Refactors State to be a fully-qualified class

BUG=angle:685

Change-Id: I36cff2da985a12c7180fe2850ccd471f4cebbaad
Reviewed-on: https://chromium-review.googlesource.com/206634
Tested-by: Shannon Woods <shannonwoods@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libGLESv2/State.cpp b/src/libGLESv2/State.cpp
new file mode 100644
index 0000000..b552701
--- /dev/null
+++ b/src/libGLESv2/State.cpp
@@ -0,0 +1,1415 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// State.cpp: Implements the State class, encapsulating raw GL state.
+
+#include "libGLESv2/State.h"
+
+#include "libGLESv2/Context.h"
+#include "libGLESv2/VertexArray.h"
+#include "libGLESv2/Query.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
+#include "libGLESv2/renderer/RenderTarget.h"
+#include "libGLESv2/formatutils.h"
+
+namespace gl
+{
+State::State()
+{
+    mContext = NULL;
+
+    setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+
+    mDepthClearValue = 1.0f;
+    mStencilClearValue = 0;
+
+    mRasterizer.rasterizerDiscard = false;
+    mRasterizer.cullFace = false;
+    mRasterizer.cullMode = GL_BACK;
+    mRasterizer.frontFace = GL_CCW;
+    mRasterizer.polygonOffsetFill = false;
+    mRasterizer.polygonOffsetFactor = 0.0f;
+    mRasterizer.polygonOffsetUnits = 0.0f;
+    mRasterizer.pointDrawMode = false;
+    mRasterizer.multiSample = false;
+    mScissorTest = false;
+    mScissor.x = 0;
+    mScissor.y = 0;
+    mScissor.width = 0;
+    mScissor.height = 0;
+
+    mBlend.blend = false;
+    mBlend.sourceBlendRGB = GL_ONE;
+    mBlend.sourceBlendAlpha = GL_ONE;
+    mBlend.destBlendRGB = GL_ZERO;
+    mBlend.destBlendAlpha = GL_ZERO;
+    mBlend.blendEquationRGB = GL_FUNC_ADD;
+    mBlend.blendEquationAlpha = GL_FUNC_ADD;
+    mBlend.sampleAlphaToCoverage = false;
+    mBlend.dither = true;
+
+    mBlendColor.red = 0;
+    mBlendColor.green = 0;
+    mBlendColor.blue = 0;
+    mBlendColor.alpha = 0;
+
+    mDepthStencil.depthTest = false;
+    mDepthStencil.depthFunc = GL_LESS;
+    mDepthStencil.depthMask = true;
+    mDepthStencil.stencilTest = false;
+    mDepthStencil.stencilFunc = GL_ALWAYS;
+    mDepthStencil.stencilMask = -1;
+    mDepthStencil.stencilWritemask = -1;
+    mDepthStencil.stencilBackFunc = GL_ALWAYS;
+    mDepthStencil.stencilBackMask = - 1;
+    mDepthStencil.stencilBackWritemask = -1;
+    mDepthStencil.stencilFail = GL_KEEP;
+    mDepthStencil.stencilPassDepthFail = GL_KEEP;
+    mDepthStencil.stencilPassDepthPass = GL_KEEP;
+    mDepthStencil.stencilBackFail = GL_KEEP;
+    mDepthStencil.stencilBackPassDepthFail = GL_KEEP;
+    mDepthStencil.stencilBackPassDepthPass = GL_KEEP;
+
+    mStencilRef = 0;
+    mStencilBackRef = 0;
+
+    mSampleCoverage = false;
+    mSampleCoverageValue = 1.0f;
+    mSampleCoverageInvert = false;
+    mGenerateMipmapHint = GL_DONT_CARE;
+    mFragmentShaderDerivativeHint = GL_DONT_CARE;
+
+    mLineWidth = 1.0f;
+
+    mViewport.x = 0;
+    mViewport.y = 0;
+    mViewport.width = 0;
+    mViewport.height = 0;
+    mNearZ = 0.0f;
+    mFarZ = 1.0f;
+
+    mBlend.colorMaskRed = true;
+    mBlend.colorMaskGreen = true;
+    mBlend.colorMaskBlue = true;
+    mBlend.colorMaskAlpha = true;
+
+    const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+    for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
+    {
+        mVertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
+    }
+
+    for (unsigned int textureUnit = 0; textureUnit < ArraySize(mSamplers); textureUnit++)
+    {
+        mSamplers[textureUnit].set(NULL);
+    }
+
+    mActiveSampler = 0;
+
+    mActiveQueries[GL_ANY_SAMPLES_PASSED].set(NULL);
+    mActiveQueries[GL_ANY_SAMPLES_PASSED_CONSERVATIVE].set(NULL);
+    mActiveQueries[GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN].set(NULL);
+
+    mCurrentProgramId = 0;
+    mCurrentProgramBinary.set(NULL);
+
+    mReadFramebuffer = NULL;
+    mDrawFramebuffer = NULL;
+}
+
+State::~State()
+{
+    for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
+    {
+        for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
+        {
+            mSamplerTexture[type][sampler].set(NULL);
+        }
+    }
+
+    const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
+    for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
+    {
+        mVertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
+    }
+
+    mArrayBuffer.set(NULL);
+    mRenderbuffer.set(NULL);
+
+    mTransformFeedback.set(NULL);
+
+    for (State::ActiveQueryMap::iterator i = mActiveQueries.begin(); i != mActiveQueries.end(); i++)
+    {
+        i->second.set(NULL);
+    }
+
+    mGenericUniformBuffer.set(NULL);
+    for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
+    {
+        mUniformBuffers[i].set(NULL);
+    }
+
+    mGenericTransformFeedbackBuffer.set(NULL);
+    for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
+    {
+        mTransformFeedbackBuffers[i].set(NULL);
+    }
+
+    mCopyReadBuffer.set(NULL);
+    mCopyWriteBuffer.set(NULL);
+
+    mPack.pixelBuffer.set(NULL);
+    mUnpack.pixelBuffer.set(NULL);
+}
+
+const RasterizerState &State::getRasterizerState() const
+{
+    return mRasterizer;
+}
+
+const BlendState &State::getBlendState() const
+{
+    return mBlend;
+}
+
+const DepthStencilState &State::getDepthStencilState() const
+{
+    return mDepthStencil;
+}
+
+void State::setClearColor(float red, float green, float blue, float alpha)
+{
+    mColorClearValue.red = red;
+    mColorClearValue.green = green;
+    mColorClearValue.blue = blue;
+    mColorClearValue.alpha = alpha;
+}
+
+void State::setClearDepth(float depth)
+{
+    mDepthClearValue = depth;
+}
+
+void State::setClearStencil(int stencil)
+{
+    mStencilClearValue = stencil;
+}
+
+ClearParameters State::getClearParameters(GLbitfield mask) const
+{
+    ClearParameters clearParams = { 0 };
+    for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+    {
+        clearParams.clearColor[i] = false;
+    }
+    clearParams.colorFClearValue = mColorClearValue;
+    clearParams.colorClearType = GL_FLOAT;
+    clearParams.colorMaskRed = mBlend.colorMaskRed;
+    clearParams.colorMaskGreen = mBlend.colorMaskGreen;
+    clearParams.colorMaskBlue = mBlend.colorMaskBlue;
+    clearParams.colorMaskAlpha = mBlend.colorMaskAlpha;
+    clearParams.clearDepth = false;
+    clearParams.depthClearValue = mDepthClearValue;
+    clearParams.clearStencil = false;
+    clearParams.stencilClearValue = mStencilClearValue;
+    clearParams.stencilWriteMask = mDepthStencil.stencilWritemask;
+    clearParams.scissorEnabled = mScissorTest;
+    clearParams.scissor = mScissor;
+
+    const Framebuffer *framebufferObject = getDrawFramebuffer();
+    if (mask & GL_COLOR_BUFFER_BIT)
+    {
+        if (framebufferObject->hasEnabledColorAttachment())
+        {
+            for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+            {
+                clearParams.clearColor[i] = true;
+            }
+        }
+    }
+
+    if (mask & GL_DEPTH_BUFFER_BIT)
+    {
+        if (mDepthStencil.depthMask && framebufferObject->getDepthbuffer() != NULL)
+        {
+            clearParams.clearDepth = true;
+        }
+    }
+
+    if (mask & GL_STENCIL_BUFFER_BIT)
+    {
+        if (framebufferObject->getStencilbuffer() != NULL)
+        {
+            rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
+            if (!depthStencil)
+            {
+                ERR("Depth stencil pointer unexpectedly null.");
+                ClearParameters nullClearParam = { 0 };
+                return nullClearParam;
+            }
+
+            if (GetStencilBits(depthStencil->getActualFormat()) > 0)
+            {
+                clearParams.clearStencil = true;
+            }
+        }
+    }
+
+    return clearParams;
+}
+
+void State::setColorMask(bool red, bool green, bool blue, bool alpha)
+{
+    mBlend.colorMaskRed = red;
+    mBlend.colorMaskGreen = green;
+    mBlend.colorMaskBlue = blue;
+    mBlend.colorMaskAlpha = alpha;
+}
+
+void State::setDepthMask(bool mask)
+{
+    mDepthStencil.depthMask = mask;
+}
+
+bool State::isRasterizerDiscardEnabled() const
+{
+    return mRasterizer.rasterizerDiscard;
+}
+
+void State::setRasterizerDiscard(bool enabled)
+{
+    mRasterizer.rasterizerDiscard = enabled;
+}
+
+bool State::isCullFaceEnabled() const
+{
+    return mRasterizer.cullFace;
+}
+
+void State::setCullFace(bool enabled)
+{
+    mRasterizer.cullFace = enabled;
+}
+
+void State::setCullMode(GLenum mode)
+{
+    mRasterizer.cullMode = mode;
+}
+
+void State::setFrontFace(GLenum front)
+{
+    mRasterizer.frontFace = front;
+}
+
+bool State::isDepthTestEnabled() const
+{
+    return mDepthStencil.depthTest;
+}
+
+void State::setDepthTest(bool enabled)
+{
+    mDepthStencil.depthTest = enabled;
+}
+
+void State::setDepthFunc(GLenum depthFunc)
+{
+     mDepthStencil.depthFunc = depthFunc;
+}
+
+void State::setDepthRange(float zNear, float zFar)
+{
+    mNearZ = zNear;
+    mFarZ = zFar;
+}
+
+void State::getDepthRange(float *zNear, float *zFar) const
+{
+    *zNear = mNearZ;
+    *zFar = mFarZ;
+}
+
+bool State::isBlendEnabled() const
+{
+    return mBlend.blend;
+}
+
+void State::setBlend(bool enabled)
+{
+    mBlend.blend = enabled;
+}
+
+void State::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
+{
+    mBlend.sourceBlendRGB = sourceRGB;
+    mBlend.destBlendRGB = destRGB;
+    mBlend.sourceBlendAlpha = sourceAlpha;
+    mBlend.destBlendAlpha = destAlpha;
+}
+
+void State::setBlendColor(float red, float green, float blue, float alpha)
+{
+    mBlendColor.red = red;
+    mBlendColor.green = green;
+    mBlendColor.blue = blue;
+    mBlendColor.alpha = alpha;
+}
+
+void State::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
+{
+    mBlend.blendEquationRGB = rgbEquation;
+    mBlend.blendEquationAlpha = alphaEquation;
+}
+
+const ColorF &State::getBlendColor() const
+{
+    return mBlendColor;
+}
+
+bool State::isStencilTestEnabled() const
+{
+    return mDepthStencil.stencilTest;
+}
+
+void State::setStencilTest(bool enabled)
+{
+    mDepthStencil.stencilTest = enabled;
+}
+
+void State::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
+{
+    mDepthStencil.stencilFunc = stencilFunc;
+    mStencilRef = (stencilRef > 0) ? stencilRef : 0;
+    mDepthStencil.stencilMask = stencilMask;
+}
+
+void State::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
+{
+    mDepthStencil.stencilBackFunc = stencilBackFunc;
+    mStencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
+    mDepthStencil.stencilBackMask = stencilBackMask;
+}
+
+void State::setStencilWritemask(GLuint stencilWritemask)
+{
+    mDepthStencil.stencilWritemask = stencilWritemask;
+}
+
+void State::setStencilBackWritemask(GLuint stencilBackWritemask)
+{
+    mDepthStencil.stencilBackWritemask = stencilBackWritemask;
+}
+
+void State::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
+{
+    mDepthStencil.stencilFail = stencilFail;
+    mDepthStencil.stencilPassDepthFail = stencilPassDepthFail;
+    mDepthStencil.stencilPassDepthPass = stencilPassDepthPass;
+}
+
+void State::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
+{
+    mDepthStencil.stencilBackFail = stencilBackFail;
+    mDepthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
+    mDepthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
+}
+
+GLint State::getStencilRef() const
+{
+    return mStencilRef;
+}
+
+GLint State::getStencilBackRef() const
+{
+    return mStencilBackRef;
+}
+
+bool State::isPolygonOffsetFillEnabled() const
+{
+    return mRasterizer.polygonOffsetFill;
+}
+
+void State::setPolygonOffsetFill(bool enabled)
+{
+     mRasterizer.polygonOffsetFill = enabled;
+}
+
+void State::setPolygonOffsetParams(GLfloat factor, GLfloat units)
+{
+    // An application can pass NaN values here, so handle this gracefully
+    mRasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor;
+    mRasterizer.polygonOffsetUnits = units != units ? 0.0f : units;
+}
+
+bool State::isSampleAlphaToCoverageEnabled() const
+{
+    return mBlend.sampleAlphaToCoverage;
+}
+
+void State::setSampleAlphaToCoverage(bool enabled)
+{
+    mBlend.sampleAlphaToCoverage = enabled;
+}
+
+bool State::isSampleCoverageEnabled() const
+{
+    return mSampleCoverage;
+}
+
+void State::setSampleCoverage(bool enabled)
+{
+    mSampleCoverage = enabled;
+}
+
+void State::setSampleCoverageParams(GLclampf value, bool invert)
+{
+    mSampleCoverageValue = value;
+    mSampleCoverageInvert = invert;
+}
+
+void State::getSampleCoverageParams(GLclampf *value, bool *invert)
+{
+    ASSERT(value != NULL && invert != NULL);
+
+    *value = mSampleCoverageValue;
+    *invert = mSampleCoverageInvert;
+}
+
+bool State::isScissorTestEnabled() const
+{
+    return mScissorTest;
+}
+
+void State::setScissorTest(bool enabled)
+{
+    mScissorTest = enabled;
+}
+
+void State::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+    mScissor.x = x;
+    mScissor.y = y;
+    mScissor.width = width;
+    mScissor.height = height;
+}
+
+const Rectangle &State::getScissor() const
+{
+    return mScissor;
+}
+
+bool State::isDitherEnabled() const
+{
+    return mBlend.dither;
+}
+
+void State::setDither(bool enabled)
+{
+    mBlend.dither = enabled;
+}
+
+void State::setEnableFeature(GLenum feature, bool enabled)
+{
+    switch (feature)
+    {
+      case GL_CULL_FACE:                     setCullFace(enabled);              break;
+      case GL_POLYGON_OFFSET_FILL:           setPolygonOffsetFill(enabled);     break;
+      case GL_SAMPLE_ALPHA_TO_COVERAGE:      setSampleAlphaToCoverage(enabled); break;
+      case GL_SAMPLE_COVERAGE:               setSampleCoverage(enabled);        break;
+      case GL_SCISSOR_TEST:                  setScissorTest(enabled);           break;
+      case GL_STENCIL_TEST:                  setStencilTest(enabled);           break;
+      case GL_DEPTH_TEST:                    setDepthTest(enabled);             break;
+      case GL_BLEND:                         setBlend(enabled);                 break;
+      case GL_DITHER:                        setDither(enabled);                break;
+      case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED();                   break;
+      case GL_RASTERIZER_DISCARD:            setRasterizerDiscard(enabled);     break;
+      default:                               UNREACHABLE();
+    }
+}
+
+bool State::getEnableFeature(GLenum feature)
+{
+    switch (feature)
+    {
+      case GL_CULL_FACE:                     return isCullFaceEnabled();
+      case GL_POLYGON_OFFSET_FILL:           return isPolygonOffsetFillEnabled();
+      case GL_SAMPLE_ALPHA_TO_COVERAGE:      return isSampleAlphaToCoverageEnabled();
+      case GL_SAMPLE_COVERAGE:               return isSampleCoverageEnabled();
+      case GL_SCISSOR_TEST:                  return isScissorTestEnabled();
+      case GL_STENCIL_TEST:                  return isStencilTestEnabled();
+      case GL_DEPTH_TEST:                    return isDepthTestEnabled();
+      case GL_BLEND:                         return isBlendEnabled();
+      case GL_DITHER:                        return isDitherEnabled();
+      case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); return false;
+      case GL_RASTERIZER_DISCARD:            return isRasterizerDiscardEnabled();
+      default:                               UNREACHABLE(); return false;
+    }
+}
+
+void State::setLineWidth(GLfloat width)
+{
+    mLineWidth = width;
+}
+
+void State::setGenerateMipmapHint(GLenum hint)
+{
+    mGenerateMipmapHint = hint;
+}
+
+void State::setFragmentShaderDerivativeHint(GLenum hint)
+{
+    mFragmentShaderDerivativeHint = hint;
+    // TODO: Propagate the hint to shader translator so we can write
+    // ddx, ddx_coarse, or ddx_fine depending on the hint.
+    // Ignore for now. It is valid for implementations to ignore hint.
+}
+
+void State::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+    mViewport.x = x;
+    mViewport.y = y;
+    mViewport.width = width;
+    mViewport.height = height;
+}
+
+const Rectangle &State::getViewport() const
+{
+    return mViewport;
+}
+
+void State::setActiveSampler(unsigned int active)
+{
+    mActiveSampler = active;
+}
+
+unsigned int State::getActiveSampler() const
+{
+    return mActiveSampler;
+}
+
+void State::setSamplerTexture(TextureType type, Texture *texture)
+{
+    mSamplerTexture[type][mActiveSampler].set(texture);
+}
+
+Texture *State::getSamplerTexture(unsigned int sampler, TextureType type) const
+{
+    GLuint texid = mSamplerTexture[type][sampler].id();
+
+    if (texid == 0)   // Special case: 0 refers to default textures held by Context
+    {
+        return NULL;
+    }
+
+    return mSamplerTexture[type][sampler].get();
+}
+
+GLuint State::getSamplerTextureId(unsigned int sampler, TextureType type) const
+{
+    return mSamplerTexture[type][sampler].id();
+}
+
+void State::detachTexture(GLuint texture)
+{
+    // Textures have a detach method on State rather than a simple
+    // removeBinding, because the zero/null texture objects are managed
+    // separately, and don't have to go through the Context's maps or
+    // the ResourceManager.
+
+    // [OpenGL ES 2.0.24] section 3.8 page 84:
+    // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
+    // rebound to texture object zero
+
+    for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
+    {
+        for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
+        {
+            if (mSamplerTexture[type][sampler].id() == texture)
+            {
+                mSamplerTexture[type][sampler].set(NULL);
+            }
+        }
+    }
+
+    // [OpenGL ES 2.0.24] section 4.4 page 112:
+    // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
+    // as if Texture2DAttachment had been called, with a texture of 0, for each attachment point to which this
+    // image was attached in the currently bound framebuffer.
+
+    if (mReadFramebuffer)
+    {
+        mReadFramebuffer->detachTexture(texture);
+    }
+
+    if (mDrawFramebuffer)
+    {
+        mDrawFramebuffer->detachTexture(texture);
+    }
+}
+
+void State::setSamplerBinding(GLuint textureUnit, Sampler *sampler)
+{
+    mSamplers[textureUnit].set(sampler);
+}
+
+GLuint State::getSamplerId(GLuint textureUnit) const
+{
+    ASSERT(textureUnit < ArraySize(mSamplers));
+    return mSamplers[textureUnit].id();
+}
+
+Sampler *State::getSampler(GLuint textureUnit) const
+{
+    return mSamplers[textureUnit].get();
+}
+
+void State::detachSampler(GLuint sampler)
+{
+    // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
+    // If a sampler object that is currently bound to one or more texture units is
+    // deleted, it is as though BindSampler is called once for each texture unit to
+    // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
+    for (unsigned int textureUnit = 0; textureUnit < ArraySize(mSamplers); textureUnit++)
+    {
+        if (mSamplers[textureUnit].id() == sampler)
+        {
+            mSamplers[textureUnit].set(NULL);
+        }
+    }
+}
+
+void State::setRenderbufferBinding(Renderbuffer *renderbuffer)
+{
+    mRenderbuffer.set(renderbuffer);
+}
+
+GLuint State::getRenderbufferId() const
+{
+    return mRenderbuffer.id();
+}
+
+Renderbuffer *State::getCurrentRenderbuffer()
+{
+    return mRenderbuffer.get();
+}
+
+void State::detachRenderbuffer(GLuint renderbuffer)
+{
+    // [OpenGL ES 2.0.24] section 4.4 page 109:
+    // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
+    // had been executed with the target RENDERBUFFER and name of zero.
+
+    if (mRenderbuffer.id() == renderbuffer)
+    {
+        mRenderbuffer.set(NULL);
+    }
+
+    // [OpenGL ES 2.0.24] section 4.4 page 111:
+    // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
+    // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
+    // point to which this image was attached in the currently bound framebuffer.
+
+    Framebuffer *readFramebuffer = mReadFramebuffer;
+    Framebuffer *drawFramebuffer = mDrawFramebuffer;
+
+    if (readFramebuffer)
+    {
+        readFramebuffer->detachRenderbuffer(renderbuffer);
+    }
+
+    if (drawFramebuffer && drawFramebuffer != readFramebuffer)
+    {
+        drawFramebuffer->detachRenderbuffer(renderbuffer);
+    }
+
+}
+
+void State::setReadFramebufferBinding(Framebuffer *framebuffer)
+{
+    mReadFramebuffer = framebuffer;
+}
+
+void State::setDrawFramebufferBinding(Framebuffer *framebuffer)
+{
+    mDrawFramebuffer = framebuffer;
+}
+
+Framebuffer *State::getTargetFramebuffer(GLenum target) const
+{
+    switch (target)
+    {
+    case GL_READ_FRAMEBUFFER_ANGLE:  return mReadFramebuffer;
+    case GL_DRAW_FRAMEBUFFER_ANGLE:
+    case GL_FRAMEBUFFER:             return mDrawFramebuffer;
+    default:                         UNREACHABLE(); return NULL;
+    }
+}
+
+Framebuffer *State::getReadFramebuffer()
+{
+    return mReadFramebuffer;
+}
+
+Framebuffer *State::getDrawFramebuffer()
+{
+    return mDrawFramebuffer;
+}
+
+const Framebuffer *State::getReadFramebuffer() const
+{
+    return mReadFramebuffer;
+}
+
+const Framebuffer *State::getDrawFramebuffer() const
+{
+    return mDrawFramebuffer;
+}
+
+bool State::removeReadFramebufferBinding(GLuint framebuffer)
+{
+    if (mReadFramebuffer->id() == framebuffer)
+    {
+        mReadFramebuffer = NULL;
+        return true;
+    }
+
+    return false;
+}
+
+bool State::removeDrawFramebufferBinding(GLuint framebuffer)
+{
+    if (mDrawFramebuffer->id() == framebuffer)
+    {
+        mDrawFramebuffer = NULL;
+        return true;
+    }
+
+    return false;
+}
+
+void State::setVertexArrayBinding(VertexArray *vertexArray)
+{
+    mVertexArray = vertexArray;
+}
+
+GLuint State::getVertexArrayId() const
+{
+    ASSERT(mVertexArray != NULL);
+    return mVertexArray->id();
+}
+
+VertexArray *State::getVertexArray() const
+{
+    ASSERT(mVertexArray != NULL);
+    return mVertexArray;
+}
+
+bool State::removeVertexArrayBinding(GLuint vertexArray)
+{
+    if (mVertexArray->id() == vertexArray)
+    {
+        mVertexArray = NULL;
+        return true;
+    }
+
+    return false;
+}
+
+void State::setCurrentProgram(GLuint programId, Program *newProgram)
+{
+    mCurrentProgramId = programId; // set new ID before trying to delete program binary; otherwise it will only be flagged for deletion
+    mCurrentProgramBinary.set(NULL);
+
+    if (newProgram)
+    {
+        newProgram->addRef();
+        mCurrentProgramBinary.set(newProgram->getProgramBinary());
+    }
+}
+
+void State::setCurrentProgramBinary(ProgramBinary *binary)
+{
+    mCurrentProgramBinary.set(binary);
+}
+
+GLuint State::getCurrentProgramId() const
+{
+    return mCurrentProgramId;
+}
+
+ProgramBinary *State::getCurrentProgramBinary() const
+{
+    return mCurrentProgramBinary.get();
+}
+
+void State::setTransformFeedbackBinding(TransformFeedback *transformFeedback)
+{
+    mTransformFeedback.set(transformFeedback);
+}
+
+TransformFeedback *State::getCurrentTransformFeedback() const
+{
+    return mTransformFeedback.get();
+}
+
+void State::detachTransformFeedback(GLuint transformFeedback)
+{
+    if (mTransformFeedback.id() == transformFeedback)
+    {
+        mTransformFeedback.set(NULL);
+    }
+}
+
+bool State::isQueryActive() const
+{
+    for (State::ActiveQueryMap::const_iterator i = mActiveQueries.begin();
+        i != mActiveQueries.end(); i++)
+    {
+        if (i->second.get() != NULL)
+        {
+            return true;
+        }
+    }
+
+    return false;
+}
+
+void State::setActiveQuery(GLenum target, Query *query)
+{
+    mActiveQueries[target].set(query);
+}
+
+GLuint State::getActiveQueryId(GLenum target) const
+{
+    const Query *query = getActiveQuery(target);
+    return (query ? query->id() : 0u);
+}
+
+Query *State::getActiveQuery(GLenum target) const
+{
+    // All query types should already exist in the activeQueries map
+    ASSERT(mActiveQueries.find(target) != mActiveQueries.end());
+
+    return mActiveQueries.at(target).get();
+}
+
+void State::setArrayBufferBinding(Buffer *buffer)
+{
+    mArrayBuffer.set(buffer);
+}
+
+GLuint State::getArrayBufferId() const
+{
+    return mArrayBuffer.id();
+}
+
+bool State::removeArrayBufferBinding(GLuint buffer)
+{
+    if (mArrayBuffer.id() == buffer)
+    {
+        mArrayBuffer.set(NULL);
+        return true;
+    }
+
+    return false;
+}
+
+void State::setGenericUniformBufferBinding(Buffer *buffer)
+{
+    mGenericUniformBuffer.set(buffer);
+}
+
+void State::setIndexedUniformBufferBinding(GLuint index, Buffer *buffer, GLintptr offset, GLsizeiptr size)
+{
+    mUniformBuffers[index].set(buffer, offset, size);
+}
+
+GLuint State::getIndexedUniformBufferId(GLuint index) const
+{
+    ASSERT(index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS);
+
+    return mUniformBuffers[index].id();
+}
+
+Buffer *State::getIndexedUniformBuffer(GLuint index) const
+{
+    ASSERT(index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS);
+
+    return mUniformBuffers[index].get();
+}
+
+void State::setGenericTransformFeedbackBufferBinding(Buffer *buffer)
+{
+    mGenericTransformFeedbackBuffer.set(buffer);
+}
+
+void State::setIndexedTransformFeedbackBufferBinding(GLuint index, Buffer *buffer, GLintptr offset, GLsizeiptr size)
+{
+    mTransformFeedbackBuffers[index].set(buffer, offset, size);
+}
+
+GLuint State::getIndexedTransformFeedbackBufferId(GLuint index) const
+{
+    ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
+
+    return mTransformFeedbackBuffers[index].id();
+}
+
+Buffer *State::getIndexedTransformFeedbackBuffer(GLuint index) const
+{
+    ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
+
+    return mTransformFeedbackBuffers[index].get();
+}
+
+GLuint State::getIndexedTransformFeedbackBufferOffset(GLuint index) const
+{
+    ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
+
+    return mTransformFeedbackBuffers[index].getOffset();
+}
+
+void State::setCopyReadBufferBinding(Buffer *buffer)
+{
+    mCopyReadBuffer.set(buffer);
+}
+
+void State::setCopyWriteBufferBinding(Buffer *buffer)
+{
+    mCopyWriteBuffer.set(buffer);
+}
+
+void State::setPixelPackBufferBinding(Buffer *buffer)
+{
+    mPack.pixelBuffer.set(buffer);
+}
+
+void State::setPixelUnpackBufferBinding(Buffer *buffer)
+{
+    mUnpack.pixelBuffer.set(buffer);
+}
+
+Buffer *State::getTargetBuffer(GLenum target) const
+{
+    switch (target)
+    {
+      case GL_ARRAY_BUFFER:              return mArrayBuffer.get();
+      case GL_COPY_READ_BUFFER:          return mCopyReadBuffer.get();
+      case GL_COPY_WRITE_BUFFER:         return mCopyWriteBuffer.get();
+      case GL_ELEMENT_ARRAY_BUFFER:      return getVertexArray()->getElementArrayBuffer();
+      case GL_PIXEL_PACK_BUFFER:         return mPack.pixelBuffer.get();
+      case GL_PIXEL_UNPACK_BUFFER:       return mUnpack.pixelBuffer.get();
+      case GL_TRANSFORM_FEEDBACK_BUFFER: return mGenericTransformFeedbackBuffer.get();
+      case GL_UNIFORM_BUFFER:            return mGenericUniformBuffer.get();
+      default: UNREACHABLE();            return NULL;
+    }
+}
+
+void State::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
+{
+    getVertexArray()->enableAttribute(attribNum, enabled);
+}
+
+void State::setVertexAttribf(GLuint index, const GLfloat values[4])
+{
+    ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
+    mVertexAttribCurrentValues[index].setFloatValues(values);
+}
+
+void State::setVertexAttribu(GLuint index, const GLuint values[4])
+{
+    ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
+    mVertexAttribCurrentValues[index].setUnsignedIntValues(values);
+}
+
+void State::setVertexAttribi(GLuint index, const GLint values[4])
+{
+    ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
+    mVertexAttribCurrentValues[index].setIntValues(values);
+}
+
+void State::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
+    bool pureInteger, GLsizei stride, const void *pointer)
+{
+    getVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
+}
+
+const VertexAttribute &State::getVertexAttribState(unsigned int attribNum) const
+{
+    return getVertexArray()->getVertexAttribute(attribNum);
+}
+
+const VertexAttribCurrentValueData &State::getVertexAttribCurrentValue(unsigned int attribNum) const
+{
+    ASSERT(attribNum < MAX_VERTEX_ATTRIBS);
+    return mVertexAttribCurrentValues[attribNum];
+}
+
+const VertexAttribCurrentValueData *State::getVertexAttribCurrentValues() const
+{
+    return mVertexAttribCurrentValues;
+}
+
+const void *State::getVertexAttribPointer(unsigned int attribNum) const
+{
+    return getVertexArray()->getVertexAttribute(attribNum).pointer;
+}
+
+void State::setPackAlignment(GLint alignment)
+{
+    mPack.alignment = alignment;
+}
+
+GLint State::getPackAlignment() const
+{
+    return mPack.alignment;
+}
+
+void State::setPackReverseRowOrder(bool reverseRowOrder)
+{
+    mPack.reverseRowOrder = reverseRowOrder;
+}
+
+bool State::getPackReverseRowOrder() const
+{
+    return mPack.reverseRowOrder;
+}
+
+const PixelPackState &State::getPackState() const
+{
+    return mPack;
+}
+
+void State::setUnpackAlignment(GLint alignment)
+{
+    mUnpack.alignment = alignment;
+}
+
+GLint State::getUnpackAlignment() const
+{
+    return mUnpack.alignment;
+}
+
+const PixelUnpackState &State::getUnpackState() const
+{
+    return mUnpack;
+}
+
+void State::getBooleanv(GLenum pname, GLboolean *params)
+{
+    switch (pname)
+    {
+      case GL_SAMPLE_COVERAGE_INVERT:    *params = mSampleCoverageInvert;         break;
+      case GL_DEPTH_WRITEMASK:           *params = mDepthStencil.depthMask;       break;
+      case GL_COLOR_WRITEMASK:
+        params[0] = mBlend.colorMaskRed;
+        params[1] = mBlend.colorMaskGreen;
+        params[2] = mBlend.colorMaskBlue;
+        params[3] = mBlend.colorMaskAlpha;
+        break;
+      case GL_CULL_FACE:                 *params = mRasterizer.cullFace;          break;
+      case GL_POLYGON_OFFSET_FILL:       *params = mRasterizer.polygonOffsetFill; break;
+      case GL_SAMPLE_ALPHA_TO_COVERAGE:  *params = mBlend.sampleAlphaToCoverage;  break;
+      case GL_SAMPLE_COVERAGE:           *params = mSampleCoverage;               break;
+      case GL_SCISSOR_TEST:              *params = mScissorTest;                  break;
+      case GL_STENCIL_TEST:              *params = mDepthStencil.stencilTest;     break;
+      case GL_DEPTH_TEST:                *params = mDepthStencil.depthTest;       break;
+      case GL_BLEND:                     *params = mBlend.blend;                  break;
+      case GL_DITHER:                    *params = mBlend.dither;                 break;
+      case GL_TRANSFORM_FEEDBACK_ACTIVE: *params = getCurrentTransformFeedback()->isStarted(); break;
+      case GL_TRANSFORM_FEEDBACK_PAUSED: *params = getCurrentTransformFeedback()->isPaused();  break;
+      default:
+        UNREACHABLE();
+        break;
+    }
+}
+
+void State::getFloatv(GLenum pname, GLfloat *params)
+{
+    // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
+    // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
+    // GetIntegerv as its native query function. As it would require conversion in any
+    // case, this should make no difference to the calling application.
+    switch (pname)
+    {
+      case GL_LINE_WIDTH:               *params = mLineWidth;                         break;
+      case GL_SAMPLE_COVERAGE_VALUE:    *params = mSampleCoverageValue;               break;
+      case GL_DEPTH_CLEAR_VALUE:        *params = mDepthClearValue;                   break;
+      case GL_POLYGON_OFFSET_FACTOR:    *params = mRasterizer.polygonOffsetFactor;    break;
+      case GL_POLYGON_OFFSET_UNITS:     *params = mRasterizer.polygonOffsetUnits;     break;
+      case GL_DEPTH_RANGE:
+        params[0] = mNearZ;
+        params[1] = mFarZ;
+        break;
+      case GL_COLOR_CLEAR_VALUE:
+        params[0] = mColorClearValue.red;
+        params[1] = mColorClearValue.green;
+        params[2] = mColorClearValue.blue;
+        params[3] = mColorClearValue.alpha;
+        break;
+      case GL_BLEND_COLOR:
+        params[0] = mBlendColor.red;
+        params[1] = mBlendColor.green;
+        params[2] = mBlendColor.blue;
+        params[3] = mBlendColor.alpha;
+        break;
+      default:
+        UNREACHABLE();
+        break;
+    }
+}
+
+void State::getIntegerv(GLenum pname, GLint *params)
+{
+    if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
+    {
+        unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT);
+        ASSERT(colorAttachment < mContext->getCaps().maxDrawBuffers);
+        Framebuffer *framebuffer = mDrawFramebuffer;
+        *params = framebuffer->getDrawBufferState(colorAttachment);
+        return;
+    }
+
+    // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
+    // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
+    // GetIntegerv as its native query function. As it would require conversion in any
+    // case, this should make no difference to the calling application. You may find it in
+    // State::getFloatv.
+    switch (pname)
+    {
+      case GL_ARRAY_BUFFER_BINDING:                     *params = mArrayBuffer.id();                              break;
+      case GL_ELEMENT_ARRAY_BUFFER_BINDING:             *params = getVertexArray()->getElementArrayBufferId();    break;
+        //case GL_FRAMEBUFFER_BINDING:                    // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
+      case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:           *params = mDrawFramebuffer->id();                         break;
+      case GL_READ_FRAMEBUFFER_BINDING_ANGLE:           *params = mReadFramebuffer->id();                         break;
+      case GL_RENDERBUFFER_BINDING:                     *params = mRenderbuffer.id();                             break;
+      case GL_VERTEX_ARRAY_BINDING:                     *params = mVertexArray->id();                             break;
+      case GL_CURRENT_PROGRAM:                          *params = mCurrentProgramId;                              break;
+      case GL_PACK_ALIGNMENT:                           *params = mPack.alignment;                                break;
+      case GL_PACK_REVERSE_ROW_ORDER_ANGLE:             *params = mPack.reverseRowOrder;                          break;
+      case GL_UNPACK_ALIGNMENT:                         *params = mUnpack.alignment;                              break;
+      case GL_GENERATE_MIPMAP_HINT:                     *params = mGenerateMipmapHint;                            break;
+      case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:      *params = mFragmentShaderDerivativeHint;                  break;
+      case GL_ACTIVE_TEXTURE:                           *params = (mActiveSampler + GL_TEXTURE0);                 break;
+      case GL_STENCIL_FUNC:                             *params = mDepthStencil.stencilFunc;                      break;
+      case GL_STENCIL_REF:                              *params = mStencilRef;                                    break;
+      case GL_STENCIL_VALUE_MASK:                       *params = clampToInt(mDepthStencil.stencilMask);          break;
+      case GL_STENCIL_BACK_FUNC:                        *params = mDepthStencil.stencilBackFunc;                  break;
+      case GL_STENCIL_BACK_REF:                         *params = mStencilBackRef;                                break;
+      case GL_STENCIL_BACK_VALUE_MASK:                  *params = clampToInt(mDepthStencil.stencilBackMask);      break;
+      case GL_STENCIL_FAIL:                             *params = mDepthStencil.stencilFail;                      break;
+      case GL_STENCIL_PASS_DEPTH_FAIL:                  *params = mDepthStencil.stencilPassDepthFail;             break;
+      case GL_STENCIL_PASS_DEPTH_PASS:                  *params = mDepthStencil.stencilPassDepthPass;             break;
+      case GL_STENCIL_BACK_FAIL:                        *params = mDepthStencil.stencilBackFail;                  break;
+      case GL_STENCIL_BACK_PASS_DEPTH_FAIL:             *params = mDepthStencil.stencilBackPassDepthFail;         break;
+      case GL_STENCIL_BACK_PASS_DEPTH_PASS:             *params = mDepthStencil.stencilBackPassDepthPass;         break;
+      case GL_DEPTH_FUNC:                               *params = mDepthStencil.depthFunc;                        break;
+      case GL_BLEND_SRC_RGB:                            *params = mBlend.sourceBlendRGB;                          break;
+      case GL_BLEND_SRC_ALPHA:                          *params = mBlend.sourceBlendAlpha;                        break;
+      case GL_BLEND_DST_RGB:                            *params = mBlend.destBlendRGB;                            break;
+      case GL_BLEND_DST_ALPHA:                          *params = mBlend.destBlendAlpha;                          break;
+      case GL_BLEND_EQUATION_RGB:                       *params = mBlend.blendEquationRGB;                        break;
+      case GL_BLEND_EQUATION_ALPHA:                     *params = mBlend.blendEquationAlpha;                      break;
+      case GL_STENCIL_WRITEMASK:                        *params = clampToInt(mDepthStencil.stencilWritemask);     break;
+      case GL_STENCIL_BACK_WRITEMASK:                   *params = clampToInt(mDepthStencil.stencilBackWritemask); break;
+      case GL_STENCIL_CLEAR_VALUE:                      *params = mStencilClearValue;                             break;
+      case GL_SAMPLE_BUFFERS:
+      case GL_SAMPLES:
+        {
+            gl::Framebuffer *framebuffer = mDrawFramebuffer;
+            if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
+            {
+                switch (pname)
+                {
+                  case GL_SAMPLE_BUFFERS:
+                    if (framebuffer->getSamples() != 0)
+                    {
+                        *params = 1;
+                    }
+                    else
+                    {
+                        *params = 0;
+                    }
+                    break;
+                  case GL_SAMPLES:
+                    *params = framebuffer->getSamples();
+                    break;
+                }
+            }
+            else
+            {
+                *params = 0;
+            }
+        }
+        break;
+      case GL_VIEWPORT:
+        params[0] = mViewport.x;
+        params[1] = mViewport.y;
+        params[2] = mViewport.width;
+        params[3] = mViewport.height;
+        break;
+      case GL_SCISSOR_BOX:
+        params[0] = mScissor.x;
+        params[1] = mScissor.y;
+        params[2] = mScissor.width;
+        params[3] = mScissor.height;
+        break;
+      case GL_CULL_FACE_MODE:                   *params = mRasterizer.cullMode;   break;
+      case GL_FRONT_FACE:                       *params = mRasterizer.frontFace;  break;
+      case GL_RED_BITS:
+      case GL_GREEN_BITS:
+      case GL_BLUE_BITS:
+      case GL_ALPHA_BITS:
+        {
+            gl::Framebuffer *framebuffer = getDrawFramebuffer();
+            gl::FramebufferAttachment *colorbuffer = framebuffer->getFirstColorbuffer();
+
+            if (colorbuffer)
+            {
+                switch (pname)
+                {
+                case GL_RED_BITS:   *params = colorbuffer->getRedSize();      break;
+                case GL_GREEN_BITS: *params = colorbuffer->getGreenSize();    break;
+                case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();     break;
+                case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize();    break;
+                }
+            }
+            else
+            {
+                *params = 0;
+            }
+        }
+        break;
+      case GL_DEPTH_BITS:
+        {
+            gl::Framebuffer *framebuffer = getDrawFramebuffer();
+            gl::FramebufferAttachment *depthbuffer = framebuffer->getDepthbuffer();
+
+            if (depthbuffer)
+            {
+                *params = depthbuffer->getDepthSize();
+            }
+            else
+            {
+                *params = 0;
+            }
+        }
+        break;
+      case GL_STENCIL_BITS:
+        {
+            gl::Framebuffer *framebuffer = getDrawFramebuffer();
+            gl::FramebufferAttachment *stencilbuffer = framebuffer->getStencilbuffer();
+
+            if (stencilbuffer)
+            {
+                *params = stencilbuffer->getStencilSize();
+            }
+            else
+            {
+                *params = 0;
+            }
+        }
+        break;
+      case GL_TEXTURE_BINDING_2D:
+        ASSERT(mActiveSampler < mContext->getMaximumCombinedTextureImageUnits());
+        *params = mSamplerTexture[TEXTURE_2D][mActiveSampler].id();
+        break;
+      case GL_TEXTURE_BINDING_CUBE_MAP:
+        ASSERT(mActiveSampler < mContext->getMaximumCombinedTextureImageUnits());
+        *params = mSamplerTexture[TEXTURE_CUBE][mActiveSampler].id();
+        break;
+      case GL_TEXTURE_BINDING_3D:
+        ASSERT(mActiveSampler < mContext->getMaximumCombinedTextureImageUnits());
+        *params = mSamplerTexture[TEXTURE_3D][mActiveSampler].id();
+        break;
+      case GL_TEXTURE_BINDING_2D_ARRAY:
+        ASSERT(mActiveSampler < mContext->getMaximumCombinedTextureImageUnits());
+        *params = mSamplerTexture[TEXTURE_2D_ARRAY][mActiveSampler].id();
+        break;
+      case GL_UNIFORM_BUFFER_BINDING:
+        *params = mGenericUniformBuffer.id();
+        break;
+      case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
+        *params = mGenericTransformFeedbackBuffer.id();
+        break;
+      case GL_COPY_READ_BUFFER_BINDING:
+        *params = mCopyReadBuffer.id();
+        break;
+      case GL_COPY_WRITE_BUFFER_BINDING:
+        *params = mCopyWriteBuffer.id();
+        break;
+      case GL_PIXEL_PACK_BUFFER_BINDING:
+        *params = mPack.pixelBuffer.id();
+        break;
+      case GL_PIXEL_UNPACK_BUFFER_BINDING:
+        *params = mUnpack.pixelBuffer.id();
+        break;
+      default:
+        UNREACHABLE();
+        break;
+    }
+}
+
+bool State::getIndexedIntegerv(GLenum target, GLuint index, GLint *data)
+{
+    switch (target)
+    {
+      case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
+        if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
+        {
+            *data = mTransformFeedbackBuffers[index].id();
+        }
+        break;
+      case GL_UNIFORM_BUFFER_BINDING:
+        if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
+        {
+            *data = mUniformBuffers[index].id();
+        }
+        break;
+      default:
+        return false;
+    }
+
+    return true;
+}
+
+bool State::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data)
+{
+    switch (target)
+    {
+      case GL_TRANSFORM_FEEDBACK_BUFFER_START:
+        if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
+        {
+            *data = mTransformFeedbackBuffers[index].getOffset();
+        }
+        break;
+      case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
+        if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
+        {
+            *data = mTransformFeedbackBuffers[index].getSize();
+        }
+        break;
+      case GL_UNIFORM_BUFFER_START:
+        if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
+        {
+            *data = mUniformBuffers[index].getOffset();
+        }
+        break;
+      case GL_UNIFORM_BUFFER_SIZE:
+        if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
+        {
+            *data = mUniformBuffers[index].getSize();
+        }
+        break;
+      default:
+        return false;
+    }
+
+    return true;
+}
+
+}