Merge libGLESv2 and libEGL classes into libANGLE.

BUG=angle:733

Change-Id: Ic491c971411fe82c56cd97c5c8325ac14ec218df
Reviewed-on: https://chromium-review.googlesource.com/230830
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/validationES3.cpp b/src/libANGLE/validationES3.cpp
new file mode 100644
index 0000000..c9c9760
--- /dev/null
+++ b/src/libANGLE/validationES3.cpp
@@ -0,0 +1,1312 @@
+//
+// Copyright (c) 2013-2014 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.
+//
+
+// validationES3.cpp: Validation functions for OpenGL ES 3.0 entry point parameters
+
+#include "libANGLE/validationES3.h"
+#include "libANGLE/validationES.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/Renderbuffer.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/FramebufferAttachment.h"
+
+#include "common/mathutil.h"
+
+namespace gl
+{
+
+struct ES3FormatCombination
+{
+    GLenum internalFormat;
+    GLenum format;
+    GLenum type;
+};
+
+bool operator<(const ES3FormatCombination& a, const ES3FormatCombination& b)
+{
+    return memcmp(&a, &b, sizeof(ES3FormatCombination)) < 0;
+}
+
+typedef std::set<ES3FormatCombination> ES3FormatCombinationSet;
+
+static inline void InsertES3FormatCombo(ES3FormatCombinationSet *set, GLenum internalFormat, GLenum format, GLenum type)
+{
+    ES3FormatCombination info;
+    info.internalFormat = internalFormat;
+    info.format = format;
+    info.type = type;
+    set->insert(info);
+}
+
+ES3FormatCombinationSet BuildES3FormatSet()
+{
+    ES3FormatCombinationSet set;
+
+    // Format combinations from ES 3.0.1 spec, table 3.2
+
+    //                        | Internal format      | Format            | Type                            |
+    //                        |                      |                   |                                 |
+    InsertES3FormatCombo(&set, GL_RGBA8,              GL_RGBA,            GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_RGB5_A1,            GL_RGBA,            GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_RGBA4,              GL_RGBA,            GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_SRGB8_ALPHA8,       GL_RGBA,            GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_RGBA8_SNORM,        GL_RGBA,            GL_BYTE                          );
+    InsertES3FormatCombo(&set, GL_RGBA4,              GL_RGBA,            GL_UNSIGNED_SHORT_4_4_4_4        );
+    InsertES3FormatCombo(&set, GL_RGB10_A2,           GL_RGBA,            GL_UNSIGNED_INT_2_10_10_10_REV   );
+    InsertES3FormatCombo(&set, GL_RGB5_A1,            GL_RGBA,            GL_UNSIGNED_INT_2_10_10_10_REV   );
+    InsertES3FormatCombo(&set, GL_RGB5_A1,            GL_RGBA,            GL_UNSIGNED_SHORT_5_5_5_1        );
+    InsertES3FormatCombo(&set, GL_RGBA16F,            GL_RGBA,            GL_HALF_FLOAT                    );
+    InsertES3FormatCombo(&set, GL_RGBA16F,            GL_RGBA,            GL_HALF_FLOAT_OES                );
+    InsertES3FormatCombo(&set, GL_RGBA32F,            GL_RGBA,            GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_RGBA16F,            GL_RGBA,            GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_RGBA8UI,            GL_RGBA_INTEGER,    GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_RGBA8I,             GL_RGBA_INTEGER,    GL_BYTE                          );
+    InsertES3FormatCombo(&set, GL_RGBA16UI,           GL_RGBA_INTEGER,    GL_UNSIGNED_SHORT                );
+    InsertES3FormatCombo(&set, GL_RGBA16I,            GL_RGBA_INTEGER,    GL_SHORT                         );
+    InsertES3FormatCombo(&set, GL_RGBA32UI,           GL_RGBA_INTEGER,    GL_UNSIGNED_INT                  );
+    InsertES3FormatCombo(&set, GL_RGBA32I,            GL_RGBA_INTEGER,    GL_INT                           );
+    InsertES3FormatCombo(&set, GL_RGB10_A2UI,         GL_RGBA_INTEGER,    GL_UNSIGNED_INT_2_10_10_10_REV   );
+    InsertES3FormatCombo(&set, GL_RGB8,               GL_RGB,             GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_RGB565,             GL_RGB,             GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_SRGB8,              GL_RGB,             GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_RGB8_SNORM,         GL_RGB,             GL_BYTE                          );
+    InsertES3FormatCombo(&set, GL_RGB565,             GL_RGB,             GL_UNSIGNED_SHORT_5_6_5          );
+    InsertES3FormatCombo(&set, GL_R11F_G11F_B10F,     GL_RGB,             GL_UNSIGNED_INT_10F_11F_11F_REV  );
+    InsertES3FormatCombo(&set, GL_RGB9_E5,            GL_RGB,             GL_UNSIGNED_INT_5_9_9_9_REV      );
+    InsertES3FormatCombo(&set, GL_RGB16F,             GL_RGB,             GL_HALF_FLOAT                    );
+    InsertES3FormatCombo(&set, GL_RGB16F,             GL_RGB,             GL_HALF_FLOAT_OES                );
+    InsertES3FormatCombo(&set, GL_R11F_G11F_B10F,     GL_RGB,             GL_HALF_FLOAT                    );
+    InsertES3FormatCombo(&set, GL_R11F_G11F_B10F,     GL_RGB,             GL_HALF_FLOAT_OES                );
+    InsertES3FormatCombo(&set, GL_RGB9_E5,            GL_RGB,             GL_HALF_FLOAT                    );
+    InsertES3FormatCombo(&set, GL_RGB9_E5,            GL_RGB,             GL_HALF_FLOAT_OES                );
+    InsertES3FormatCombo(&set, GL_RGB32F,             GL_RGB,             GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_RGB16F,             GL_RGB,             GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_R11F_G11F_B10F,     GL_RGB,             GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_RGB9_E5,            GL_RGB,             GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_RGB8UI,             GL_RGB_INTEGER,     GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_RGB8I,              GL_RGB_INTEGER,     GL_BYTE                          );
+    InsertES3FormatCombo(&set, GL_RGB16UI,            GL_RGB_INTEGER,     GL_UNSIGNED_SHORT                );
+    InsertES3FormatCombo(&set, GL_RGB16I,             GL_RGB_INTEGER,     GL_SHORT                         );
+    InsertES3FormatCombo(&set, GL_RGB32UI,            GL_RGB_INTEGER,     GL_UNSIGNED_INT                  );
+    InsertES3FormatCombo(&set, GL_RGB32I,             GL_RGB_INTEGER,     GL_INT                           );
+    InsertES3FormatCombo(&set, GL_RG8,                GL_RG,              GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_RG8_SNORM,          GL_RG,              GL_BYTE                          );
+    InsertES3FormatCombo(&set, GL_RG16F,              GL_RG,              GL_HALF_FLOAT                    );
+    InsertES3FormatCombo(&set, GL_RG16F,              GL_RG,              GL_HALF_FLOAT_OES                );
+    InsertES3FormatCombo(&set, GL_RG32F,              GL_RG,              GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_RG16F,              GL_RG,              GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_RG8UI,              GL_RG_INTEGER,      GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_RG8I,               GL_RG_INTEGER,      GL_BYTE                          );
+    InsertES3FormatCombo(&set, GL_RG16UI,             GL_RG_INTEGER,      GL_UNSIGNED_SHORT                );
+    InsertES3FormatCombo(&set, GL_RG16I,              GL_RG_INTEGER,      GL_SHORT                         );
+    InsertES3FormatCombo(&set, GL_RG32UI,             GL_RG_INTEGER,      GL_UNSIGNED_INT                  );
+    InsertES3FormatCombo(&set, GL_RG32I,              GL_RG_INTEGER,      GL_INT                           );
+    InsertES3FormatCombo(&set, GL_R8,                 GL_RED,             GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_R8_SNORM,           GL_RED,             GL_BYTE                          );
+    InsertES3FormatCombo(&set, GL_R16F,               GL_RED,             GL_HALF_FLOAT                    );
+    InsertES3FormatCombo(&set, GL_R16F,               GL_RED,             GL_HALF_FLOAT_OES                );
+    InsertES3FormatCombo(&set, GL_R32F,               GL_RED,             GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_R16F,               GL_RED,             GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_R8UI,               GL_RED_INTEGER,     GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_R8I,                GL_RED_INTEGER,     GL_BYTE                          );
+    InsertES3FormatCombo(&set, GL_R16UI,              GL_RED_INTEGER,     GL_UNSIGNED_SHORT                );
+    InsertES3FormatCombo(&set, GL_R16I,               GL_RED_INTEGER,     GL_SHORT                         );
+    InsertES3FormatCombo(&set, GL_R32UI,              GL_RED_INTEGER,     GL_UNSIGNED_INT                  );
+    InsertES3FormatCombo(&set, GL_R32I,               GL_RED_INTEGER,     GL_INT                           );
+
+    // Unsized formats
+    InsertES3FormatCombo(&set, GL_RGBA,               GL_RGBA,            GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_RGBA,               GL_RGBA,            GL_UNSIGNED_SHORT_4_4_4_4        );
+    InsertES3FormatCombo(&set, GL_RGBA,               GL_RGBA,            GL_UNSIGNED_SHORT_5_5_5_1        );
+    InsertES3FormatCombo(&set, GL_RGB,                GL_RGB,             GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_RGB,                GL_RGB,             GL_UNSIGNED_SHORT_5_6_5          );
+    InsertES3FormatCombo(&set, GL_LUMINANCE_ALPHA,    GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_LUMINANCE,          GL_LUMINANCE,       GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_ALPHA,              GL_ALPHA,           GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_SRGB_ALPHA_EXT,     GL_SRGB_ALPHA_EXT,  GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_SRGB_EXT,           GL_SRGB_EXT,        GL_UNSIGNED_BYTE                 );
+
+    // Depth stencil formats
+    InsertES3FormatCombo(&set, GL_DEPTH_COMPONENT16,  GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT                );
+    InsertES3FormatCombo(&set, GL_DEPTH_COMPONENT24,  GL_DEPTH_COMPONENT, GL_UNSIGNED_INT                  );
+    InsertES3FormatCombo(&set, GL_DEPTH_COMPONENT16,  GL_DEPTH_COMPONENT, GL_UNSIGNED_INT                  );
+    InsertES3FormatCombo(&set, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_DEPTH24_STENCIL8,   GL_DEPTH_STENCIL,   GL_UNSIGNED_INT_24_8             );
+    InsertES3FormatCombo(&set, GL_DEPTH32F_STENCIL8,  GL_DEPTH_STENCIL,   GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
+
+    // From GL_EXT_sRGB
+    InsertES3FormatCombo(&set, GL_SRGB8_ALPHA8_EXT,   GL_SRGB_ALPHA_EXT, GL_UNSIGNED_BYTE                  );
+    InsertES3FormatCombo(&set, GL_SRGB8,              GL_SRGB_EXT,       GL_UNSIGNED_BYTE                  );
+
+    // From GL_OES_texture_float
+    InsertES3FormatCombo(&set, GL_LUMINANCE_ALPHA,    GL_LUMINANCE_ALPHA, GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_LUMINANCE,          GL_LUMINANCE,       GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_ALPHA,              GL_ALPHA,           GL_FLOAT                         );
+
+    // From GL_OES_texture_half_float
+    InsertES3FormatCombo(&set, GL_LUMINANCE_ALPHA,    GL_LUMINANCE_ALPHA, GL_HALF_FLOAT                    );
+    InsertES3FormatCombo(&set, GL_LUMINANCE_ALPHA,    GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES                );
+    InsertES3FormatCombo(&set, GL_LUMINANCE,          GL_LUMINANCE,       GL_HALF_FLOAT                    );
+    InsertES3FormatCombo(&set, GL_LUMINANCE,          GL_LUMINANCE,       GL_HALF_FLOAT_OES                );
+    InsertES3FormatCombo(&set, GL_ALPHA,              GL_ALPHA,           GL_HALF_FLOAT                    );
+    InsertES3FormatCombo(&set, GL_ALPHA,              GL_ALPHA,           GL_HALF_FLOAT_OES                );
+
+    // From GL_EXT_texture_format_BGRA8888
+    InsertES3FormatCombo(&set, GL_BGRA_EXT,           GL_BGRA_EXT,        GL_UNSIGNED_BYTE                 );
+
+    // From GL_EXT_texture_storage
+    //                    | Internal format          | Format            | Type                            |
+    //                    |                          |                   |                                 |
+    InsertES3FormatCombo(&set, GL_ALPHA8_EXT,             GL_ALPHA,           GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_LUMINANCE8_EXT,         GL_LUMINANCE,       GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_LUMINANCE8_ALPHA8_EXT,  GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_ALPHA32F_EXT,           GL_ALPHA,           GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_LUMINANCE32F_EXT,       GL_LUMINANCE,       GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_LUMINANCE_ALPHA32F_EXT, GL_LUMINANCE_ALPHA, GL_FLOAT                         );
+    InsertES3FormatCombo(&set, GL_ALPHA16F_EXT,           GL_ALPHA,           GL_HALF_FLOAT                    );
+    InsertES3FormatCombo(&set, GL_ALPHA16F_EXT,           GL_ALPHA,           GL_HALF_FLOAT_OES                );
+    InsertES3FormatCombo(&set, GL_LUMINANCE16F_EXT,       GL_LUMINANCE,       GL_HALF_FLOAT                    );
+    InsertES3FormatCombo(&set, GL_LUMINANCE16F_EXT,       GL_LUMINANCE,       GL_HALF_FLOAT_OES                );
+    InsertES3FormatCombo(&set, GL_LUMINANCE_ALPHA16F_EXT, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT                    );
+    InsertES3FormatCombo(&set, GL_LUMINANCE_ALPHA16F_EXT, GL_LUMINANCE_ALPHA, GL_HALF_FLOAT_OES                );
+
+    // From GL_EXT_texture_storage and GL_EXT_texture_format_BGRA8888
+    InsertES3FormatCombo(&set, GL_BGRA8_EXT,              GL_BGRA_EXT,        GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_BGRA4_ANGLEX,           GL_BGRA_EXT,        GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT);
+    InsertES3FormatCombo(&set, GL_BGRA4_ANGLEX,           GL_BGRA_EXT,        GL_UNSIGNED_BYTE                 );
+    InsertES3FormatCombo(&set, GL_BGR5_A1_ANGLEX,         GL_BGRA_EXT,        GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT);
+    InsertES3FormatCombo(&set, GL_BGR5_A1_ANGLEX,         GL_BGRA_EXT,        GL_UNSIGNED_BYTE                 );
+
+    // From GL_ANGLE_depth_texture
+    InsertES3FormatCombo(&set, GL_DEPTH_COMPONENT32_OES,  GL_DEPTH_COMPONENT, GL_UNSIGNED_INT_24_8_OES         );
+
+    // Compressed formats
+    // From ES 3.0.1 spec, table 3.16
+    //                    | Internal format                             | Format                                      | Type           |
+    //                    |                                             |                                             |                |
+    InsertES3FormatCombo(&set, GL_COMPRESSED_R11_EAC,                        GL_COMPRESSED_R11_EAC,                        GL_UNSIGNED_BYTE);
+    InsertES3FormatCombo(&set, GL_COMPRESSED_R11_EAC,                        GL_COMPRESSED_R11_EAC,                        GL_UNSIGNED_BYTE);
+    InsertES3FormatCombo(&set, GL_COMPRESSED_SIGNED_R11_EAC,                 GL_COMPRESSED_SIGNED_R11_EAC,                 GL_UNSIGNED_BYTE);
+    InsertES3FormatCombo(&set, GL_COMPRESSED_RG11_EAC,                       GL_COMPRESSED_RG11_EAC,                       GL_UNSIGNED_BYTE);
+    InsertES3FormatCombo(&set, GL_COMPRESSED_SIGNED_RG11_EAC,                GL_COMPRESSED_SIGNED_RG11_EAC,                GL_UNSIGNED_BYTE);
+    InsertES3FormatCombo(&set, GL_COMPRESSED_RGB8_ETC2,                      GL_COMPRESSED_RGB8_ETC2,                      GL_UNSIGNED_BYTE);
+    InsertES3FormatCombo(&set, GL_COMPRESSED_SRGB8_ETC2,                     GL_COMPRESSED_SRGB8_ETC2,                     GL_UNSIGNED_BYTE);
+    InsertES3FormatCombo(&set, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2,  GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2,  GL_UNSIGNED_BYTE);
+    InsertES3FormatCombo(&set, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_UNSIGNED_BYTE);
+    InsertES3FormatCombo(&set, GL_COMPRESSED_RGBA8_ETC2_EAC,                 GL_COMPRESSED_RGBA8_ETC2_EAC,                 GL_UNSIGNED_BYTE);
+    InsertES3FormatCombo(&set, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC,          GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC,          GL_UNSIGNED_BYTE);
+
+
+    // From GL_EXT_texture_compression_dxt1
+    InsertES3FormatCombo(&set, GL_COMPRESSED_RGB_S3TC_DXT1_EXT,              GL_COMPRESSED_RGB_S3TC_DXT1_EXT,              GL_UNSIGNED_BYTE);
+    InsertES3FormatCombo(&set, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,             GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,             GL_UNSIGNED_BYTE);
+
+    // From GL_ANGLE_texture_compression_dxt3
+    InsertES3FormatCombo(&set, GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE,           GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE,           GL_UNSIGNED_BYTE);
+
+    // From GL_ANGLE_texture_compression_dxt5
+    InsertES3FormatCombo(&set, GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE,           GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE,           GL_UNSIGNED_BYTE);
+
+    return set;
+}
+
+static bool ValidateTexImageFormatCombination(gl::Context *context, GLenum internalFormat, GLenum format, GLenum type)
+{
+    // Note: dEQP 2013.4 expects an INVALID_VALUE error for TexImage3D with an invalid
+    // internal format. (dEQP-GLES3.functional.negative_api.texture.teximage3d)
+    const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat);
+    if (!formatInfo.textureSupport(context->getClientVersion(), context->getExtensions()))
+    {
+        context->recordError(Error(GL_INVALID_ENUM));
+        return false;
+    }
+
+    // The type and format are valid if any supported internal format has that type and format
+    bool formatSupported = false;
+    bool typeSupported = false;
+
+    static const ES3FormatCombinationSet es3FormatSet = BuildES3FormatSet();
+    for (ES3FormatCombinationSet::const_iterator i = es3FormatSet.begin(); i != es3FormatSet.end(); i++)
+    {
+        if (i->format == format || i->type == type)
+        {
+            const gl::InternalFormat &info = gl::GetInternalFormatInfo(i->internalFormat);
+            bool supported = info.textureSupport(context->getClientVersion(), context->getExtensions());
+            if (supported && i->type == type)
+            {
+                typeSupported = true;
+            }
+            if (supported && i->format == format)
+            {
+                formatSupported = true;
+            }
+
+            // Early-out if both type and format are supported now
+            if (typeSupported && formatSupported)
+            {
+                break;
+            }
+        }
+    }
+
+    if (!typeSupported || !formatSupported)
+    {
+        context->recordError(Error(GL_INVALID_ENUM));
+        return false;
+    }
+
+    // Check if this is a valid format combination to load texture data
+    ES3FormatCombination searchFormat;
+    searchFormat.internalFormat = internalFormat;
+    searchFormat.format = format;
+    searchFormat.type = type;
+
+    if (es3FormatSet.find(searchFormat) == es3FormatSet.end())
+    {
+        context->recordError(Error(GL_INVALID_OPERATION));
+        return false;
+    }
+
+    return true;
+}
+
+bool ValidateES3TexImageParameters(Context *context, GLenum target, GLint level, GLenum internalformat, bool isCompressed, bool isSubImage,
+                                   GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+                                   GLint border, GLenum format, GLenum type, const GLvoid *pixels)
+{
+    if (!ValidTexture2DDestinationTarget(context, target))
+    {
+        context->recordError(Error(GL_INVALID_ENUM));
+        return false;
+    }
+
+    // Validate image size
+    if (!ValidImageSize(context, target, level, width, height, depth))
+    {
+        context->recordError(Error(GL_INVALID_VALUE));
+        return false;
+    }
+
+    // Verify zero border
+    if (border != 0)
+    {
+        context->recordError(Error(GL_INVALID_VALUE));
+        return false;
+    }
+
+    if (xoffset < 0 || yoffset < 0 || zoffset < 0 ||
+        std::numeric_limits<GLsizei>::max() - xoffset < width ||
+        std::numeric_limits<GLsizei>::max() - yoffset < height ||
+        std::numeric_limits<GLsizei>::max() - zoffset < depth)
+    {
+        context->recordError(Error(GL_INVALID_VALUE));
+        return false;
+    }
+
+    const gl::Caps &caps = context->getCaps();
+
+    gl::Texture *texture = NULL;
+    bool textureCompressed = false;
+    GLenum textureInternalFormat = GL_NONE;
+    GLint textureLevelWidth = 0;
+    GLint textureLevelHeight = 0;
+    GLint textureLevelDepth = 0;
+    switch (target)
+    {
+      case GL_TEXTURE_2D:
+        {
+            if (static_cast<GLuint>(width) > (caps.max2DTextureSize >> level) ||
+                static_cast<GLuint>(height) > (caps.max2DTextureSize >> level))
+            {
+                context->recordError(Error(GL_INVALID_VALUE));
+                return false;
+            }
+
+            gl::Texture2D *texture2d = context->getTexture2D();
+            if (texture2d)
+            {
+                textureCompressed = texture2d->isCompressed(level);
+                textureInternalFormat = texture2d->getInternalFormat(level);
+                textureLevelWidth = texture2d->getWidth(level);
+                textureLevelHeight = texture2d->getHeight(level);
+                textureLevelDepth = 1;
+                texture = texture2d;
+            }
+        }
+        break;
+
+      case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+      case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+      case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+      case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+        {
+            if (!isSubImage && width != height)
+            {
+                context->recordError(Error(GL_INVALID_VALUE));
+                return false;
+            }
+
+            if (static_cast<GLuint>(width) > (caps.maxCubeMapTextureSize >> level))
+            {
+                context->recordError(Error(GL_INVALID_VALUE));
+                return false;
+            }
+
+            gl::TextureCubeMap *textureCube = context->getTextureCubeMap();
+            if (textureCube)
+            {
+                textureCompressed = textureCube->isCompressed(target, level);
+                textureInternalFormat = textureCube->getInternalFormat(target, level);
+                textureLevelWidth = textureCube->getWidth(target, level);
+                textureLevelHeight = textureCube->getHeight(target, level);
+                textureLevelDepth = 1;
+                texture = textureCube;
+            }
+        }
+        break;
+
+      case GL_TEXTURE_3D:
+        {
+            if (static_cast<GLuint>(width) > (caps.max3DTextureSize >> level) ||
+                static_cast<GLuint>(height) > (caps.max3DTextureSize >> level) ||
+                static_cast<GLuint>(depth) > (caps.max3DTextureSize >> level))
+            {
+                context->recordError(Error(GL_INVALID_VALUE));
+                return false;
+            }
+
+            gl::Texture3D *texture3d = context->getTexture3D();
+            if (texture3d)
+            {
+                textureCompressed = texture3d->isCompressed(level);
+                textureInternalFormat = texture3d->getInternalFormat(level);
+                textureLevelWidth = texture3d->getWidth(level);
+                textureLevelHeight = texture3d->getHeight(level);
+                textureLevelDepth = texture3d->getDepth(level);
+                texture = texture3d;
+            }
+        }
+        break;
+
+        case GL_TEXTURE_2D_ARRAY:
+          {
+              if (static_cast<GLuint>(width) > (caps.max2DTextureSize >> level) ||
+                  static_cast<GLuint>(height) > (caps.max2DTextureSize >> level) ||
+                  static_cast<GLuint>(depth) > (caps.maxArrayTextureLayers >> level))
+              {
+                  context->recordError(Error(GL_INVALID_VALUE));
+                  return false;
+              }
+
+              gl::Texture2DArray *texture2darray = context->getTexture2DArray();
+              if (texture2darray)
+              {
+                  textureCompressed = texture2darray->isCompressed(level);
+                  textureInternalFormat = texture2darray->getInternalFormat(level);
+                  textureLevelWidth = texture2darray->getWidth(level);
+                  textureLevelHeight = texture2darray->getHeight(level);
+                  textureLevelDepth = texture2darray->getLayers(level);
+                  texture = texture2darray;
+              }
+          }
+          break;
+
+      default:
+        context->recordError(Error(GL_INVALID_ENUM));
+        return false;
+    }
+
+    if (!texture)
+    {
+        context->recordError(Error(GL_INVALID_OPERATION));
+        return false;
+    }
+
+    if (texture->isImmutable() && !isSubImage)
+    {
+        context->recordError(Error(GL_INVALID_OPERATION));
+        return false;
+    }
+
+    // Validate texture formats
+    GLenum actualInternalFormat = isSubImage ? textureInternalFormat : internalformat;
+    const gl::InternalFormat &actualFormatInfo = gl::GetInternalFormatInfo(actualInternalFormat);
+    if (isCompressed)
+    {
+        if (!ValidCompressedImageSize(context, actualInternalFormat, width, height))
+        {
+            context->recordError(Error(GL_INVALID_OPERATION));
+            return false;
+        }
+
+        if (!actualFormatInfo.compressed)
+        {
+            context->recordError(Error(GL_INVALID_ENUM));
+            return false;
+        }
+
+        if (target == GL_TEXTURE_3D)
+        {
+            context->recordError(Error(GL_INVALID_OPERATION));
+            return false;
+        }
+    }
+    else
+    {
+        if (!ValidateTexImageFormatCombination(context, actualInternalFormat, format, type))
+        {
+            return false;
+        }
+
+        if (target == GL_TEXTURE_3D && (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL))
+        {
+            context->recordError(Error(GL_INVALID_OPERATION));
+            return false;
+        }
+    }
+
+    // Validate sub image parameters
+    if (isSubImage)
+    {
+        if (isCompressed != textureCompressed)
+        {
+            context->recordError(Error(GL_INVALID_OPERATION));
+            return false;
+        }
+
+        if (isCompressed)
+        {
+            if ((width % 4 != 0 && width != textureLevelWidth) ||
+                (height % 4 != 0 && height != textureLevelHeight))
+            {
+                context->recordError(Error(GL_INVALID_OPERATION));
+                return false;
+            }
+        }
+
+        if (width == 0 || height == 0 || depth == 0)
+        {
+            return false;
+        }
+
+        if (xoffset < 0 || yoffset < 0 || zoffset < 0)
+        {
+            context->recordError(Error(GL_INVALID_VALUE));
+            return false;
+        }
+
+        if (std::numeric_limits<GLsizei>::max() - xoffset < width ||
+            std::numeric_limits<GLsizei>::max() - yoffset < height ||
+            std::numeric_limits<GLsizei>::max() - zoffset < depth)
+        {
+            context->recordError(Error(GL_INVALID_VALUE));
+            return false;
+        }
+
+        if (xoffset + width > textureLevelWidth ||
+            yoffset + height > textureLevelHeight ||
+            zoffset + depth > textureLevelDepth)
+        {
+            context->recordError(Error(GL_INVALID_VALUE));
+            return false;
+        }
+    }
+
+    // Check for pixel unpack buffer related API errors
+    gl::Buffer *pixelUnpackBuffer = context->getState().getTargetBuffer(GL_PIXEL_UNPACK_BUFFER);
+    if (pixelUnpackBuffer != NULL)
+    {
+        // ...the data would be unpacked from the buffer object such that the memory reads required
+        // would exceed the data store size.
+        size_t widthSize = static_cast<size_t>(width);
+        size_t heightSize = static_cast<size_t>(height);
+        size_t depthSize = static_cast<size_t>(depth);
+        GLenum sizedFormat = GetSizedInternalFormat(actualInternalFormat, type);
+
+        size_t pixelBytes = static_cast<size_t>(gl::GetInternalFormatInfo(sizedFormat).pixelBytes);
+
+        if (!rx::IsUnsignedMultiplicationSafe(widthSize, heightSize) ||
+            !rx::IsUnsignedMultiplicationSafe(widthSize * heightSize, depthSize) ||
+            !rx::IsUnsignedMultiplicationSafe(widthSize * heightSize * depthSize, pixelBytes))
+        {
+            // Overflow past the end of the buffer
+            context->recordError(Error(GL_INVALID_OPERATION));
+            return false;
+        }
+
+        const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(sizedFormat);
+        size_t copyBytes = formatInfo.computeBlockSize(type, width, height);
+        size_t offset = reinterpret_cast<size_t>(pixels);
+
+        if (!rx::IsUnsignedAdditionSafe(offset, copyBytes) ||
+            ((offset + copyBytes) > static_cast<size_t>(pixelUnpackBuffer->getSize())))
+        {
+            // Overflow past the end of the buffer
+            context->recordError(Error(GL_INVALID_OPERATION));
+            return false;
+        }
+
+        // ...data is not evenly divisible into the number of bytes needed to store in memory a datum
+        // indicated by type.
+        if (!isCompressed)
+        {
+            size_t dataBytesPerPixel = static_cast<size_t>(gl::GetTypeInfo(type).bytes);
+
+            if ((offset % dataBytesPerPixel) != 0)
+            {
+                context->recordError(Error(GL_INVALID_OPERATION));
+                return false;
+            }
+        }
+
+        // ...the buffer object's data store is currently mapped.
+        if (pixelUnpackBuffer->isMapped())
+        {
+            context->recordError(Error(GL_INVALID_OPERATION));
+            return false;
+        }
+    }
+
+    return true;
+}
+
+struct EffectiveInternalFormatInfo
+{
+    GLenum mEffectiveFormat;
+    GLenum mDestFormat;
+    GLuint mMinRedBits;
+    GLuint mMaxRedBits;
+    GLuint mMinGreenBits;
+    GLuint mMaxGreenBits;
+    GLuint mMinBlueBits;
+    GLuint mMaxBlueBits;
+    GLuint mMinAlphaBits;
+    GLuint mMaxAlphaBits;
+
+    EffectiveInternalFormatInfo(GLenum effectiveFormat, GLenum destFormat, GLuint minRedBits, GLuint maxRedBits,
+                                GLuint minGreenBits, GLuint maxGreenBits, GLuint minBlueBits, GLuint maxBlueBits,
+                                GLuint minAlphaBits, GLuint maxAlphaBits)
+        : mEffectiveFormat(effectiveFormat), mDestFormat(destFormat), mMinRedBits(minRedBits),
+          mMaxRedBits(maxRedBits), mMinGreenBits(minGreenBits), mMaxGreenBits(maxGreenBits),
+          mMinBlueBits(minBlueBits), mMaxBlueBits(maxBlueBits), mMinAlphaBits(minAlphaBits),
+          mMaxAlphaBits(maxAlphaBits) {};
+};
+
+typedef std::vector<EffectiveInternalFormatInfo> EffectiveInternalFormatList;
+
+static EffectiveInternalFormatList BuildSizedEffectiveInternalFormatList()
+{
+    EffectiveInternalFormatList list;
+
+    // OpenGL ES 3.0.3 Specification, Table 3.17, pg 141: Effective internal format coresponding to destination internal format and
+    //                                                    linear source buffer component sizes.
+    //                                                                            | Source channel min/max sizes |
+    //                                         Effective Internal Format |  N/A   |  R   |  G   |  B   |  A      |
+    list.push_back(EffectiveInternalFormatInfo(GL_ALPHA8_EXT,              GL_NONE, 0,  0, 0,  0, 0,  0, 1, 8));
+    list.push_back(EffectiveInternalFormatInfo(GL_R8,                      GL_NONE, 1,  8, 0,  0, 0,  0, 0, 0));
+    list.push_back(EffectiveInternalFormatInfo(GL_RG8,                     GL_NONE, 1,  8, 1,  8, 0,  0, 0, 0));
+    list.push_back(EffectiveInternalFormatInfo(GL_RGB565,                  GL_NONE, 1,  5, 1,  6, 1,  5, 0, 0));
+    list.push_back(EffectiveInternalFormatInfo(GL_RGB8,                    GL_NONE, 6,  8, 7,  8, 6,  8, 0, 0));
+    list.push_back(EffectiveInternalFormatInfo(GL_RGBA4,                   GL_NONE, 1,  4, 1,  4, 1,  4, 1, 4));
+    list.push_back(EffectiveInternalFormatInfo(GL_RGB5_A1,                 GL_NONE, 5,  5, 5,  5, 5,  5, 1, 1));
+    list.push_back(EffectiveInternalFormatInfo(GL_RGBA8,                   GL_NONE, 5,  8, 5,  8, 5,  8, 2, 8));
+    list.push_back(EffectiveInternalFormatInfo(GL_RGB10_A2,                GL_NONE, 9, 10, 9, 10, 9, 10, 2, 2));
+
+    return list;
+}
+
+static EffectiveInternalFormatList BuildUnsizedEffectiveInternalFormatList()
+{
+    EffectiveInternalFormatList list;
+
+    // OpenGL ES 3.0.3 Specification, Table 3.17, pg 141: Effective internal format coresponding to destination internal format and
+    //                                                    linear source buffer component sizes.
+    //                                                                                        |          Source channel min/max sizes            |
+    //                                         Effective Internal Format |    Dest Format     |     R     |      G     |      B     |      A     |
+    list.push_back(EffectiveInternalFormatInfo(GL_ALPHA8_EXT,              GL_ALPHA,           0, UINT_MAX, 0, UINT_MAX, 0, UINT_MAX, 1,        8));
+    list.push_back(EffectiveInternalFormatInfo(GL_LUMINANCE8_EXT,          GL_LUMINANCE,       1,        8, 0, UINT_MAX, 0, UINT_MAX, 0, UINT_MAX));
+    list.push_back(EffectiveInternalFormatInfo(GL_LUMINANCE8_ALPHA8_EXT,   GL_LUMINANCE_ALPHA, 1,        8, 0, UINT_MAX, 0, UINT_MAX, 1,        8));
+    list.push_back(EffectiveInternalFormatInfo(GL_RGB565,                  GL_RGB,             1,        5, 1,        6, 1,        5, 0, UINT_MAX));
+    list.push_back(EffectiveInternalFormatInfo(GL_RGB8,                    GL_RGB,             6,        8, 7,        8, 6,        8, 0, UINT_MAX));
+    list.push_back(EffectiveInternalFormatInfo(GL_RGBA4,                   GL_RGBA,            1,        4, 1,        4, 1,        4, 1,        4));
+    list.push_back(EffectiveInternalFormatInfo(GL_RGB5_A1,                 GL_RGBA,            5,        5, 5,        5, 5,        5, 1,        1));
+    list.push_back(EffectiveInternalFormatInfo(GL_RGBA8,                   GL_RGBA,            5,        8, 5,        8, 5,        8, 5,        8));
+
+    return list;
+}
+
+static bool GetEffectiveInternalFormat(const InternalFormat &srcFormat, const InternalFormat &destFormat,
+                                       GLenum *outEffectiveFormat)
+{
+    const EffectiveInternalFormatList *list = NULL;
+    GLenum targetFormat = GL_NONE;
+
+    if (destFormat.pixelBytes > 0)
+    {
+        static const EffectiveInternalFormatList sizedList = BuildSizedEffectiveInternalFormatList();
+        list = &sizedList;
+    }
+    else
+    {
+        static const EffectiveInternalFormatList unsizedList = BuildUnsizedEffectiveInternalFormatList();
+        list = &unsizedList;
+        targetFormat = destFormat.format;
+    }
+
+    for (size_t curFormat = 0; curFormat < list->size(); ++curFormat)
+    {
+        const EffectiveInternalFormatInfo& formatInfo = list->at(curFormat);
+        if ((formatInfo.mDestFormat == targetFormat) &&
+            (formatInfo.mMinRedBits   <= srcFormat.redBits   && formatInfo.mMaxRedBits   >= srcFormat.redBits)   &&
+            (formatInfo.mMinGreenBits <= srcFormat.greenBits && formatInfo.mMaxGreenBits >= srcFormat.greenBits) &&
+            (formatInfo.mMinBlueBits  <= srcFormat.blueBits  && formatInfo.mMaxBlueBits  >= srcFormat.blueBits)  &&
+            (formatInfo.mMinAlphaBits <= srcFormat.alphaBits && formatInfo.mMaxAlphaBits >= srcFormat.alphaBits))
+        {
+            *outEffectiveFormat = formatInfo.mEffectiveFormat;
+            return true;
+        }
+    }
+
+    return false;
+}
+
+struct CopyConversion
+{
+    GLenum mTextureFormat;
+    GLenum mFramebufferFormat;
+
+    CopyConversion(GLenum textureFormat, GLenum framebufferFormat)
+        : mTextureFormat(textureFormat), mFramebufferFormat(framebufferFormat) { }
+
+    bool operator<(const CopyConversion& other) const
+    {
+        return memcmp(this, &other, sizeof(CopyConversion)) < 0;
+    }
+};
+
+typedef std::set<CopyConversion> CopyConversionSet;
+
+static CopyConversionSet BuildValidES3CopyTexImageCombinations()
+{
+    CopyConversionSet set;
+
+    // From ES 3.0.1 spec, table 3.15
+    set.insert(CopyConversion(GL_ALPHA, GL_RGBA));
+    set.insert(CopyConversion(GL_LUMINANCE, GL_RED));
+    set.insert(CopyConversion(GL_LUMINANCE, GL_RG));
+    set.insert(CopyConversion(GL_LUMINANCE, GL_RGB));
+    set.insert(CopyConversion(GL_LUMINANCE, GL_RGBA));
+    set.insert(CopyConversion(GL_LUMINANCE_ALPHA, GL_RGBA));
+    set.insert(CopyConversion(GL_RED, GL_RED));
+    set.insert(CopyConversion(GL_RED, GL_RG));
+    set.insert(CopyConversion(GL_RED, GL_RGB));
+    set.insert(CopyConversion(GL_RED, GL_RGBA));
+    set.insert(CopyConversion(GL_RG, GL_RG));
+    set.insert(CopyConversion(GL_RG, GL_RGB));
+    set.insert(CopyConversion(GL_RG, GL_RGBA));
+    set.insert(CopyConversion(GL_RGB, GL_RGB));
+    set.insert(CopyConversion(GL_RGB, GL_RGBA));
+    set.insert(CopyConversion(GL_RGBA, GL_RGBA));
+
+    // Necessary for ANGLE back-buffers
+    set.insert(CopyConversion(GL_ALPHA, GL_BGRA_EXT));
+    set.insert(CopyConversion(GL_LUMINANCE, GL_BGRA_EXT));
+    set.insert(CopyConversion(GL_LUMINANCE_ALPHA, GL_BGRA_EXT));
+    set.insert(CopyConversion(GL_RED, GL_BGRA_EXT));
+    set.insert(CopyConversion(GL_RG, GL_BGRA_EXT));
+    set.insert(CopyConversion(GL_RGB, GL_BGRA_EXT));
+    set.insert(CopyConversion(GL_RGBA, GL_BGRA_EXT));
+
+    set.insert(CopyConversion(GL_RED_INTEGER, GL_RED_INTEGER));
+    set.insert(CopyConversion(GL_RED_INTEGER, GL_RG_INTEGER));
+    set.insert(CopyConversion(GL_RED_INTEGER, GL_RGB_INTEGER));
+    set.insert(CopyConversion(GL_RED_INTEGER, GL_RGBA_INTEGER));
+    set.insert(CopyConversion(GL_RG_INTEGER, GL_RG_INTEGER));
+    set.insert(CopyConversion(GL_RG_INTEGER, GL_RGB_INTEGER));
+    set.insert(CopyConversion(GL_RG_INTEGER, GL_RGBA_INTEGER));
+    set.insert(CopyConversion(GL_RGB_INTEGER, GL_RGB_INTEGER));
+    set.insert(CopyConversion(GL_RGB_INTEGER, GL_RGBA_INTEGER));
+    set.insert(CopyConversion(GL_RGBA_INTEGER, GL_RGBA_INTEGER));
+
+    return set;
+}
+
+static bool IsValidES3CopyTexImageCombination(GLenum textureInternalFormat, GLenum frameBufferInternalFormat, GLuint readBufferHandle)
+{
+    const InternalFormat &textureInternalFormatInfo = GetInternalFormatInfo(textureInternalFormat);
+    const InternalFormat &framebufferInternalFormatInfo = GetInternalFormatInfo(frameBufferInternalFormat);
+
+    static const CopyConversionSet conversionSet = BuildValidES3CopyTexImageCombinations();
+    if (conversionSet.find(CopyConversion(textureInternalFormatInfo.format, framebufferInternalFormatInfo.format)) != conversionSet.end())
+    {
+        // Section 3.8.5 of the GLES 3.0.3 spec states that source and destination formats
+        // must both be signed, unsigned, or fixed point and both source and destinations
+        // must be either both SRGB or both not SRGB. EXT_color_buffer_float adds allowed
+        // conversion between fixed and floating point.
+
+        if ((textureInternalFormatInfo.colorEncoding == GL_SRGB) != (framebufferInternalFormatInfo.colorEncoding == GL_SRGB))
+        {
+            return false;
+        }
+
+        if (((textureInternalFormatInfo.componentType == GL_INT)          != (framebufferInternalFormatInfo.componentType == GL_INT         )) ||
+            ((textureInternalFormatInfo.componentType == GL_UNSIGNED_INT) != (framebufferInternalFormatInfo.componentType == GL_UNSIGNED_INT)))
+        {
+            return false;
+        }
+
+        if ((textureInternalFormatInfo.componentType == GL_UNSIGNED_NORMALIZED ||
+             textureInternalFormatInfo.componentType == GL_SIGNED_NORMALIZED ||
+             textureInternalFormatInfo.componentType == GL_FLOAT) &&
+            !(framebufferInternalFormatInfo.componentType == GL_UNSIGNED_NORMALIZED ||
+              framebufferInternalFormatInfo.componentType == GL_SIGNED_NORMALIZED ||
+              framebufferInternalFormatInfo.componentType == GL_FLOAT))
+        {
+            return false;
+        }
+
+        // GLES specification 3.0.3, sec 3.8.5, pg 139-140:
+        // The effective internal format of the source buffer is determined with the following rules applied in order:
+        //    * If the source buffer is a texture or renderbuffer that was created with a sized internal format then the
+        //      effective internal format is the source buffer's sized internal format.
+        //    * If the source buffer is a texture that was created with an unsized base internal format, then the
+        //      effective internal format is the source image array's effective internal format, as specified by table
+        //      3.12, which is determined from the <format> and <type> that were used when the source image array was
+        //      specified by TexImage*.
+        //    * Otherwise the effective internal format is determined by the row in table 3.17 or 3.18 where
+        //      Destination Internal Format matches internalformat and where the [source channel sizes] are consistent
+        //      with the values of the source buffer's [channel sizes]. Table 3.17 is used if the
+        //      FRAMEBUFFER_ATTACHMENT_ENCODING is LINEAR and table 3.18 is used if the FRAMEBUFFER_ATTACHMENT_ENCODING
+        //      is SRGB.
+        const InternalFormat *sourceEffectiveFormat = NULL;
+        if (readBufferHandle != 0)
+        {
+            // Not the default framebuffer, therefore the read buffer must be a user-created texture or renderbuffer
+            if (framebufferInternalFormatInfo.pixelBytes > 0)
+            {
+                sourceEffectiveFormat = &framebufferInternalFormatInfo;
+            }
+            else
+            {
+                // Renderbuffers cannot be created with an unsized internal format, so this must be an unsized-format
+                // texture. We can use the same table we use when creating textures to get its effective sized format.
+                const FormatType &typeInfo = GetFormatTypeInfo(framebufferInternalFormatInfo.format, framebufferInternalFormatInfo.type);
+                sourceEffectiveFormat = &GetInternalFormatInfo(typeInfo.internalFormat);
+            }
+        }
+        else
+        {
+            // The effective internal format must be derived from the source framebuffer's channel sizes.
+            // This is done in GetEffectiveInternalFormat for linear buffers (table 3.17)
+            if (framebufferInternalFormatInfo.colorEncoding == GL_LINEAR)
+            {
+                GLenum effectiveFormat;
+                if (GetEffectiveInternalFormat(framebufferInternalFormatInfo, textureInternalFormatInfo, &effectiveFormat))
+                {
+                    sourceEffectiveFormat = &GetInternalFormatInfo(effectiveFormat);
+                }
+                else
+                {
+                    return false;
+                }
+            }
+            else if (framebufferInternalFormatInfo.colorEncoding == GL_SRGB)
+            {
+                // SRGB buffers can only be copied to sized format destinations according to table 3.18
+                if ((textureInternalFormatInfo.pixelBytes > 0) &&
+                    (framebufferInternalFormatInfo.redBits   >= 1 && framebufferInternalFormatInfo.redBits   <= 8) &&
+                    (framebufferInternalFormatInfo.greenBits >= 1 && framebufferInternalFormatInfo.greenBits <= 8) &&
+                    (framebufferInternalFormatInfo.blueBits  >= 1 && framebufferInternalFormatInfo.blueBits  <= 8) &&
+                    (framebufferInternalFormatInfo.alphaBits >= 1 && framebufferInternalFormatInfo.alphaBits <= 8))
+                {
+                    sourceEffectiveFormat = &GetInternalFormatInfo(GL_SRGB8_ALPHA8);
+                }
+                else
+                {
+                    return false;
+                }
+            }
+            else
+            {
+                UNREACHABLE();
+                return false;
+            }
+        }
+
+        if (textureInternalFormatInfo.pixelBytes > 0)
+        {
+            // Section 3.8.5 of the GLES 3.0.3 spec, pg 139, requires that, if the destination format is sized,
+            // component sizes of the source and destination formats must exactly match
+            if (textureInternalFormatInfo.redBits   != sourceEffectiveFormat->redBits   ||
+                textureInternalFormatInfo.greenBits != sourceEffectiveFormat->greenBits ||
+                textureInternalFormatInfo.blueBits  != sourceEffectiveFormat->blueBits  ||
+                textureInternalFormatInfo.alphaBits != sourceEffectiveFormat->alphaBits)
+            {
+                return false;
+            }
+        }
+
+
+        return true; // A conversion function exists, and no rule in the specification has precluded conversion
+                     // between these formats.
+    }
+
+    return false;
+}
+
+bool ValidateES3CopyTexImageParameters(Context *context, GLenum target, GLint level, GLenum internalformat,
+                                       bool isSubImage, GLint xoffset, GLint yoffset, GLint zoffset,
+                                       GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
+{
+    GLenum textureInternalFormat;
+    if (!ValidateCopyTexImageParametersBase(context, target, level, internalformat, isSubImage,
+                                            xoffset, yoffset, zoffset, x, y, width, height,
+                                            border, &textureInternalFormat))
+    {
+        return false;
+    }
+
+    gl::Framebuffer *framebuffer = context->getState().getReadFramebuffer();
+
+    if (framebuffer->completeness(context->getData()) != GL_FRAMEBUFFER_COMPLETE)
+    {
+        context->recordError(Error(GL_INVALID_FRAMEBUFFER_OPERATION));
+        return false;
+    }
+
+    if (context->getState().getReadFramebuffer()->id() != 0 &&
+        framebuffer->getSamples(context->getData()) != 0)
+    {
+        context->recordError(Error(GL_INVALID_OPERATION));
+        return false;
+    }
+
+    gl::FramebufferAttachment *source = framebuffer->getReadColorbuffer();
+    GLenum colorbufferInternalFormat = source->getInternalFormat();
+
+    if (isSubImage)
+    {
+        if (!IsValidES3CopyTexImageCombination(textureInternalFormat, colorbufferInternalFormat,
+                                               context->getState().getReadFramebuffer()->id()))
+        {
+            context->recordError(Error(GL_INVALID_OPERATION));
+            return false;
+        }
+    }
+    else
+    {
+        if (!gl::IsValidES3CopyTexImageCombination(internalformat, colorbufferInternalFormat,
+                                                context->getState().getReadFramebuffer()->id()))
+        {
+            context->recordError(Error(GL_INVALID_OPERATION));
+            return false;
+        }
+    }
+
+    // If width or height is zero, it is a no-op.  Return false without setting an error.
+    return (width > 0 && height > 0);
+}
+
+bool ValidateES3TexStorageParameters(Context *context, GLenum target, GLsizei levels, GLenum internalformat,
+                                     GLsizei width, GLsizei height, GLsizei depth)
+{
+    if (width < 1 || height < 1 || depth < 1 || levels < 1)
+    {
+        context->recordError(Error(GL_INVALID_VALUE));
+        return false;
+    }
+
+    if (levels > gl::log2(std::max(std::max(width, height), depth)) + 1)
+    {
+        context->recordError(Error(GL_INVALID_OPERATION));
+        return false;
+    }
+
+    const gl::Caps &caps = context->getCaps();
+
+    gl::Texture *texture = NULL;
+    switch (target)
+    {
+      case GL_TEXTURE_2D:
+        {
+            texture = context->getTexture2D();
+
+            if (static_cast<GLuint>(width) > caps.max2DTextureSize ||
+                static_cast<GLuint>(height) > caps.max2DTextureSize)
+            {
+                context->recordError(Error(GL_INVALID_VALUE));
+                return false;
+            }
+        }
+        break;
+
+      case GL_TEXTURE_CUBE_MAP:
+        {
+            texture = context->getTextureCubeMap();
+
+            if (width != height)
+            {
+                context->recordError(Error(GL_INVALID_VALUE));
+                return false;
+            }
+
+            if (static_cast<GLuint>(width) > caps.maxCubeMapTextureSize)
+            {
+                context->recordError(Error(GL_INVALID_VALUE));
+                return false;
+            }
+        }
+        break;
+
+      case GL_TEXTURE_3D:
+        {
+            texture = context->getTexture3D();
+
+            if (static_cast<GLuint>(width) > caps.max3DTextureSize ||
+                static_cast<GLuint>(height) > caps.max3DTextureSize ||
+                static_cast<GLuint>(depth) > caps.max3DTextureSize)
+            {
+                context->recordError(Error(GL_INVALID_VALUE));
+                return false;
+            }
+        }
+        break;
+
+      case GL_TEXTURE_2D_ARRAY:
+        {
+            texture = context->getTexture2DArray();
+
+            if (static_cast<GLuint>(width) > caps.max2DTextureSize ||
+                static_cast<GLuint>(height) > caps.max2DTextureSize ||
+                static_cast<GLuint>(depth) > caps.maxArrayTextureLayers)
+            {
+                context->recordError(Error(GL_INVALID_VALUE));
+                return false;
+            }
+        }
+        break;
+
+      default:
+        context->recordError(Error(GL_INVALID_ENUM));
+        return false;
+    }
+
+    if (!texture || texture->id() == 0)
+    {
+        context->recordError(Error(GL_INVALID_OPERATION));
+        return false;
+    }
+
+    if (texture->isImmutable())
+    {
+        context->recordError(Error(GL_INVALID_OPERATION));
+        return false;
+    }
+
+    const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalformat);
+    if (!formatInfo.textureSupport(context->getClientVersion(), context->getExtensions()))
+    {
+        context->recordError(Error(GL_INVALID_ENUM));
+        return false;
+    }
+
+    if (formatInfo.pixelBytes == 0)
+    {
+        context->recordError(Error(GL_INVALID_ENUM));
+        return false;
+    }
+
+    return true;
+}
+
+bool ValidateFramebufferTextureLayer(Context *context, GLenum target, GLenum attachment,
+                                     GLuint texture, GLint level, GLint layer)
+{
+    if (context->getClientVersion() < 3)
+    {
+        context->recordError(Error(GL_INVALID_OPERATION));
+        return false;
+    }
+
+    if (layer < 0)
+    {
+        context->recordError(Error(GL_INVALID_VALUE));
+        return false;
+    }
+
+    if (!ValidateFramebufferTextureBase(context, target, attachment, texture, level))
+    {
+        return false;
+    }
+
+    const gl::Caps &caps = context->getCaps();
+    if (texture != 0)
+    {
+        gl::Texture *tex = context->getTexture(texture);
+        ASSERT(tex);
+
+        switch (tex->getTarget())
+        {
+          case GL_TEXTURE_2D_ARRAY:
+            {
+                if (level > gl::log2(caps.max2DTextureSize))
+                {
+                    context->recordError(Error(GL_INVALID_VALUE));
+                    return false;
+                }
+
+                if (static_cast<GLuint>(layer) >= caps.maxArrayTextureLayers)
+                {
+                    context->recordError(Error(GL_INVALID_VALUE));
+                    return false;
+                }
+
+                gl::Texture2DArray *texArray = static_cast<gl::Texture2DArray *>(tex);
+                if (texArray->isCompressed(level))
+                {
+                    context->recordError(Error(GL_INVALID_OPERATION));
+                    return false;
+                }
+            }
+            break;
+
+          case GL_TEXTURE_3D:
+            {
+                if (level > gl::log2(caps.max3DTextureSize))
+                {
+                    context->recordError(Error(GL_INVALID_VALUE));
+                    return false;
+                }
+
+                if (static_cast<GLuint>(layer) >= caps.max3DTextureSize)
+                {
+                    context->recordError(Error(GL_INVALID_VALUE));
+                    return false;
+                }
+
+                gl::Texture3D *tex3d = static_cast<gl::Texture3D *>(tex);
+                if (tex3d->isCompressed(level))
+                {
+                    context->recordError(Error(GL_INVALID_OPERATION));
+                    return false;
+                }
+            }
+            break;
+
+          default:
+            context->recordError(Error(GL_INVALID_OPERATION));
+            return false;
+        }
+    }
+
+    return true;
+}
+
+bool ValidES3ReadFormatType(Context *context, GLenum internalFormat, GLenum format, GLenum type)
+{
+    const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
+
+    switch (format)
+    {
+      case GL_RGBA:
+        switch (type)
+        {
+          case GL_UNSIGNED_BYTE:
+            break;
+          case GL_UNSIGNED_INT_2_10_10_10_REV:
+            if (internalFormat != GL_RGB10_A2)
+            {
+                return false;
+            }
+            break;
+          case GL_FLOAT:
+            if (internalFormatInfo.componentType != GL_FLOAT)
+            {
+                return false;
+            }
+            break;
+          default:
+            return false;
+        }
+        break;
+      case GL_RGBA_INTEGER:
+        switch (type)
+        {
+          case GL_INT:
+            if (internalFormatInfo.componentType != GL_INT)
+            {
+                return false;
+            }
+            break;
+          case GL_UNSIGNED_INT:
+            if (internalFormatInfo.componentType != GL_UNSIGNED_INT)
+            {
+                return false;
+            }
+            break;
+          default:
+            return false;
+        }
+        break;
+      case GL_BGRA_EXT:
+        switch (type)
+        {
+          case GL_UNSIGNED_BYTE:
+          case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
+          case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
+            break;
+          default:
+            return false;
+        }
+        break;
+      case GL_RG_EXT:
+      case GL_RED_EXT:
+        if (!context->getExtensions().textureRG)
+        {
+            return false;
+        }
+        switch (type)
+        {
+        case GL_UNSIGNED_BYTE:
+            break;
+        default:
+            return false;
+        }
+        break;
+      default:
+        return false;
+    }
+    return true;
+}
+
+bool ValidateES3RenderbufferStorageParameters(gl::Context *context, GLenum target, GLsizei samples,
+                                              GLenum internalformat, GLsizei width, GLsizei height)
+{
+    if (!ValidateRenderbufferStorageParametersBase(context, target, samples, internalformat, width, height))
+    {
+        return false;
+    }
+
+    //The ES3 spec(section 4.4.2) states that the internal format must be sized and not an integer format if samples is greater than zero.
+    const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalformat);
+    if ((formatInfo.componentType == GL_UNSIGNED_INT || formatInfo.componentType == GL_INT) && samples > 0)
+    {
+        context->recordError(Error(GL_INVALID_OPERATION));
+        return false;
+    }
+
+    // The behavior is different than the ANGLE version, which would generate a GL_OUT_OF_MEMORY.
+    const TextureCaps &formatCaps = context->getTextureCaps().get(internalformat);
+    if (static_cast<GLuint>(samples) > formatCaps.getMaxSamples())
+    {
+        context->recordError(Error(GL_INVALID_VALUE));
+        return false;
+    }
+
+    return true;
+}
+
+bool ValidateInvalidateFramebufferParameters(Context *context, GLenum target, GLsizei numAttachments,
+                                             const GLenum* attachments)
+{
+    bool defaultFramebuffer = false;
+
+    switch (target)
+    {
+      case GL_DRAW_FRAMEBUFFER:
+      case GL_FRAMEBUFFER:
+        defaultFramebuffer = context->getState().getDrawFramebuffer()->id() == 0;
+        break;
+      case GL_READ_FRAMEBUFFER:
+        defaultFramebuffer = context->getState().getReadFramebuffer()->id() == 0;
+        break;
+      default:
+          context->recordError(Error(GL_INVALID_ENUM));
+          return false;
+    }
+
+    for (int i = 0; i < numAttachments; ++i)
+    {
+        if (attachments[i] >= GL_COLOR_ATTACHMENT0 && attachments[i] <= GL_COLOR_ATTACHMENT15)
+        {
+            if (defaultFramebuffer)
+            {
+                context->recordError(Error(GL_INVALID_ENUM));
+                return false;
+            }
+
+            if (attachments[i] >= GL_COLOR_ATTACHMENT0 + context->getCaps().maxColorAttachments)
+            {
+                context->recordError(Error(GL_INVALID_OPERATION));
+                return false;
+            }
+        }
+        else
+        {
+            switch (attachments[i])
+            {
+              case GL_DEPTH_ATTACHMENT:
+              case GL_STENCIL_ATTACHMENT:
+              case GL_DEPTH_STENCIL_ATTACHMENT:
+                if (defaultFramebuffer)
+                {
+                    context->recordError(Error(GL_INVALID_ENUM));
+                    return false;
+                }
+                break;
+              case GL_COLOR:
+              case GL_DEPTH:
+              case GL_STENCIL:
+                if (!defaultFramebuffer)
+                {
+                    context->recordError(Error(GL_INVALID_ENUM));
+                    return false;
+                }
+                break;
+              default:
+                context->recordError(Error(GL_INVALID_ENUM));
+                return false;
+            }
+        }
+    }
+
+    return true;
+}
+
+bool ValidateClearBuffer(Context *context)
+{
+    if (context->getClientVersion() < 3)
+    {
+        context->recordError(Error(GL_INVALID_OPERATION));
+        return false;
+    }
+
+    const gl::Framebuffer *fbo = context->getState().getDrawFramebuffer();
+    if (!fbo || fbo->completeness(context->getData()) != GL_FRAMEBUFFER_COMPLETE)
+    {
+        context->recordError(Error(GL_INVALID_FRAMEBUFFER_OPERATION));
+        return false;
+    }
+
+    return true;
+}
+
+bool ValidateGetUniformuiv(Context *context, GLuint program, GLint location, GLuint* params)
+{
+    if (context->getClientVersion() < 3)
+    {
+        context->recordError(Error(GL_INVALID_OPERATION));
+        return false;
+    }
+
+    return ValidateGetUniformBase(context, program, location);
+}
+
+}