return mUniformBuffers[index];
}

const OffsetBindingPointer<Buffer> &State::getIndexedAtomicCounterBuffer(size_t index) const
{
    ASSERT(static_cast<size_t>(index) < mAtomicCounterBuffers.size());
    return mAtomicCounterBuffers[index];
}

const OffsetBindingPointer<Buffer> &State::getIndexedShaderStorageBuffer(size_t index) const
{
    ASSERT(static_cast<size_t>(index) < mShaderStorageBuffers.size());
    return mShaderStorageBuffers[index];
}

angle::Result State::detachBuffer(Context *context, const Buffer *buffer)
{
    if (!buffer->isBound())
    {
        return angle::Result::Continue;
    }
    GLuint bufferName = buffer->id();
    for (auto target : angle::AllEnums<BufferBinding>())
    {
        if (mBoundBuffers[target].id() == bufferName)
        {
            UpdateBufferBinding(context, &mBoundBuffers[target], nullptr, target);
        }
    }

    TransformFeedback *curTransformFeedback = getCurrentTransformFeedback();
    if (curTransformFeedback)
    {
        ANGLE_TRY(curTransformFeedback->detachBuffer(context, bufferName));
    }

    if (getVertexArray()->detachBuffer(context, bufferName))
    {
        mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
        context->getStateCache().onVertexArrayStateChange(context);
    }

    for (auto &buf : mUniformBuffers)
    {
        if (buf.id() == bufferName)
        {
            UpdateIndexedBufferBinding(context, &buf, nullptr, BufferBinding::Uniform, 0, 0);
        }
    }

    for (auto &buf : mAtomicCounterBuffers)
    {
        if (buf.id() == bufferName)
        {
            UpdateIndexedBufferBinding(context, &buf, nullptr, BufferBinding::AtomicCounter, 0, 0);
        }
    }

    for (auto &buf : mShaderStorageBuffers)
    {
        if (buf.id() == bufferName)
        {
            UpdateIndexedBufferBinding(context, &buf, nullptr, BufferBinding::ShaderStorage, 0, 0);
        }
    }

    return angle::Result::Continue;
}

void State::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
{
    getVertexArray()->enableAttribute(attribNum, enabled);
    mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
}

void State::setVertexAttribf(GLuint index, const GLfloat values[4])
{
    ASSERT(static_cast<size_t>(index) < mVertexAttribCurrentValues.size());
    mVertexAttribCurrentValues[index].setFloatValues(values);
    mDirtyBits.set(DIRTY_BIT_CURRENT_VALUES);
    mDirtyCurrentValues.set(index);
    SetComponentTypeMask(ComponentType::Float, index, &mCurrentValuesTypeMask);
}

void State::setVertexAttribu(GLuint index, const GLuint values[4])
{
    ASSERT(static_cast<size_t>(index) < mVertexAttribCurrentValues.size());
    mVertexAttribCurrentValues[index].setUnsignedIntValues(values);
    mDirtyBits.set(DIRTY_BIT_CURRENT_VALUES);
    mDirtyCurrentValues.set(index);
    SetComponentTypeMask(ComponentType::UnsignedInt, index, &mCurrentValuesTypeMask);
}

void State::setVertexAttribi(GLuint index, const GLint values[4])
{
    ASSERT(static_cast<size_t>(index) < mVertexAttribCurrentValues.size());
    mVertexAttribCurrentValues[index].setIntValues(values);
    mDirtyBits.set(DIRTY_BIT_CURRENT_VALUES);
    mDirtyCurrentValues.set(index);
    SetComponentTypeMask(ComponentType::Int, index, &mCurrentValuesTypeMask);
}

void State::setVertexAttribDivisor(const Context *context, GLuint index, GLuint divisor)
{
    getVertexArray()->setVertexAttribDivisor(context, index, divisor);
    mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
}

const void *State::getVertexAttribPointer(unsigned int attribNum) const
{
    return getVertexArray()->getVertexAttribute(attribNum).pointer;
}

void State::setPackAlignment(GLint alignment)
{
    mPack.alignment = alignment;
    mDirtyBits.set(DIRTY_BIT_PACK_STATE);
}

void State::setPackReverseRowOrder(bool reverseRowOrder)
{
    mPack.reverseRowOrder = reverseRowOrder;
    mDirtyBits.set(DIRTY_BIT_PACK_STATE);
}

void State::setPackRowLength(GLint rowLength)
{
    mPack.rowLength = rowLength;
    mDirtyBits.set(DIRTY_BIT_PACK_STATE);
}

void State::setPackSkipRows(GLint skipRows)
{
    mPack.skipRows = skipRows;
    mDirtyBits.set(DIRTY_BIT_PACK_STATE);
}

void State::setPackSkipPixels(GLint skipPixels)
{
    mPack.skipPixels = skipPixels;
    mDirtyBits.set(DIRTY_BIT_PACK_STATE);
}

void State::setUnpackAlignment(GLint alignment)
{
    mUnpack.alignment = alignment;
    mDirtyBits.set(DIRTY_BIT_UNPACK_STATE);
}

void State::setUnpackRowLength(GLint rowLength)
{
    mUnpack.rowLength = rowLength;
    mDirtyBits.set(DIRTY_BIT_UNPACK_STATE);
}

void State::setUnpackImageHeight(GLint imageHeight)
{
    mUnpack.imageHeight = imageHeight;
    mDirtyBits.set(DIRTY_BIT_UNPACK_STATE);
}

void State::setUnpackSkipImages(GLint skipImages)
{
    mUnpack.skipImages = skipImages;
    mDirtyBits.set(DIRTY_BIT_UNPACK_STATE);
}

void State::setUnpackSkipRows(GLint skipRows)
{
    mUnpack.skipRows = skipRows;
    mDirtyBits.set(DIRTY_BIT_UNPACK_STATE);
}

void State::setUnpackSkipPixels(GLint skipPixels)
{
    mUnpack.skipPixels = skipPixels;
    mDirtyBits.set(DIRTY_BIT_UNPACK_STATE);
}

void State::setCoverageModulation(GLenum components)
{
    mCoverageModulation = components;
    mDirtyBits.set(DIRTY_BIT_COVERAGE_MODULATION);
}

void State::loadPathRenderingMatrix(GLenum matrixMode, const GLfloat *matrix)
{
    if (matrixMode == GL_PATH_MODELVIEW_CHROMIUM)
    {
        memcpy(mPathMatrixMV, matrix, 16 * sizeof(GLfloat));
        mDirtyBits.set(DIRTY_BIT_PATH_RENDERING);
    }
    else if (matrixMode == GL_PATH_PROJECTION_CHROMIUM)
    {
        memcpy(mPathMatrixProj, matrix, 16 * sizeof(GLfloat));
        mDirtyBits.set(DIRTY_BIT_PATH_RENDERING);
    }
    else
    {
        UNREACHABLE();
    }
}

const GLfloat *State::getPathRenderingMatrix(GLenum which) const
{
    if (which == GL_PATH_MODELVIEW_MATRIX_CHROMIUM)
    {
        return mPathMatrixMV;
    }
    else if (which == GL_PATH_PROJECTION_MATRIX_CHROMIUM)
    {
        return mPathMatrixProj;
    }

    UNREACHABLE();
    return nullptr;
}

void State::setPathStencilFunc(GLenum func, GLint ref, GLuint mask)
{
    mPathStencilFunc = func;
    mPathStencilRef  = ref;
    mPathStencilMask = mask;
    mDirtyBits.set(DIRTY_BIT_PATH_RENDERING);
}

void State::setFramebufferSRGB(bool sRGB)
{
    mFramebufferSRGB = sRGB;
    mDirtyBits.set(DIRTY_BIT_FRAMEBUFFER_SRGB);
}

void State::setMaxShaderCompilerThreads(GLuint count)
{
    mMaxShaderCompilerThreads = count;
}

void State::getBooleanv(GLenum pname, GLboolean *params)
{
    switch (pname)
    {
        case GL_SAMPLE_COVERAGE_INVERT:
            *params = mSampleCoverageInvert;
            break;
        case GL_DEPTH_WRITEMASK:
            *params = mDepthStencil.depthMask;
            break;
        case GL_COLOR_WRITEMASK:
            params[0] = mBlend.colorMaskRed;
            params[1] = mBlend.colorMaskGreen;
            params[2] = mBlend.colorMaskBlue;
            params[3] = mBlend.colorMaskAlpha;
            break;
        case GL_CULL_FACE:
            *params = mRasterizer.cullFace;
            break;
        case GL_POLYGON_OFFSET_FILL:
            *params = mRasterizer.polygonOffsetFill;
            break;
        case GL_SAMPLE_ALPHA_TO_COVERAGE:
            *params = mBlend.sampleAlphaToCoverage;
            break;
        case GL_SAMPLE_COVERAGE:
            *params = mSampleCoverage;
            break;
        case GL_SAMPLE_MASK:
            *params = mSampleMask;
            break;
        case GL_SCISSOR_TEST:
            *params = mScissorTest;
            break;
        case GL_STENCIL_TEST:
            *params = mDepthStencil.stencilTest;
            break;
        case GL_DEPTH_TEST:
            *params = mDepthStencil.depthTest;
            break;
        case GL_BLEND:
            *params = mBlend.blend;
            break;
        case GL_DITHER:
            *params = mBlend.dither;
            break;
        case GL_TRANSFORM_FEEDBACK_ACTIVE:
            *params = getCurrentTransformFeedback()->isActive() ? GL_TRUE : GL_FALSE;
            break;
        case GL_TRANSFORM_FEEDBACK_PAUSED:
            *params = getCurrentTransformFeedback()->isPaused() ? GL_TRUE : GL_FALSE;
            break;
        case GL_PRIMITIVE_RESTART_FIXED_INDEX:
            *params = mPrimitiveRestart;
            break;
        case GL_RASTERIZER_DISCARD:
            *params = isRasterizerDiscardEnabled() ? GL_TRUE : GL_FALSE;
            break;
        case GL_DEBUG_OUTPUT_SYNCHRONOUS:
            *params = mDebug.isOutputSynchronous() ? GL_TRUE : GL_FALSE;
            break;
        case GL_DEBUG_OUTPUT:
            *params = mDebug.isOutputEnabled() ? GL_TRUE : GL_FALSE;
            break;
        case GL_MULTISAMPLE_EXT:
            *params = mMultiSampling;
            break;
        case GL_SAMPLE_ALPHA_TO_ONE_EXT:
            *params = mSampleAlphaToOne;
            break;
        case GL_BIND_GENERATES_RESOURCE_CHROMIUM:
            *params = isBindGeneratesResourceEnabled() ? GL_TRUE : GL_FALSE;
            break;
        case GL_CLIENT_ARRAYS_ANGLE:
            *params = areClientArraysEnabled() ? GL_TRUE : GL_FALSE;
            break;
        case GL_FRAMEBUFFER_SRGB_EXT:
            *params = getFramebufferSRGB() ? GL_TRUE : GL_FALSE;
            break;
        case GL_ROBUST_RESOURCE_INITIALIZATION_ANGLE:
            *params = mRobustResourceInit ? GL_TRUE : GL_FALSE;
            break;
        case GL_PROGRAM_CACHE_ENABLED_ANGLE:
            *params = mProgramBinaryCacheEnabled ? GL_TRUE : GL_FALSE;
            break;
        case GL_LIGHT_MODEL_TWO_SIDE:
            *params = IsLightModelTwoSided(&mGLES1State);
            break;

        default:
            UNREACHABLE();
            break;
    }
}

void State::getFloatv(GLenum pname, GLfloat *params)
{
    // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
    // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
    // GetIntegerv as its native query function. As it would require conversion in any
    // case, this should make no difference to the calling application.
    switch (pname)
    {
        case GL_LINE_WIDTH:
            *params = mLineWidth;
            break;
        case GL_SAMPLE_COVERAGE_VALUE:
            *params = mSampleCoverageValue;
            break;
        case GL_DEPTH_CLEAR_VALUE:
            *params = mDepthClearValue;
            break;
        case GL_POLYGON_OFFSET_FACTOR:
            *params = mRasterizer.polygonOffsetFactor;
            break;
        case GL_POLYGON_OFFSET_UNITS:
            *params = mRasterizer.polygonOffsetUnits;
            break;
        case GL_DEPTH_RANGE:
            params[0] = mNearZ;
            params[1] = mFarZ;
            break;
        case GL_COLOR_CLEAR_VALUE:
            params[0] = mColorClearValue.red;
            params[1] = mColorClearValue.green;
            params[2] = mColorClearValue.blue;
            params[3] = mColorClearValue.alpha;
            break;
        case GL_BLEND_COLOR:
            params[0] = mBlendColor.red;
            params[1] = mBlendColor.green;
            params[2] = mBlendColor.blue;
            params[3] = mBlendColor.alpha;
            break;
        case GL_MULTISAMPLE_EXT:
            *params = static_cast<GLfloat>(mMultiSampling);
            break;
        case GL_SAMPLE_ALPHA_TO_ONE_EXT:
            *params = static_cast<GLfloat>(mSampleAlphaToOne);
            break;
        case GL_COVERAGE_MODULATION_CHROMIUM:
            params[0] = static_cast<GLfloat>(mCoverageModulation);
            break;
        case GL_ALPHA_TEST_REF:
            *params = mGLES1State.mAlphaTestRef;
            break;
        case GL_CURRENT_COLOR:
        {
            const auto &color = mGLES1State.mCurrentColor;
            params[0]         = color.red;
            params[1]         = color.green;
            params[2]         = color.blue;
            params[3]         = color.alpha;
            break;
        }
        case GL_CURRENT_NORMAL:
        {
            const auto &normal = mGLES1State.mCurrentNormal;
            params[0]          = normal[0];
            params[1]          = normal[1];
            params[2]          = normal[2];
            break;
        }
        case GL_CURRENT_TEXTURE_COORDS:
        {
            const auto &texcoord = mGLES1State.mCurrentTextureCoords[mActiveSampler];
            params[0]            = texcoord.s;
            params[1]            = texcoord.t;
            params[2]            = texcoord.r;
            params[3]            = texcoord.q;
            break;
        }
        case GL_MODELVIEW_MATRIX:
            memcpy(params, mGLES1State.mModelviewMatrices.back().data(), 16 * sizeof(GLfloat));
            break;
        case GL_PROJECTION_MATRIX:
            memcpy(params, mGLES1State.mProjectionMatrices.back().data(), 16 * sizeof(GLfloat));
            break;
        case GL_TEXTURE_MATRIX:
            memcpy(params, mGLES1State.mTextureMatrices[mActiveSampler].back().data(),
                   16 * sizeof(GLfloat));
            break;
        case GL_LIGHT_MODEL_AMBIENT:
            GetLightModelParameters(&mGLES1State, pname, params);
            break;
        case GL_FOG_MODE:
        case GL_FOG_DENSITY:
        case GL_FOG_START:
        case GL_FOG_END:
        case GL_FOG_COLOR:
            GetFogParameters(&mGLES1State, pname, params);
            break;
        case GL_POINT_SIZE:
            GetPointSize(&mGLES1State, params);
            break;
        case GL_POINT_SIZE_MIN:
        case GL_POINT_SIZE_MAX:
        case GL_POINT_FADE_THRESHOLD_SIZE:
        case GL_POINT_DISTANCE_ATTENUATION:
            GetPointParameter(&mGLES1State, FromGLenum<PointParameter>(pname), params);
            break;
        default:
            UNREACHABLE();
            break;
    }
}

angle::Result State::getIntegerv(const Context *context, GLenum pname, GLint *params)
{
    if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
    {
        size_t drawBuffer = (pname - GL_DRAW_BUFFER0_EXT);
        ASSERT(drawBuffer < mMaxDrawBuffers);
        Framebuffer *framebuffer = mDrawFramebuffer;
        // The default framebuffer may have fewer draw buffer states than a user-created one. The
        // user is always allowed to query up to GL_MAX_DRAWBUFFERS so just return GL_NONE here if
        // the draw buffer is out of range for this framebuffer.
        *params = drawBuffer < framebuffer->getDrawbufferStateCount()
                      ? framebuffer->getDrawBufferState(drawBuffer)
                      : GL_NONE;
        return angle::Result::Continue;
    }

    // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
    // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
    // GetIntegerv as its native query function. As it would require conversion in any
    // case, this should make no difference to the calling application. You may find it in
    // State::getFloatv.
    switch (pname)
    {
        case GL_ARRAY_BUFFER_BINDING:
            *params = mBoundBuffers[BufferBinding::Array].id();
            break;
        case GL_DRAW_INDIRECT_BUFFER_BINDING:
            *params = mBoundBuffers[BufferBinding::DrawIndirect].id();
            break;
        case GL_ELEMENT_ARRAY_BUFFER_BINDING:
        {
            Buffer *elementArrayBuffer = getVertexArray()->getElementArrayBuffer();
            *params                    = elementArrayBuffer ? elementArrayBuffer->id() : 0;
            break;
        }
        case GL_DRAW_FRAMEBUFFER_BINDING:
            static_assert(GL_DRAW_FRAMEBUFFER_BINDING == GL_DRAW_FRAMEBUFFER_BINDING_ANGLE,
                          "Enum mismatch");
            *params = mDrawFramebuffer->id();
            break;
        case GL_READ_FRAMEBUFFER_BINDING:
            static_assert(GL_READ_FRAMEBUFFER_BINDING == GL_READ_FRAMEBUFFER_BINDING_ANGLE,
                          "Enum mismatch");
            *params = mReadFramebuffer->id();
            break;
        case GL_RENDERBUFFER_BINDING:
            *params = mRenderbuffer.id();
            break;
        case GL_VERTEX_ARRAY_BINDING:
            *params = mVertexArray->id();
            break;
        case GL_CURRENT_PROGRAM:
            *params = mProgram ? mProgram->id() : 0;
            break;
        case GL_PACK_ALIGNMENT:
            *params = mPack.alignment;
            break;
        case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
            *params = mPack.reverseRowOrder;
            break;
        case GL_PACK_ROW_LENGTH:
            *params = mPack.rowLength;
            break;
        case GL_PACK_SKIP_ROWS:
            *params = mPack.skipRows;
            break;
        case GL_PACK_SKIP_PIXELS:
            *params = mPack.skipPixels;
            break;
        case GL_UNPACK_ALIGNMENT:
            *params = mUnpack.alignment;
            break;
        case GL_UNPACK_ROW_LENGTH:
            *params = mUnpack.rowLength;
            break;
        case GL_UNPACK_IMAGE_HEIGHT:
            *params = mUnpack.imageHeight;
            break;
        case GL_UNPACK_SKIP_IMAGES:
            *params = mUnpack.skipImages;
            break;
        case GL_UNPACK_SKIP_ROWS:
            *params = mUnpack.skipRows;
            break;
        case GL_UNPACK_SKIP_PIXELS:
            *params = mUnpack.skipPixels;
            break;
        case GL_GENERATE_MIPMAP_HINT:
            *params = mGenerateMipmapHint;
            break;
        case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
            *params = mFragmentShaderDerivativeHint;
            break;
        case GL_ACTIVE_TEXTURE:
            *params = (static_cast<GLint>(mActiveSampler) + GL_TEXTURE0);
            break;
        case GL_STENCIL_FUNC:
            *params = mDepthStencil.stencilFunc;
            break;
        case GL_STENCIL_REF:
            *params = mStencilRef;
            break;
        case GL_STENCIL_VALUE_MASK:
            *params = CastMaskValue(context, mDepthStencil.stencilMask);
            break;
        case GL_STENCIL_BACK_FUNC:
            *params = mDepthStencil.stencilBackFunc;
            break;
        case GL_STENCIL_BACK_REF:
            *params = mStencilBackRef;
            break;
        case GL_STENCIL_BACK_VALUE_MASK:
            *params = CastMaskValue(context, mDepthStencil.stencilBackMask);
            break;
        case GL_STENCIL_FAIL:
            *params = mDepthStencil.stencilFail;
            break;
        case GL_STENCIL_PASS_DEPTH_FAIL:
            *params = mDepthStencil.stencilPassDepthFail;
            break;
        case GL_STENCIL_PASS_DEPTH_PASS:
            *params = mDepthStencil.stencilPassDepthPass;
            break;
        case GL_STENCIL_BACK_FAIL:
            *params = mDepthStencil.stencilBackFail;
            break;
        case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
            *params = mDepthStencil.stencilBackPassDepthFail;
            break;
        case GL_STENCIL_BACK_PASS_DEPTH_PASS:
            *params = mDepthStencil.stencilBackPassDepthPass;
            break;
        case GL_DEPTH_FUNC:
            *params = mDepthStencil.depthFunc;
            break;
        case GL_BLEND_SRC_RGB:
            *params = mBlend.sourceBlendRGB;
            break;
        case GL_BLEND_SRC_ALPHA:
            *params = mBlend.sourceBlendAlpha;
            break;
        case GL_BLEND_DST_RGB:
            *params = mBlend.destBlendRGB;
            break;
        case GL_BLEND_DST_ALPHA:
            *params = mBlend.destBlendAlpha;
            break;
        case GL_BLEND_EQUATION_RGB:
            *params = mBlend.blendEquationRGB;
            break;
        case GL_BLEND_EQUATION_ALPHA:
            *params = mBlend.blendEquationAlpha;
            break;
        case GL_STENCIL_WRITEMASK:
            *params = CastMaskValue(context, mDepthStencil.stencilWritemask);
            break;
        case GL_STENCIL_BACK_WRITEMASK:
            *params = CastMaskValue(context, mDepthStencil.stencilBackWritemask);
            break;
        case GL_STENCIL_CLEAR_VALUE:
            *params = mStencilClearValue;
            break;
        case GL_IMPLEMENTATION_COLOR_READ_TYPE:
            ANGLE_TRY(mReadFramebuffer->getImplementationColorReadType(
                context, reinterpret_cast<GLenum *>(params)));
            break;
        case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
            ANGLE_TRY(mReadFramebuffer->getImplementationColorReadFormat(
                context, reinterpret_cast<GLenum *>(params)));
            break;
        case GL_SAMPLE_BUFFERS:
        case GL_SAMPLES:
        {
            Framebuffer *framebuffer = mDrawFramebuffer;
            if (framebuffer->isComplete(context))
            {
                GLint samples = framebuffer->getSamples(context);
                switch (pname)
                {
                    case GL_SAMPLE_BUFFERS:
                        if (samples != 0)
                        {
                            *params = 1;
                        }
                        else
                        {
                            *params = 0;
                        }
                        break;
                    case GL_SAMPLES:
                        *params = samples;
                        break;
                }
            }
            else
            {
                *params = 0;
            }
        }
        break;
        case GL_VIEWPORT:
            params[0] = mViewport.x;
            params[1] = mViewport.y;
            params[2] = mViewport.width;
            params[3] = mViewport.height;
            break;
        case GL_SCISSOR_BOX:
            params[0] = mScissor.x;
            params[1] = mScissor.y;
            params[2] = mScissor.width;
            params[3] = mScissor.height;
            break;
        case GL_CULL_FACE_MODE:
            *params = ToGLenum(mRasterizer.cullMode);
            break;
        case GL_FRONT_FACE:
            *params = mRasterizer.frontFace;
            break;
        case GL_RED_BITS:
        case GL_GREEN_BITS:
        case GL_BLUE_BITS:
        case GL_ALPHA_BITS:
        {
            Framebuffer *framebuffer                 = getDrawFramebuffer();
            const FramebufferAttachment *colorbuffer = framebuffer->getFirstColorbuffer();

            if (colorbuffer)
            {
                switch (pname)
                {
                    case GL_RED_BITS:
                        *params = colorbuffer->getRedSize();
                        break;
                    case GL_GREEN_BITS:
                        *params = colorbuffer->getGreenSize();
                        break;
                    case GL_BLUE_BITS:
                        *params = colorbuffer->getBlueSize();
                        break;
                    case GL_ALPHA_BITS:
                        *params = colorbuffer->getAlphaSize();
                        break;
                }
            }
            else
            {
                *params = 0;
            }
        }
        break;
        case GL_DEPTH_BITS:
        {
            const Framebuffer *framebuffer           = getDrawFramebuffer();
            const FramebufferAttachment *depthbuffer = framebuffer->getDepthbuffer();

            if (depthbuffer)
            {
                *params = depthbuffer->getDepthSize();
            }
            else
            {
                *params = 0;
            }
        }
        break;
        case GL_STENCIL_BITS:
        {
            const Framebuffer *framebuffer             = getDrawFramebuffer();
            const FramebufferAttachment *stencilbuffer = framebuffer->getStencilbuffer();

            if (stencilbuffer)
            {
                *params = stencilbuffer->getStencilSize();
            }
            else
            {
                *params = 0;
            }
        }
        break;
        case GL_TEXTURE_BINDING_2D:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params =
                getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), TextureType::_2D);
            break;
        case GL_TEXTURE_BINDING_RECTANGLE_ANGLE:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler),
                                          TextureType::Rectangle);
            break;
        case GL_TEXTURE_BINDING_CUBE_MAP:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler),
                                          TextureType::CubeMap);
            break;
        case GL_TEXTURE_BINDING_3D:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params =
                getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), TextureType::_3D);
            break;
        case GL_TEXTURE_BINDING_2D_ARRAY:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler),
                                          TextureType::_2DArray);
            break;
        case GL_TEXTURE_BINDING_2D_MULTISAMPLE:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler),
                                          TextureType::_2DMultisample);
            break;
        case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler),
                                          TextureType::_2DMultisampleArray);
            break;
        case GL_TEXTURE_BINDING_EXTERNAL_OES:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler),
                                          TextureType::External);
            break;
        case GL_UNIFORM_BUFFER_BINDING:
            *params = mBoundBuffers[BufferBinding::Uniform].id();
            break;
        case GL_TRANSFORM_FEEDBACK_BINDING:
            *params = mTransformFeedback.id();
            break;
        case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
            *params = mBoundBuffers[BufferBinding::TransformFeedback].id();
            break;
        case GL_COPY_READ_BUFFER_BINDING:
            *params = mBoundBuffers[BufferBinding::CopyRead].id();
            break;
        case GL_COPY_WRITE_BUFFER_BINDING:
            *params = mBoundBuffers[BufferBinding::CopyWrite].id();
            break;
        case GL_PIXEL_PACK_BUFFER_BINDING:
            *params = mBoundBuffers[BufferBinding::PixelPack].id();
            break;
        case GL_PIXEL_UNPACK_BUFFER_BINDING:
            *params = mBoundBuffers[BufferBinding::PixelUnpack].id();
            break;
        case GL_READ_BUFFER:
            *params = mReadFramebuffer->getReadBufferState();
            break;
        case GL_SAMPLER_BINDING:
            ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits);
            *params = getSamplerId(static_cast<GLuint>(mActiveSampler));
            break;
        case GL_DEBUG_LOGGED_MESSAGES:
            *params = static_cast<GLint>(mDebug.getMessageCount());
            break;
        case GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH:
            *params = static_cast<GLint>(mDebug.getNextMessageLength());
            break;
        case GL_DEBUG_GROUP_STACK_DEPTH:
            *params = static_cast<GLint>(mDebug.getGroupStackDepth());
            break;
        case GL_MULTISAMPLE_EXT:
            *params = static_cast<GLint>(mMultiSampling);
            break;
        case GL_SAMPLE_ALPHA_TO_ONE_EXT:
            *params = static_cast<GLint>(mSampleAlphaToOne);
            break;
        case GL_COVERAGE_MODULATION_CHROMIUM:
            *params = static_cast<GLint>(mCoverageModulation);
            break;
        case GL_ATOMIC_COUNTER_BUFFER_BINDING:
            *params = mBoundBuffers[BufferBinding::AtomicCounter].id();
            break;
        case GL_SHADER_STORAGE_BUFFER_BINDING:
            *params = mBoundBuffers[BufferBinding::ShaderStorage].id();
            break;
        case GL_DISPATCH_INDIRECT_BUFFER_BINDING:
            *params = mBoundBuffers[BufferBinding::DispatchIndirect].id();
            break;
        case GL_ALPHA_TEST_FUNC:
            *params = ToGLenum(mGLES1State.mAlphaTestFunc);
            break;
        case GL_CLIENT_ACTIVE_TEXTURE:
            *params = mGLES1State.mClientActiveTexture + GL_TEXTURE0;
            break;
        case GL_MATRIX_MODE:
            *params = ToGLenum(mGLES1State.mMatrixMode);
            break;
        case GL_SHADE_MODEL:
            *params = ToGLenum(mGLES1State.mShadeModel);
            break;
        case GL_MODELVIEW_STACK_DEPTH:
        case GL_PROJECTION_STACK_DEPTH:
        case GL_TEXTURE_STACK_DEPTH:
            *params = mGLES1State.getCurrentMatrixStackDepth(pname);
            break;
        case GL_LOGIC_OP_MODE:
            *params = ToGLenum(mGLES1State.mLogicOp);
            break;
        case GL_BLEND_SRC:
            *params = mBlend.sourceBlendRGB;
            break;
        case GL_BLEND_DST:
            *params = mBlend.destBlendRGB;
            break;
        case GL_PERSPECTIVE_CORRECTION_HINT:
        case GL_POINT_SMOOTH_HINT:
        case GL_LINE_SMOOTH_HINT:
        case GL_FOG_HINT:
            *params = mGLES1State.getHint(pname);
            break;

        // GL_ANGLE_provoking_vertex
        case GL_PROVOKING_VERTEX:
            *params = ToGLenum(mProvokingVertex);
            break;

        default:
            UNREACHABLE();
            break;
    }

    return angle::Result::Continue;
}

void State::getPointerv(const Context *context, GLenum pname, void **params) const
{
    switch (pname)
    {
        case GL_DEBUG_CALLBACK_FUNCTION:
            *params = reinterpret_cast<void *>(mDebug.getCallback());
            break;
        case GL_DEBUG_CALLBACK_USER_PARAM:
            *params = const_cast<void *>(mDebug.getUserParam());
            break;
        case GL_VERTEX_ARRAY_POINTER:
        case GL_NORMAL_ARRAY_POINTER:
        case GL_COLOR_ARRAY_POINTER:
        case GL_TEXTURE_COORD_ARRAY_POINTER:
        case GL_POINT_SIZE_ARRAY_POINTER_OES:
            QueryVertexAttribPointerv(getVertexArray()->getVertexAttribute(
                                          context->vertexArrayIndex(ParamToVertexArrayType(pname))),
                                      GL_VERTEX_ATTRIB_ARRAY_POINTER, params);
            return;
        default:
            UNREACHABLE();
            break;
    }
}

void State::getIntegeri_v(GLenum target, GLuint index, GLint *data)
{
    switch (target)
    {
        case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
            ASSERT(static_cast<size_t>(index) < mTransformFeedback->getIndexedBufferCount());
            *data = mTransformFeedback->getIndexedBuffer(index).id();
            break;
        case GL_UNIFORM_BUFFER_BINDING:
            ASSERT(static_cast<size_t>(index) < mUniformBuffers.size());
            *data = mUniformBuffers[index].id();
            break;
        case GL_ATOMIC_COUNTER_BUFFER_BINDING:
            ASSERT(static_cast<size_t>(index) < mAtomicCounterBuffers.size());
            *data = mAtomicCounterBuffers[index].id();
            break;
        case GL_SHADER_STORAGE_BUFFER_BINDING:
            ASSERT(static_cast<size_t>(index) < mShaderStorageBuffers.size());
            *data = mShaderStorageBuffers[index].id();
            break;
        case GL_VERTEX_BINDING_BUFFER:
            ASSERT(static_cast<size_t>(index) < mVertexArray->getMaxBindings());
            *data = mVertexArray->getVertexBinding(index).getBuffer().id();
            break;
        case GL_VERTEX_BINDING_DIVISOR:
            ASSERT(static_cast<size_t>(index) < mVertexArray->getMaxBindings());
            *data = mVertexArray->getVertexBinding(index).getDivisor();
            break;
        case GL_VERTEX_BINDING_OFFSET:
            ASSERT(static_cast<size_t>(index) < mVertexArray->getMaxBindings());
            *data = static_cast<GLuint>(mVertexArray->getVertexBinding(index).getOffset());
            break;
        case GL_VERTEX_BINDING_STRIDE:
            ASSERT(static_cast<size_t>(index) < mVertexArray->getMaxBindings());
            *data = mVertexArray->getVertexBinding(index).getStride();
            break;
        case GL_SAMPLE_MASK_VALUE:
            ASSERT(static_cast<size_t>(index) < mSampleMaskValues.size());
            *data = mSampleMaskValues[index];
            break;
        case GL_IMAGE_BINDING_NAME:
            ASSERT(static_cast<size_t>(index) < mImageUnits.size());
            *data = mImageUnits[index].texture.id();
            break;
        case GL_IMAGE_BINDING_LEVEL:
            ASSERT(static_cast<size_t>(index) < mImageUnits.size());
            *data = mImageUnits[index].level;
            break;
        case GL_IMAGE_BINDING_LAYER:
            ASSERT(static_cast<size_t>(index) < mImageUnits.size());
            *data = mImageUnits[index].layer;
            break;
        case GL_IMAGE_BINDING_ACCESS:
            ASSERT(static_cast<size_t>(index) < mImageUnits.size());
            *data = mImageUnits[index].access;
            break;
        case GL_IMAGE_BINDING_FORMAT:
            ASSERT(static_cast<size_t>(index) < mImageUnits.size());
            *data = mImageUnits[index].format;
            break;
        default:
            UNREACHABLE();
            break;
    }
}

void State::getInteger64i_v(GLenum target, GLuint index, GLint64 *data)
{
    switch (target)
    {
        case GL_TRANSFORM_FEEDBACK_BUFFER_START:
            ASSERT(static_cast<size_t>(index) < mTransformFeedback->getIndexedBufferCount());
            *data = mTransformFeedback->getIndexedBuffer(index).getOffset();
            break;
        case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
            ASSERT(static_cast<size_t>(index) < mTransformFeedback->getIndexedBufferCount());
            *data = mTransformFeedback->getIndexedBuffer(index).getSize();
            break;
        case GL_UNIFORM_BUFFER_START:
            ASSERT(static_cast<size_t>(index) < mUniformBuffers.size());
            *data = mUniformBuffers[index].getOffset();
            break;
        case GL_UNIFORM_BUFFER_SIZE:
            ASSERT(static_cast<size_t>(index) < mUniformBuffers.size());
            *data = mUniformBuffers[index].getSize();
            break;
        case GL_ATOMIC_COUNTER_BUFFER_START:
            ASSERT(static_cast<size_t>(index) < mAtomicCounterBuffers.size());
            *data = mAtomicCounterBuffers[index].getOffset();
            break;
        case GL_ATOMIC_COUNTER_BUFFER_SIZE:
            ASSERT(static_cast<size_t>(index) < mAtomicCounterBuffers.size());
            *data = mAtomicCounterBuffers[index].getSize();
            break;
        case GL_SHADER_STORAGE_BUFFER_START:
            ASSERT(static_cast<size_t>(index) < mShaderStorageBuffers.size());
            *data = mShaderStorageBuffers[index].getOffset();
            break;
        case GL_SHADER_STORAGE_BUFFER_SIZE:
            ASSERT(static_cast<size_t>(index) < mShaderStorageBuffers.size());
            *data = mShaderStorageBuffers[index].getSize();
            break;
        default:
            UNREACHABLE();
            break;
    }
}

void State::getBooleani_v(GLenum target, GLuint index, GLboolean *data)
{
    switch (target)
    {
        case GL_IMAGE_BINDING_LAYERED:
            ASSERT(static_cast<size_t>(index) < mImageUnits.size());
            *data = mImageUnits[index].layered;
            break;
        default:
            UNREACHABLE();
            break;
    }
}

angle::Result State::syncReadFramebuffer(const Context *context)
{
    ASSERT(mReadFramebuffer);
    return mReadFramebuffer->syncState(context);
}

angle::Result State::syncDrawFramebuffer(const Context *context)
{
    ASSERT(mDrawFramebuffer);
    return mDrawFramebuffer->syncState(context);
}

angle::Result State::syncDrawAttachments(const Context *context)
{
    ASSERT(mDrawFramebuffer);
    ASSERT(!mDrawFramebuffer->hasAnyDirtyBit());
    ASSERT(mRobustResourceInit);
    return mDrawFramebuffer->ensureDrawAttachmentsInitialized(context);
}

angle::Result State::syncTextures(const Context *context)
{
    if (mDirtyTextures.none())
        return angle::Result::Continue;

    for (size_t textureIndex : mDirtyTextures)
    {
        Texture *texture = mActiveTexturesCache[textureIndex];
        if (texture && texture->hasAnyDirtyBit())
        {
            ANGLE_TRY(texture->syncState(context));
        }
    }

    mDirtyTextures.reset();
    return angle::Result::Continue;
}

angle::Result State::syncSamplers(const Context *context)
{
    if (mDirtySamplers.none())
        return angle::Result::Continue;

    for (size_t samplerIndex : mDirtySamplers)
    {
        BindingPointer<Sampler> &sampler = mSamplers[samplerIndex];
        if (sampler.get())
        {
            sampler->syncState(context);
        }
    }

    mDirtySamplers.reset();

    return angle::Result::Continue;
}

angle::Result State::syncVertexArray(const Context *context)
{
    ASSERT(mVertexArray);
    return mVertexArray->syncState(context);
}

angle::Result State::syncProgram(const Context *context)
{
    return mProgram->syncState(context);
}

angle::Result State::syncTexturesInit(const Context *context)
{
    ASSERT(mRobustResourceInit);

    if (!mProgram)
        return angle::Result::Continue;

    for (size_t textureUnitIndex : mProgram->getActiveSamplersMask())
    {
        Texture *texture = mActiveTexturesCache[textureUnitIndex];
        if (texture)
        {
            ANGLE_TRY(texture->ensureInitialized(context));
        }
    }
    return angle::Result::Continue;
}

angle::Result State::syncImagesInit(const Context *context)
{
    ASSERT(mRobustResourceInit);
    ASSERT(mProgram);
    for (size_t imageUnitIndex : mProgram->getActiveImagesMask())
    {
        Texture *texture = mImageUnits[imageUnitIndex].texture.get();
        if (texture)
        {
            ANGLE_TRY(texture->ensureInitialized(context));
        }
    }
    return angle::Result::Continue;
}

angle::Result State::syncDirtyObject(const Context *context, GLenum target)
{
    DirtyObjects localSet;

    switch (target)
    {
        case GL_READ_FRAMEBUFFER:
            localSet.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
            break;
        case GL_DRAW_FRAMEBUFFER:
            localSet.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER);
            break;
        case GL_FRAMEBUFFER:
            localSet.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
            localSet.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER);
            break;
        case GL_VERTEX_ARRAY:
            localSet.set(DIRTY_OBJECT_VERTEX_ARRAY);
            break;
        case GL_TEXTURE:
            localSet.set(DIRTY_OBJECT_TEXTURES);
            break;
        case GL_SAMPLER:
            localSet.set(DIRTY_OBJECT_SAMPLERS);
            break;
        case GL_PROGRAM:
            localSet.set(DIRTY_OBJECT_PROGRAM);
            break;
    }

    return syncDirtyObjects(context, localSet);
}

void State::setObjectDirty(GLenum target)
{
    switch (target)
    {
        case GL_READ_FRAMEBUFFER:
            mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
            break;
        case GL_DRAW_FRAMEBUFFER:
            setDrawFramebufferDirty();
            break;
        case GL_FRAMEBUFFER:
            mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
            setDrawFramebufferDirty();
            break;
        case GL_VERTEX_ARRAY:
            mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
            break;
        case GL_PROGRAM:
            mDirtyObjects.set(DIRTY_OBJECT_PROGRAM);
            break;
        default:
            break;
    }
}

angle::Result State::onProgramExecutableChange(const Context *context, Program *program)
{
    // OpenGL Spec:
    // "If LinkProgram or ProgramBinary successfully re-links a program object
    //  that was already in use as a result of a previous call to UseProgram, then the
    //  generated executable code will be installed as part of the current rendering state."
    ASSERT(program->isLinked());

    mDirtyBits.set(DIRTY_BIT_PROGRAM_EXECUTABLE);

    if (program->hasAnyDirtyBit())
    {
        mDirtyObjects.set(DIRTY_OBJECT_PROGRAM);
    }

    // Set any bound textures.
    const ActiveTextureTypeArray &textureTypes = program->getActiveSamplerTypes();
    for (size_t textureIndex : program->getActiveSamplersMask())
    {
        TextureType type = textureTypes[textureIndex];

        // This can happen if there is a conflicting texture type.
        if (type == TextureType::InvalidEnum)
            continue;

        Texture *texture = mSamplerTextures[type][textureIndex].get();
        updateActiveTexture(context, textureIndex, texture);
    }

    for (size_t imageUnitIndex : program->getActiveImagesMask())
    {
        Texture *image = mImageUnits[imageUnitIndex].texture.get();
        if (!image)
            continue;

        if (image->hasAnyDirtyBit())
        {
            ANGLE_TRY(image->syncState(context));
        }

        if (mRobustResourceInit && image->initState() == InitState::MayNeedInit)
        {
            mDirtyObjects.set(DIRTY_OBJECT_IMAGES_INIT);
        }
    }

    return angle::Result::Continue;
}

void State::setTextureDirty(size_t textureUnitIndex)
{
    mDirtyObjects.set(DIRTY_OBJECT_TEXTURES);
    mDirtyTextures.set(textureUnitIndex);
}

void State::setSamplerDirty(size_t samplerIndex)
{
    mDirtyObjects.set(DIRTY_OBJECT_SAMPLERS);
    mDirtySamplers.set(samplerIndex);
}

void State::setImageUnit(const Context *context,
                         size_t unit,
                         Texture *texture,
                         GLint level,
                         GLboolean layered,
                         GLint layer,
                         GLenum access,
                         GLenum format)
{
    mImageUnits[unit].texture.set(context, texture);
    mImageUnits[unit].level   = level;
    mImageUnits[unit].layered = layered;
    mImageUnits[unit].layer   = layer;
    mImageUnits[unit].access  = access;
    mImageUnits[unit].format  = format;
    mDirtyBits.set(DIRTY_BIT_IMAGE_BINDINGS);

    onImageStateChange(context, unit);
}

// Handle a dirty texture event.
void State::onActiveTextureChange(const Context *context, size_t textureUnit)
{
    if (mProgram)
    {
        TextureType type = mProgram->getActiveSamplerTypes()[textureUnit];
        if (type != TextureType::InvalidEnum)
        {
            Texture *activeTexture = mSamplerTextures[type][textureUnit].get();
            updateActiveTexture(context, textureUnit, activeTexture);
        }
    }
}

void State::onActiveTextureStateChange(const Context *context, size_t textureUnit)
{
    if (mProgram)
    {
        TextureType type = mProgram->getActiveSamplerTypes()[textureUnit];
        if (type != TextureType::InvalidEnum)
        {
            Texture *activeTexture = mSamplerTextures[type][textureUnit].get();
            const Sampler *sampler = mSamplers[textureUnit].get();
            updateActiveTextureState(context, textureUnit, sampler, activeTexture);
        }
    }
}

void State::onImageStateChange(const Context *context, size_t unit)
{
    if (mProgram)
    {
        const ImageUnit &image = mImageUnits[unit];
        ASSERT(image.texture.get());
        if (mRobustResourceInit && image.texture->initState() == InitState::MayNeedInit)
        {
            mDirtyObjects.set(DIRTY_OBJECT_IMAGES_INIT);
        }
    }
}

void State::onUniformBufferStateChange(size_t uniformBufferIndex)
{
    // This could be represented by a different dirty bit. Using the same one keeps it simple.
    mDirtyBits.set(DIRTY_BIT_UNIFORM_BUFFER_BINDINGS);
}

AttributesMask State::getAndResetDirtyCurrentValues() const
{
    AttributesMask retVal = mDirtyCurrentValues;
    mDirtyCurrentValues.reset();
    return retVal;
}

constexpr State::DirtyObjectHandler State::kDirtyObjectHandlers[DIRTY_OBJECT_MAX];

}  // namespace gl
