Merge no-flip-rows r1142 to trunk.
Review URL: https://codereview.appspot.com/6304052

git-svn-id: https://angleproject.googlecode.com/svn/trunk@1162 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 820f640..2004f51 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -1,4343 +1,4339 @@
-//
-// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-//
-
-// Context.cpp: Implements the gl::Context class, managing all GL state and performing
-// rendering operations. It is the GLES2 specific implementation of EGLContext.
-
-#include "libGLESv2/Context.h"
-
-#include <algorithm>
-
-#include "libEGL/Display.h"
-
-#include "libGLESv2/main.h"
-#include "libGLESv2/mathutil.h"
-#include "libGLESv2/utilities.h"
-#include "libGLESv2/Blit.h"
-#include "libGLESv2/ResourceManager.h"
-#include "libGLESv2/Buffer.h"
-#include "libGLESv2/Fence.h"
-#include "libGLESv2/FrameBuffer.h"
-#include "libGLESv2/Program.h"
-#include "libGLESv2/ProgramBinary.h"
-#include "libGLESv2/Query.h"
-#include "libGLESv2/RenderBuffer.h"
-#include "libGLESv2/Shader.h"
-#include "libGLESv2/Texture.h"
-#include "libGLESv2/VertexDataManager.h"
-#include "libGLESv2/IndexDataManager.h"
-
-#undef near
-#undef far
-
-namespace gl
-{
-Context::Context(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess) : mConfig(config)
-{
-    ASSERT(robustAccess == false);   // Unimplemented
-
-    mDisplay = NULL;
-    mDevice = NULL;
-
-    mFenceHandleAllocator.setBaseHandle(0);
-
-    setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
-
-    mState.depthClearValue = 1.0f;
-    mState.stencilClearValue = 0;
-
-    mState.cullFace = false;
-    mState.cullMode = GL_BACK;
-    mState.frontFace = GL_CCW;
-    mState.depthTest = false;
-    mState.depthFunc = GL_LESS;
-    mState.blend = false;
-    mState.sourceBlendRGB = GL_ONE;
-    mState.sourceBlendAlpha = GL_ONE;
-    mState.destBlendRGB = GL_ZERO;
-    mState.destBlendAlpha = GL_ZERO;
-    mState.blendEquationRGB = GL_FUNC_ADD;
-    mState.blendEquationAlpha = GL_FUNC_ADD;
-    mState.blendColor.red = 0;
-    mState.blendColor.green = 0;
-    mState.blendColor.blue = 0;
-    mState.blendColor.alpha = 0;
-    mState.stencilTest = false;
-    mState.stencilFunc = GL_ALWAYS;
-    mState.stencilRef = 0;
-    mState.stencilMask = -1;
-    mState.stencilWritemask = -1;
-    mState.stencilBackFunc = GL_ALWAYS;
-    mState.stencilBackRef = 0;
-    mState.stencilBackMask = - 1;
-    mState.stencilBackWritemask = -1;
-    mState.stencilFail = GL_KEEP;
-    mState.stencilPassDepthFail = GL_KEEP;
-    mState.stencilPassDepthPass = GL_KEEP;
-    mState.stencilBackFail = GL_KEEP;
-    mState.stencilBackPassDepthFail = GL_KEEP;
-    mState.stencilBackPassDepthPass = GL_KEEP;
-    mState.polygonOffsetFill = false;
-    mState.polygonOffsetFactor = 0.0f;
-    mState.polygonOffsetUnits = 0.0f;
-    mState.sampleAlphaToCoverage = false;
-    mState.sampleCoverage = false;
-    mState.sampleCoverageValue = 1.0f;
-    mState.sampleCoverageInvert = false;
-    mState.scissorTest = false;
-    mState.dither = true;
-    mState.generateMipmapHint = GL_DONT_CARE;
-    mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
-
-    mState.lineWidth = 1.0f;
-
-    mState.viewportX = 0;
-    mState.viewportY = 0;
-    mState.viewportWidth = config->mDisplayMode.Width;
-    mState.viewportHeight = config->mDisplayMode.Height;
-    mState.zNear = 0.0f;
-    mState.zFar = 1.0f;
-
-    mState.scissorX = 0;
-    mState.scissorY = 0;
-    mState.scissorWidth = config->mDisplayMode.Width;
-    mState.scissorHeight = config->mDisplayMode.Height;
-
-    mState.colorMaskRed = true;
-    mState.colorMaskGreen = true;
-    mState.colorMaskBlue = true;
-    mState.colorMaskAlpha = true;
-    mState.depthMask = true;
-
-    if (shareContext != NULL)
-    {
-        mResourceManager = shareContext->mResourceManager;
-        mResourceManager->addRef();
-    }
-    else
-    {
-        mResourceManager = new ResourceManager();
-    }
-
-    // [OpenGL ES 2.0.24] section 3.7 page 83:
-    // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
-    // and cube map texture state vectors respectively associated with them.
-    // In order that access to these initial textures not be lost, they are treated as texture
-    // objects all of whose names are 0.
-
-    mTexture2DZero.set(new Texture2D(0));
-    mTextureCubeMapZero.set(new TextureCubeMap(0));
-
-    mState.activeSampler = 0;
-    bindArrayBuffer(0);
-    bindElementArrayBuffer(0);
-    bindTextureCubeMap(0);
-    bindTexture2D(0);
-    bindReadFramebuffer(0);
-    bindDrawFramebuffer(0);
-    bindRenderbuffer(0);
-
-    mState.currentProgram = 0;
-
-    mState.packAlignment = 4;
-    mState.unpackAlignment = 4;
-    mState.packReverseRowOrder = false;
-
-    mVertexDataManager = NULL;
-    mIndexDataManager = NULL;
-    mBlit = NULL;
-    mLineLoopIB = NULL;
-
-    mInvalidEnum = false;
-    mInvalidValue = false;
-    mInvalidOperation = false;
-    mOutOfMemory = false;
-    mInvalidFramebufferOperation = false;
-
-    mHasBeenCurrent = false;
-    mContextLost = false;
-    mResetStatus = GL_NO_ERROR;
-    mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
-    mRobustAccess = robustAccess;
-
-    mSupportsDXT1Textures = false;
-    mSupportsDXT3Textures = false;
-    mSupportsDXT5Textures = false;
-    mSupportsEventQueries = false;
-    mSupportsOcclusionQueries = false;
-    mNumCompressedTextureFormats = 0;
-    mMaxSupportedSamples = 0;
-    mMaskedClearSavedState = NULL;
-    markAllStateDirty();
-}
-
-Context::~Context()
-{
-    if (mState.currentProgram != 0)
-    {
-        Program *programObject = mResourceManager->getProgram(mState.currentProgram);
-        if (programObject)
-        {
-            programObject->release();
-        }
-        mState.currentProgram = 0;
-    }
-
-    while (!mFramebufferMap.empty())
-    {
-        deleteFramebuffer(mFramebufferMap.begin()->first);
-    }
-
-    while (!mFenceMap.empty())
-    {
-        deleteFence(mFenceMap.begin()->first);
-    }
-
-    while (!mQueryMap.empty())
-    {
-        deleteQuery(mQueryMap.begin()->first);
-    }
-
-    while (!mMultiSampleSupport.empty())
-    {
-        delete [] mMultiSampleSupport.begin()->second;
-        mMultiSampleSupport.erase(mMultiSampleSupport.begin());
-    }
-
-    for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
-    {
-        for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
-        {
-            mState.samplerTexture[type][sampler].set(NULL);
-        }
-    }
-
-    for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
-    {
-        mIncompleteTextures[type].set(NULL);
-    }
-
-    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
-    {
-        mState.vertexAttribute[i].mBoundBuffer.set(NULL);
-    }
-
-    for (int i = 0; i < QUERY_TYPE_COUNT; i++)
-    {
-        mState.activeQuery[i].set(NULL);
-    }
-
-    mState.arrayBuffer.set(NULL);
-    mState.elementArrayBuffer.set(NULL);
-    mState.renderbuffer.set(NULL);
-
-    mTexture2DZero.set(NULL);
-    mTextureCubeMapZero.set(NULL);
-
-    delete mVertexDataManager;
-    delete mIndexDataManager;
-    delete mBlit;
-    delete mLineLoopIB;
-
-    if (mMaskedClearSavedState)
-    {
-        mMaskedClearSavedState->Release();
-    }
-
-    mResourceManager->release();
-}
-
-void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
-{
-    mDisplay = display;
-    mDevice = mDisplay->getDevice();
-
-    if (!mHasBeenCurrent)
-    {
-        mDeviceCaps = mDisplay->getDeviceCaps();
-
-        mVertexDataManager = new VertexDataManager(this, mDevice);
-        mIndexDataManager = new IndexDataManager(this, mDevice);
-        mBlit = new Blit(this);
-
-        mSupportsShaderModel3 = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
-        mSupportsVertexTexture = mDisplay->getVertexTextureSupport();
-        mSupportsNonPower2Texture = mDisplay->getNonPower2TextureSupport();
-        mSupportsInstancing = mDisplay->getInstancingSupport();
-
-        mMaxTextureDimension = std::min(std::min((int)mDeviceCaps.MaxTextureWidth, (int)mDeviceCaps.MaxTextureHeight),
-                                        (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
-        mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
-        mMaxRenderbufferDimension = mMaxTextureDimension;
-        mMaxTextureLevel = log2(mMaxTextureDimension) + 1;
-        TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d",
-              mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel);
-
-        const D3DFORMAT renderBufferFormats[] =
-        {
-            D3DFMT_A8R8G8B8,
-            D3DFMT_X8R8G8B8,
-            D3DFMT_R5G6B5,
-            D3DFMT_D24S8
-        };
-
-        int max = 0;
-        for (int i = 0; i < sizeof(renderBufferFormats) / sizeof(D3DFORMAT); ++i)
-        {
-            bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
-            mDisplay->getMultiSampleSupport(renderBufferFormats[i], multisampleArray);
-            mMultiSampleSupport[renderBufferFormats[i]] = multisampleArray;
-
-            for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
-            {
-                if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
-                {
-                    max = j;
-                }
-            }
-        }
-
-        mMaxSupportedSamples = max;
-
-        mSupportsEventQueries = mDisplay->getEventQuerySupport();
-        mSupportsOcclusionQueries = mDisplay->getOcclusionQuerySupport();
-        mSupportsDXT1Textures = mDisplay->getDXT1TextureSupport();
-        mSupportsDXT3Textures = mDisplay->getDXT3TextureSupport();
-        mSupportsDXT5Textures = mDisplay->getDXT5TextureSupport();
-        mSupportsFloat32Textures = mDisplay->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);
-        mSupportsFloat16Textures = mDisplay->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);
-        mSupportsLuminanceTextures = mDisplay->getLuminanceTextureSupport();
-        mSupportsLuminanceAlphaTextures = mDisplay->getLuminanceAlphaTextureSupport();
-        mSupportsDepthTextures = mDisplay->getDepthTextureSupport();
-
-        mSupports32bitIndices = mDeviceCaps.MaxVertexIndex >= (1 << 16);
-
-        mNumCompressedTextureFormats = 0;
-        if (supportsDXT1Textures())
-        {
-            mNumCompressedTextureFormats += 2;
-        }
-        if (supportsDXT3Textures())
-        {
-            mNumCompressedTextureFormats += 1;
-        }
-        if (supportsDXT5Textures())
-        {
-            mNumCompressedTextureFormats += 1;
-        }
-
-        initExtensionString();
-        initRendererString();
-
-        mState.viewportX = 0;
-        mState.viewportY = 0;
-        mState.viewportWidth = surface->getWidth();
-        mState.viewportHeight = surface->getHeight();
-
-        mState.scissorX = 0;
-        mState.scissorY = 0;
-        mState.scissorWidth = surface->getWidth();
-        mState.scissorHeight = surface->getHeight();
-
-        mHasBeenCurrent = true;
-    }
-
-    // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names
-    IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();
-    IDirect3DSurface9 *depthStencil = surface->getDepthStencil();
-
-    Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
-    DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
-    Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
-
-    setFramebufferZero(framebufferZero);
-
-    if (defaultRenderTarget)
-    {
-        defaultRenderTarget->Release();
-    }
-
-    if (depthStencil)
-    {
-        depthStencil->Release();
-    }
-    
-    markAllStateDirty();
-}
-
-// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
-void Context::markAllStateDirty()
-{
-    for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)
-    {
-        mAppliedTextureSerialPS[t] = 0;
-    }
-
-    for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)
-    {
-        mAppliedTextureSerialVS[t] = 0;
-    }
-
-    mAppliedProgramSerial = 0;
-    mAppliedRenderTargetSerial = 0;
-    mAppliedDepthbufferSerial = 0;
-    mAppliedStencilbufferSerial = 0;
-    mAppliedIBSerial = 0;
-    mDepthStencilInitialized = false;
-    mViewportInitialized = false;
-    mRenderTargetDescInitialized = false;
-
-    mVertexDeclarationCache.markStateDirty();
-
-    mClearStateDirty = true;
-    mCullStateDirty = true;
-    mDepthStateDirty = true;
-    mMaskStateDirty = true;
-    mBlendStateDirty = true;
-    mStencilStateDirty = true;
-    mPolygonOffsetStateDirty = true;
-    mScissorStateDirty = true;
-    mSampleStateDirty = true;
-    mDitherStateDirty = true;
-    mFrontFaceDirty = true;
-    mDxUniformsDirty = true;
-    mCachedCurrentProgram = NULL;
-}
-
-void Context::markDxUniformsDirty()
-{
-    mDxUniformsDirty = true;
-}
-
-void Context::markContextLost()
-{
-    if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
-        mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
-    mContextLost = true;
-}
-
-bool Context::isContextLost()
-{
-    return mContextLost;
-}
-
-void Context::setClearColor(float red, float green, float blue, float alpha)
-{
-    mState.colorClearValue.red = red;
-    mState.colorClearValue.green = green;
-    mState.colorClearValue.blue = blue;
-    mState.colorClearValue.alpha = alpha;
-}
-
-void Context::setClearDepth(float depth)
-{
-    mState.depthClearValue = depth;
-}
-
-void Context::setClearStencil(int stencil)
-{
-    mState.stencilClearValue = stencil;
-}
-
-void Context::setCullFace(bool enabled)
-{
-    if (mState.cullFace != enabled)
-    {
-        mState.cullFace = enabled;
-        mCullStateDirty = true;
-    }
-}
-
-bool Context::isCullFaceEnabled() const
-{
-    return mState.cullFace;
-}
-
-void Context::setCullMode(GLenum mode)
-{
-    if (mState.cullMode != mode)
-    {
-        mState.cullMode = mode;
-        mCullStateDirty = true;
-    }
-}
-
-void Context::setFrontFace(GLenum front)
-{
-    if (mState.frontFace != front)
-    {
-        mState.frontFace = front;
-        mFrontFaceDirty = true;
-    }
-}
-
-void Context::setDepthTest(bool enabled)
-{
-    if (mState.depthTest != enabled)
-    {
-        mState.depthTest = enabled;
-        mDepthStateDirty = true;
-    }
-}
-
-bool Context::isDepthTestEnabled() const
-{
-    return mState.depthTest;
-}
-
-void Context::setDepthFunc(GLenum depthFunc)
-{
-    if (mState.depthFunc != depthFunc)
-    {
-        mState.depthFunc = depthFunc;
-        mDepthStateDirty = true;
-    }
-}
-
-void Context::setDepthRange(float zNear, float zFar)
-{
-    mState.zNear = zNear;
-    mState.zFar = zFar;
-}
-
-void Context::setBlend(bool enabled)
-{
-    if (mState.blend != enabled)
-    {
-        mState.blend = enabled;
-        mBlendStateDirty = true;
-    }
-}
-
-bool Context::isBlendEnabled() const
-{
-    return mState.blend;
-}
-
-void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
-{
-    if (mState.sourceBlendRGB != sourceRGB ||
-        mState.sourceBlendAlpha != sourceAlpha ||
-        mState.destBlendRGB != destRGB ||
-        mState.destBlendAlpha != destAlpha)
-    {
-        mState.sourceBlendRGB = sourceRGB;
-        mState.destBlendRGB = destRGB;
-        mState.sourceBlendAlpha = sourceAlpha;
-        mState.destBlendAlpha = destAlpha;
-        mBlendStateDirty = true;
-    }
-}
-
-void Context::setBlendColor(float red, float green, float blue, float alpha)
-{
-    if (mState.blendColor.red != red ||
-        mState.blendColor.green != green ||
-        mState.blendColor.blue != blue ||
-        mState.blendColor.alpha != alpha)
-    {
-        mState.blendColor.red = red;
-        mState.blendColor.green = green;
-        mState.blendColor.blue = blue;
-        mState.blendColor.alpha = alpha;
-        mBlendStateDirty = true;
-    }
-}
-
-void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
-{
-    if (mState.blendEquationRGB != rgbEquation ||
-        mState.blendEquationAlpha != alphaEquation)
-    {
-        mState.blendEquationRGB = rgbEquation;
-        mState.blendEquationAlpha = alphaEquation;
-        mBlendStateDirty = true;
-    }
-}
-
-void Context::setStencilTest(bool enabled)
-{
-    if (mState.stencilTest != enabled)
-    {
-        mState.stencilTest = enabled;
-        mStencilStateDirty = true;
-    }
-}
-
-bool Context::isStencilTestEnabled() const
-{
-    return mState.stencilTest;
-}
-
-void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
-{
-    if (mState.stencilFunc != stencilFunc ||
-        mState.stencilRef != stencilRef ||
-        mState.stencilMask != stencilMask)
-    {
-        mState.stencilFunc = stencilFunc;
-        mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
-        mState.stencilMask = stencilMask;
-        mStencilStateDirty = true;
-    }
-}
-
-void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
-{
-    if (mState.stencilBackFunc != stencilBackFunc ||
-        mState.stencilBackRef != stencilBackRef ||
-        mState.stencilBackMask != stencilBackMask)
-    {
-        mState.stencilBackFunc = stencilBackFunc;
-        mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
-        mState.stencilBackMask = stencilBackMask;
-        mStencilStateDirty = true;
-    }
-}
-
-void Context::setStencilWritemask(GLuint stencilWritemask)
-{
-    if (mState.stencilWritemask != stencilWritemask)
-    {
-        mState.stencilWritemask = stencilWritemask;
-        mStencilStateDirty = true;
-    }
-}
-
-void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
-{
-    if (mState.stencilBackWritemask != stencilBackWritemask)
-    {
-        mState.stencilBackWritemask = stencilBackWritemask;
-        mStencilStateDirty = true;
-    }
-}
-
-void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
-{
-    if (mState.stencilFail != stencilFail ||
-        mState.stencilPassDepthFail != stencilPassDepthFail ||
-        mState.stencilPassDepthPass != stencilPassDepthPass)
-    {
-        mState.stencilFail = stencilFail;
-        mState.stencilPassDepthFail = stencilPassDepthFail;
-        mState.stencilPassDepthPass = stencilPassDepthPass;
-        mStencilStateDirty = true;
-    }
-}
-
-void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
-{
-    if (mState.stencilBackFail != stencilBackFail ||
-        mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
-        mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
-    {
-        mState.stencilBackFail = stencilBackFail;
-        mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
-        mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
-        mStencilStateDirty = true;
-    }
-}
-
-void Context::setPolygonOffsetFill(bool enabled)
-{
-    if (mState.polygonOffsetFill != enabled)
-    {
-        mState.polygonOffsetFill = enabled;
-        mPolygonOffsetStateDirty = true;
-    }
-}
-
-bool Context::isPolygonOffsetFillEnabled() const
-{
-    return mState.polygonOffsetFill;
-
-}
-
-void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
-{
-    if (mState.polygonOffsetFactor != factor ||
-        mState.polygonOffsetUnits != units)
-    {
-        mState.polygonOffsetFactor = factor;
-        mState.polygonOffsetUnits = units;
-        mPolygonOffsetStateDirty = true;
-    }
-}
-
-void Context::setSampleAlphaToCoverage(bool enabled)
-{
-    if (mState.sampleAlphaToCoverage != enabled)
-    {
-        mState.sampleAlphaToCoverage = enabled;
-        mSampleStateDirty = true;
-    }
-}
-
-bool Context::isSampleAlphaToCoverageEnabled() const
-{
-    return mState.sampleAlphaToCoverage;
-}
-
-void Context::setSampleCoverage(bool enabled)
-{
-    if (mState.sampleCoverage != enabled)
-    {
-        mState.sampleCoverage = enabled;
-        mSampleStateDirty = true;
-    }
-}
-
-bool Context::isSampleCoverageEnabled() const
-{
-    return mState.sampleCoverage;
-}
-
-void Context::setSampleCoverageParams(GLclampf value, bool invert)
-{
-    if (mState.sampleCoverageValue != value ||
-        mState.sampleCoverageInvert != invert)
-    {
-        mState.sampleCoverageValue = value;
-        mState.sampleCoverageInvert = invert;
-        mSampleStateDirty = true;
-    }
-}
-
-void Context::setScissorTest(bool enabled)
-{
-    if (mState.scissorTest != enabled)
-    {
-        mState.scissorTest = enabled;
-        mScissorStateDirty = true;
-    }
-}
-
-bool Context::isScissorTestEnabled() const
-{
-    return mState.scissorTest;
-}
-
-void Context::setDither(bool enabled)
-{
-    if (mState.dither != enabled)
-    {
-        mState.dither = enabled;
-        mDitherStateDirty = true;
-    }
-}
-
-bool Context::isDitherEnabled() const
-{
-    return mState.dither;
-}
-
-void Context::setLineWidth(GLfloat width)
-{
-    mState.lineWidth = width;
-}
-
-void Context::setGenerateMipmapHint(GLenum hint)
-{
-    mState.generateMipmapHint = hint;
-}
-
-void Context::setFragmentShaderDerivativeHint(GLenum hint)
-{
-    mState.fragmentShaderDerivativeHint = 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 Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
-{
-    mState.viewportX = x;
-    mState.viewportY = y;
-    mState.viewportWidth = width;
-    mState.viewportHeight = height;
-}
-
-void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
-{
-    if (mState.scissorX != x || mState.scissorY != y || 
-        mState.scissorWidth != width || mState.scissorHeight != height)
-    {
-        mState.scissorX = x;
-        mState.scissorY = y;
-        mState.scissorWidth = width;
-        mState.scissorHeight = height;
-        mScissorStateDirty = true;
-    }
-}
-
-void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
-{
-    if (mState.colorMaskRed != red || mState.colorMaskGreen != green ||
-        mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
-    {
-        mState.colorMaskRed = red;
-        mState.colorMaskGreen = green;
-        mState.colorMaskBlue = blue;
-        mState.colorMaskAlpha = alpha;
-        mMaskStateDirty = true;
-    }
-}
-
-void Context::setDepthMask(bool mask)
-{
-    if (mState.depthMask != mask)
-    {
-        mState.depthMask = mask;
-        mMaskStateDirty = true;
-    }
-}
-
-void Context::setActiveSampler(unsigned int active)
-{
-    mState.activeSampler = active;
-}
-
-GLuint Context::getReadFramebufferHandle() const
-{
-    return mState.readFramebuffer;
-}
-
-GLuint Context::getDrawFramebufferHandle() const
-{
-    return mState.drawFramebuffer;
-}
-
-GLuint Context::getRenderbufferHandle() const
-{
-    return mState.renderbuffer.id();
-}
-
-GLuint Context::getArrayBufferHandle() const
-{
-    return mState.arrayBuffer.id();
-}
-
-GLuint Context::getActiveQuery(GLenum target) const
-{
-    Query *queryObject = NULL;
-    
-    switch (target)
-    {
-      case GL_ANY_SAMPLES_PASSED_EXT:
-        queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();
-        break;
-      case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
-        queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();
-        break;
-      default:
-        ASSERT(false);
-    }
-
-    if (queryObject)
-    {
-        return queryObject->id();
-    }
-    else
-    {
-        return 0;
-    }
-}
-
-void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
-{
-    mState.vertexAttribute[attribNum].mArrayEnabled = enabled;
-}
-
-const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)
-{
-    return mState.vertexAttribute[attribNum];
-}
-
-void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
-                                   GLsizei stride, const void *pointer)
-{
-    mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);
-    mState.vertexAttribute[attribNum].mSize = size;
-    mState.vertexAttribute[attribNum].mType = type;
-    mState.vertexAttribute[attribNum].mNormalized = normalized;
-    mState.vertexAttribute[attribNum].mStride = stride;
-    mState.vertexAttribute[attribNum].mPointer = pointer;
-}
-
-const void *Context::getVertexAttribPointer(unsigned int attribNum) const
-{
-    return mState.vertexAttribute[attribNum].mPointer;
-}
-
-const VertexAttributeArray &Context::getVertexAttributes()
-{
-    return mState.vertexAttribute;
-}
-
-void Context::setPackAlignment(GLint alignment)
-{
-    mState.packAlignment = alignment;
-}
-
-GLint Context::getPackAlignment() const
-{
-    return mState.packAlignment;
-}
-
-void Context::setUnpackAlignment(GLint alignment)
-{
-    mState.unpackAlignment = alignment;
-}
-
-GLint Context::getUnpackAlignment() const
-{
-    return mState.unpackAlignment;
-}
-
-void Context::setPackReverseRowOrder(bool reverseRowOrder)
-{
-    mState.packReverseRowOrder = reverseRowOrder;
-}
-
-bool Context::getPackReverseRowOrder() const
-{
-    return mState.packReverseRowOrder;
-}
-
-GLuint Context::createBuffer()
-{
-    return mResourceManager->createBuffer();
-}
-
-GLuint Context::createProgram()
-{
-    return mResourceManager->createProgram();
-}
-
-GLuint Context::createShader(GLenum type)
-{
-    return mResourceManager->createShader(type);
-}
-
-GLuint Context::createTexture()
-{
-    return mResourceManager->createTexture();
-}
-
-GLuint Context::createRenderbuffer()
-{
-    return mResourceManager->createRenderbuffer();
-}
-
-// Returns an unused framebuffer name
-GLuint Context::createFramebuffer()
-{
-    GLuint handle = mFramebufferHandleAllocator.allocate();
-
-    mFramebufferMap[handle] = NULL;
-
-    return handle;
-}
-
-GLuint Context::createFence()
-{
-    GLuint handle = mFenceHandleAllocator.allocate();
-
-    mFenceMap[handle] = new Fence(mDisplay);
-
-    return handle;
-}
-
-// Returns an unused query name
-GLuint Context::createQuery()
-{
-    GLuint handle = mQueryHandleAllocator.allocate();
-
-    mQueryMap[handle] = NULL;
-
-    return handle;
-}
-
-void Context::deleteBuffer(GLuint buffer)
-{
-    if (mResourceManager->getBuffer(buffer))
-    {
-        detachBuffer(buffer);
-    }
-    
-    mResourceManager->deleteBuffer(buffer);
-}
-
-void Context::deleteShader(GLuint shader)
-{
-    mResourceManager->deleteShader(shader);
-}
-
-void Context::deleteProgram(GLuint program)
-{
-    mResourceManager->deleteProgram(program);
-    mCachedCurrentProgram = NULL;
-}
-
-void Context::deleteTexture(GLuint texture)
-{
-    if (mResourceManager->getTexture(texture))
-    {
-        detachTexture(texture);
-    }
-
-    mResourceManager->deleteTexture(texture);
-}
-
-void Context::deleteRenderbuffer(GLuint renderbuffer)
-{
-    if (mResourceManager->getRenderbuffer(renderbuffer))
-    {
-        detachRenderbuffer(renderbuffer);
-    }
-    
-    mResourceManager->deleteRenderbuffer(renderbuffer);
-}
-
-void Context::deleteFramebuffer(GLuint framebuffer)
-{
-    FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
-
-    if (framebufferObject != mFramebufferMap.end())
-    {
-        detachFramebuffer(framebuffer);
-
-        mFramebufferHandleAllocator.release(framebufferObject->first);
-        delete framebufferObject->second;
-        mFramebufferMap.erase(framebufferObject);
-    }
-}
-
-void Context::deleteFence(GLuint fence)
-{
-    FenceMap::iterator fenceObject = mFenceMap.find(fence);
-
-    if (fenceObject != mFenceMap.end())
-    {
-        mFenceHandleAllocator.release(fenceObject->first);
-        delete fenceObject->second;
-        mFenceMap.erase(fenceObject);
-    }
-}
-
-void Context::deleteQuery(GLuint query)
-{
-    QueryMap::iterator queryObject = mQueryMap.find(query);
-    if (queryObject != mQueryMap.end())
-    {
-        mQueryHandleAllocator.release(queryObject->first);
-        if (queryObject->second)
-        {
-            queryObject->second->release();
-        }
-        mQueryMap.erase(queryObject);
-    }
-}
-
-Buffer *Context::getBuffer(GLuint handle)
-{
-    return mResourceManager->getBuffer(handle);
-}
-
-Shader *Context::getShader(GLuint handle)
-{
-    return mResourceManager->getShader(handle);
-}
-
-Program *Context::getProgram(GLuint handle)
-{
-    return mResourceManager->getProgram(handle);
-}
-
-Texture *Context::getTexture(GLuint handle)
-{
-    return mResourceManager->getTexture(handle);
-}
-
-Renderbuffer *Context::getRenderbuffer(GLuint handle)
-{
-    return mResourceManager->getRenderbuffer(handle);
-}
-
-Framebuffer *Context::getReadFramebuffer()
-{
-    return getFramebuffer(mState.readFramebuffer);
-}
-
-Framebuffer *Context::getDrawFramebuffer()
-{
-    return mBoundDrawFramebuffer;
-}
-
-void Context::bindArrayBuffer(unsigned int buffer)
-{
-    mResourceManager->checkBufferAllocation(buffer);
-
-    mState.arrayBuffer.set(getBuffer(buffer));
-}
-
-void Context::bindElementArrayBuffer(unsigned int buffer)
-{
-    mResourceManager->checkBufferAllocation(buffer);
-
-    mState.elementArrayBuffer.set(getBuffer(buffer));
-}
-
-void Context::bindTexture2D(GLuint texture)
-{
-    mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
-
-    mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
-}
-
-void Context::bindTextureCubeMap(GLuint texture)
-{
-    mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
-
-    mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
-}
-
-void Context::bindReadFramebuffer(GLuint framebuffer)
-{
-    if (!getFramebuffer(framebuffer))
-    {
-        mFramebufferMap[framebuffer] = new Framebuffer();
-    }
-
-    mState.readFramebuffer = framebuffer;
-}
-
-void Context::bindDrawFramebuffer(GLuint framebuffer)
-{
-    if (!getFramebuffer(framebuffer))
-    {
-        mFramebufferMap[framebuffer] = new Framebuffer();
-    }
-
-    mState.drawFramebuffer = framebuffer;
-
-    mBoundDrawFramebuffer = getFramebuffer(framebuffer);
-}
-
-void Context::bindRenderbuffer(GLuint renderbuffer)
-{
-    mResourceManager->checkRenderbufferAllocation(renderbuffer);
-
-    mState.renderbuffer.set(getRenderbuffer(renderbuffer));
-}
-
-void Context::useProgram(GLuint program)
-{
-    GLuint priorProgram = mState.currentProgram;
-    mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
-
-    if (priorProgram != program)
-    {
-        Program *newProgram = mResourceManager->getProgram(program);
-        Program *oldProgram = mResourceManager->getProgram(priorProgram);
-        mCachedCurrentProgram = NULL;
-        mDxUniformsDirty = true;
-
-        if (newProgram)
-        {
-            newProgram->addRef();
-        }
-        
-        if (oldProgram)
-        {
-            oldProgram->release();
-        }
-    }
-}
-
-void Context::beginQuery(GLenum target, GLuint query)
-{
-    // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>  
-    // of zero, if the active query object name for <target> is non-zero (for the  
-    // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if  
-    // the active query for either target is non-zero), if <id> is the name of an 
-    // existing query object whose type does not match <target>, or if <id> is the
-    // active query object name for any query type, the error INVALID_OPERATION is
-    // generated.
-
-    // Ensure no other queries are active
-    // NOTE: If other queries than occlusion are supported, we will need to check
-    // separately that:
-    //    a) The query ID passed is not the current active query for any target/type
-    //    b) There are no active queries for the requested target (and in the case
-    //       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
-    //       no query may be active for either if glBeginQuery targets either.
-    for (int i = 0; i < QUERY_TYPE_COUNT; i++)
-    {
-        if (mState.activeQuery[i].get() != NULL)
-        {
-            return error(GL_INVALID_OPERATION);
-        }
-    }
-
-    QueryType qType;
-    switch (target)
-    {
-      case GL_ANY_SAMPLES_PASSED_EXT: 
-        qType = QUERY_ANY_SAMPLES_PASSED; 
-        break;
-      case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 
-        qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 
-        break;
-      default: 
-        ASSERT(false);
-        return;
-    }
-
-    Query *queryObject = getQuery(query, true, target);
-
-    // check that name was obtained with glGenQueries
-    if (!queryObject)
-    {
-        return error(GL_INVALID_OPERATION);
-    }
-
-    // check for type mismatch
-    if (queryObject->getType() != target)
-    {
-        return error(GL_INVALID_OPERATION);
-    }
-
-    // set query as active for specified target
-    mState.activeQuery[qType].set(queryObject);
-
-    // begin query
-    queryObject->begin();
-}
-
-void Context::endQuery(GLenum target)
-{
-    QueryType qType;
-
-    switch (target)
-    {
-      case GL_ANY_SAMPLES_PASSED_EXT: 
-        qType = QUERY_ANY_SAMPLES_PASSED; 
-        break;
-      case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 
-        qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 
-        break;
-      default: 
-        ASSERT(false);
-        return;
-    }
-
-    Query *queryObject = mState.activeQuery[qType].get();
-
-    if (queryObject == NULL)
-    {
-        return error(GL_INVALID_OPERATION);
-    }
-
-    queryObject->end();
-
-    mState.activeQuery[qType].set(NULL);
-}
-
-void Context::setFramebufferZero(Framebuffer *buffer)
-{
-    delete mFramebufferMap[0];
-    mFramebufferMap[0] = buffer;
-    if (mState.drawFramebuffer == 0)
-    {
-        mBoundDrawFramebuffer = buffer;
-    }
-}
-
-void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
-{
-    Renderbuffer *renderbufferObject = mState.renderbuffer.get();
-    renderbufferObject->setStorage(renderbuffer);
-}
-
-Framebuffer *Context::getFramebuffer(unsigned int handle)
-{
-    FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);
-
-    if (framebuffer == mFramebufferMap.end())
-    {
-        return NULL;
-    }
-    else
-    {
-        return framebuffer->second;
-    }
-}
-
-Fence *Context::getFence(unsigned int handle)
-{
-    FenceMap::iterator fence = mFenceMap.find(handle);
-
-    if (fence == mFenceMap.end())
-    {
-        return NULL;
-    }
-    else
-    {
-        return fence->second;
-    }
-}
-
-Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
-{
-    QueryMap::iterator query = mQueryMap.find(handle);
-
-    if (query == mQueryMap.end())
-    {
-        return NULL;
-    }
-    else
-    {
-        if (!query->second && create)
-        {
-            query->second = new Query(handle, type);
-            query->second->addRef();
-        }
-        return query->second;
-    }
-}
-
-Buffer *Context::getArrayBuffer()
-{
-    return mState.arrayBuffer.get();
-}
-
-Buffer *Context::getElementArrayBuffer()
-{
-    return mState.elementArrayBuffer.get();
-}
-
-Program *Context::getCurrentProgram()
-{
-    if (!mCachedCurrentProgram)
-    {
-        mCachedCurrentProgram = mResourceManager->getProgram(mState.currentProgram);
-    }
-    return mCachedCurrentProgram;
-}
-
-Texture2D *Context::getTexture2D()
-{
-    return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
-}
-
-TextureCubeMap *Context::getTextureCubeMap()
-{
-    return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
-}
-
-Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)
-{
-    GLuint texid = mState.samplerTexture[type][sampler].id();
-
-    if (texid == 0)   // Special case: 0 refers to different initial textures based on the target
-    {
-        switch (type)
-        {
-          default: UNREACHABLE();
-          case TEXTURE_2D: return mTexture2DZero.get();
-          case TEXTURE_CUBE: return mTextureCubeMapZero.get();
-        }
-    }
-
-    return mState.samplerTexture[type][sampler].get();
-}
-
-bool Context::getBooleanv(GLenum pname, GLboolean *params)
-{
-    switch (pname)
-    {
-      case GL_SHADER_COMPILER:           *params = GL_TRUE;                            break;
-      case GL_SAMPLE_COVERAGE_INVERT:    *params = mState.sampleCoverageInvert;        break;
-      case GL_DEPTH_WRITEMASK:           *params = mState.depthMask;                   break;
-      case GL_COLOR_WRITEMASK:
-        params[0] = mState.colorMaskRed;
-        params[1] = mState.colorMaskGreen;
-        params[2] = mState.colorMaskBlue;
-        params[3] = mState.colorMaskAlpha;
-        break;
-      case GL_CULL_FACE:                 *params = mState.cullFace;                    break;
-      case GL_POLYGON_OFFSET_FILL:       *params = mState.polygonOffsetFill;           break;
-      case GL_SAMPLE_ALPHA_TO_COVERAGE:  *params = mState.sampleAlphaToCoverage;       break;
-      case GL_SAMPLE_COVERAGE:           *params = mState.sampleCoverage;              break;
-      case GL_SCISSOR_TEST:              *params = mState.scissorTest;                 break;
-      case GL_STENCIL_TEST:              *params = mState.stencilTest;                 break;
-      case GL_DEPTH_TEST:                *params = mState.depthTest;                   break;
-      case GL_BLEND:                     *params = mState.blend;                       break;
-      case GL_DITHER:                    *params = mState.dither;                      break;
-      case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
-      default:
-        return false;
-    }
-
-    return true;
-}
-
-bool Context::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 = mState.lineWidth;            break;
-      case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
-      case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
-      case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
-      case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
-      case GL_ALIASED_LINE_WIDTH_RANGE:
-        params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
-        params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
-        break;
-      case GL_ALIASED_POINT_SIZE_RANGE:
-        params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
-        params[1] = supportsShaderModel3() ? gl::ALIASED_POINT_SIZE_RANGE_MAX_SM3 : gl::ALIASED_POINT_SIZE_RANGE_MAX_SM2;
-        break;
-      case GL_DEPTH_RANGE:
-        params[0] = mState.zNear;
-        params[1] = mState.zFar;
-        break;
-      case GL_COLOR_CLEAR_VALUE:
-        params[0] = mState.colorClearValue.red;
-        params[1] = mState.colorClearValue.green;
-        params[2] = mState.colorClearValue.blue;
-        params[3] = mState.colorClearValue.alpha;
-        break;
-      case GL_BLEND_COLOR:
-        params[0] = mState.blendColor.red;
-        params[1] = mState.blendColor.green;
-        params[2] = mState.blendColor.blue;
-        params[3] = mState.blendColor.alpha;
-        break;
-      default:
-        return false;
-    }
-
-    return true;
-}
-
-bool Context::getIntegerv(GLenum pname, GLint *params)
-{
-    // 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 
-    // Context::getFloatv.
-    switch (pname)
-    {
-      case GL_MAX_VERTEX_ATTRIBS:               *params = gl::MAX_VERTEX_ATTRIBS;               break;
-      case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = gl::MAX_VERTEX_UNIFORM_VECTORS;       break;
-      case GL_MAX_VARYING_VECTORS:              *params = getMaximumVaryingVectors();           break;
-      case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;
-      case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = getMaximumVertexTextureImageUnits();  break;
-      case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = gl::MAX_TEXTURE_IMAGE_UNITS;          break;
-      case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = getMaximumFragmentUniformVectors();   break;
-      case GL_MAX_RENDERBUFFER_SIZE:            *params = getMaximumRenderbufferDimension();    break;
-      case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
-      case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
-      case GL_ARRAY_BUFFER_BINDING:             *params = mState.arrayBuffer.id();              break;
-      case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = mState.elementArrayBuffer.id();       break;
-      //case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
-      case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;
-      case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;
-      case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.id();             break;
-      case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
-      case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
-      case GL_PACK_REVERSE_ROW_ORDER_ANGLE:     *params = mState.packReverseRowOrder;           break;
-      case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackAlignment;               break;
-      case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
-      case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
-      case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
-      case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;
-      case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;
-      case GL_STENCIL_VALUE_MASK:               *params = mState.stencilMask;                   break;
-      case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               break;
-      case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                break;
-      case GL_STENCIL_BACK_VALUE_MASK:          *params = mState.stencilBackMask;               break;
-      case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;
-      case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;
-      case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;
-      case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               break;
-      case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      break;
-      case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      break;
-      case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;
-      case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                break;
-      case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              break;
-      case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  break;
-      case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                break;
-      case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              break;
-      case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            break;
-      case GL_STENCIL_WRITEMASK:                *params = mState.stencilWritemask;              break;
-      case GL_STENCIL_BACK_WRITEMASK:           *params = mState.stencilBackWritemask;          break;
-      case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
-      case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
-      case GL_MAX_TEXTURE_SIZE:                 *params = getMaximumTextureDimension();         break;
-      case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = getMaximumCubeTextureDimension();     break;
-      case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   
-        params[0] = mNumCompressedTextureFormats;
-        break;
-      case GL_MAX_SAMPLES_ANGLE:
-        {
-            GLsizei maxSamples = getMaxSupportedSamples();
-            if (maxSamples != 0)
-            {
-                *params = maxSamples;
-            }
-            else
-            {
-                return false;
-            }
-
-            break;
-        }
-      case GL_SAMPLE_BUFFERS:                   
-      case GL_SAMPLES:
-        {
-            gl::Framebuffer *framebuffer = getDrawFramebuffer();
-            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_IMPLEMENTATION_COLOR_READ_TYPE:   *params = gl::IMPLEMENTATION_COLOR_READ_TYPE;   break;
-      case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break;
-      case GL_MAX_VIEWPORT_DIMS:
-        {
-            int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());
-            params[0] = maxDimension;
-            params[1] = maxDimension;
-        }
-        break;
-      case GL_COMPRESSED_TEXTURE_FORMATS:
-        {
-            if (supportsDXT1Textures())
-            {
-                *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
-                *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
-            }
-            if (supportsDXT3Textures())
-            {
-                *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
-            }
-            if (supportsDXT5Textures())
-            {
-                *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
-            }
-        }
-        break;
-      case GL_VIEWPORT:
-        params[0] = mState.viewportX;
-        params[1] = mState.viewportY;
-        params[2] = mState.viewportWidth;
-        params[3] = mState.viewportHeight;
-        break;
-      case GL_SCISSOR_BOX:
-        params[0] = mState.scissorX;
-        params[1] = mState.scissorY;
-        params[2] = mState.scissorWidth;
-        params[3] = mState.scissorHeight;
-        break;
-      case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;
-      case GL_FRONT_FACE:                       *params = mState.frontFace;                break;
-      case GL_RED_BITS:
-      case GL_GREEN_BITS:
-      case GL_BLUE_BITS:
-      case GL_ALPHA_BITS:
-        {
-            gl::Framebuffer *framebuffer = getDrawFramebuffer();
-            gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
-
-            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::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
-
-            if (depthbuffer)
-            {
-                *params = depthbuffer->getDepthSize();
-            }
-            else
-            {
-                *params = 0;
-            }
-        }
-        break;
-      case GL_STENCIL_BITS:
-        {
-            gl::Framebuffer *framebuffer = getDrawFramebuffer();
-            gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
-
-            if (stencilbuffer)
-            {
-                *params = stencilbuffer->getStencilSize();
-            }
-            else
-            {
-                *params = 0;
-            }
-        }
-        break;
-      case GL_TEXTURE_BINDING_2D:
-        {
-            if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
-            {
-                error(GL_INVALID_OPERATION);
-                return false;
-            }
-
-            *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
-        }
-        break;
-      case GL_TEXTURE_BINDING_CUBE_MAP:
-        {
-            if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)
-            {
-                error(GL_INVALID_OPERATION);
-                return false;
-            }
-
-            *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
-        }
-        break;
-      case GL_RESET_NOTIFICATION_STRATEGY_EXT:
-        *params = mResetStrategy;
-        break;
-      case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
-        *params = 1;
-        break;
-      case GL_PROGRAM_BINARY_FORMATS_OES:
-        *params = GL_PROGRAM_BINARY_ANGLE;
-        break;
-      default:
-        return false;
-    }
-
-    return true;
-}
-
-bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
-{
-    // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
-    // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
-    // to the fact that it is stored internally as a float, and so would require conversion
-    // if returned from Context::getIntegerv. Since this conversion is already implemented 
-    // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
-    // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
-    // application.
-    switch (pname)
-    {
-      case GL_COMPRESSED_TEXTURE_FORMATS:
-        {
-            *type = GL_INT;
-            *numParams = mNumCompressedTextureFormats;
-        }
-        break;
-      case GL_SHADER_BINARY_FORMATS:
-        {
-            *type = GL_INT;
-            *numParams = 0;
-        }
-        break;
-      case GL_MAX_VERTEX_ATTRIBS:
-      case GL_MAX_VERTEX_UNIFORM_VECTORS:
-      case GL_MAX_VARYING_VECTORS:
-      case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
-      case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
-      case GL_MAX_TEXTURE_IMAGE_UNITS:
-      case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
-      case GL_MAX_RENDERBUFFER_SIZE:
-      case GL_NUM_SHADER_BINARY_FORMATS:
-      case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
-      case GL_ARRAY_BUFFER_BINDING:
-      case GL_FRAMEBUFFER_BINDING:
-      case GL_RENDERBUFFER_BINDING:
-      case GL_CURRENT_PROGRAM:
-      case GL_PACK_ALIGNMENT:
-      case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
-      case GL_UNPACK_ALIGNMENT:
-      case GL_GENERATE_MIPMAP_HINT:
-      case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
-      case GL_RED_BITS:
-      case GL_GREEN_BITS:
-      case GL_BLUE_BITS:
-      case GL_ALPHA_BITS:
-      case GL_DEPTH_BITS:
-      case GL_STENCIL_BITS:
-      case GL_ELEMENT_ARRAY_BUFFER_BINDING:
-      case GL_CULL_FACE_MODE:
-      case GL_FRONT_FACE:
-      case GL_ACTIVE_TEXTURE:
-      case GL_STENCIL_FUNC:
-      case GL_STENCIL_VALUE_MASK:
-      case GL_STENCIL_REF:
-      case GL_STENCIL_FAIL:
-      case GL_STENCIL_PASS_DEPTH_FAIL:
-      case GL_STENCIL_PASS_DEPTH_PASS:
-      case GL_STENCIL_BACK_FUNC:
-      case GL_STENCIL_BACK_VALUE_MASK:
-      case GL_STENCIL_BACK_REF:
-      case GL_STENCIL_BACK_FAIL:
-      case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
-      case GL_STENCIL_BACK_PASS_DEPTH_PASS:
-      case GL_DEPTH_FUNC:
-      case GL_BLEND_SRC_RGB:
-      case GL_BLEND_SRC_ALPHA:
-      case GL_BLEND_DST_RGB:
-      case GL_BLEND_DST_ALPHA:
-      case GL_BLEND_EQUATION_RGB:
-      case GL_BLEND_EQUATION_ALPHA:
-      case GL_STENCIL_WRITEMASK:
-      case GL_STENCIL_BACK_WRITEMASK:
-      case GL_STENCIL_CLEAR_VALUE:
-      case GL_SUBPIXEL_BITS:
-      case GL_MAX_TEXTURE_SIZE:
-      case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
-      case GL_SAMPLE_BUFFERS:
-      case GL_SAMPLES:
-      case GL_IMPLEMENTATION_COLOR_READ_TYPE:
-      case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
-      case GL_TEXTURE_BINDING_2D:
-      case GL_TEXTURE_BINDING_CUBE_MAP:
-      case GL_RESET_NOTIFICATION_STRATEGY_EXT:
-      case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
-      case GL_PROGRAM_BINARY_FORMATS_OES:
-        {
-            *type = GL_INT;
-            *numParams = 1;
-        }
-        break;
-      case GL_MAX_SAMPLES_ANGLE:
-        {
-            if (getMaxSupportedSamples() != 0)
-            {
-                *type = GL_INT;
-                *numParams = 1;
-            }
-            else
-            {
-                return false;
-            }
-        }
-        break;
-      case GL_MAX_VIEWPORT_DIMS:
-        {
-            *type = GL_INT;
-            *numParams = 2;
-        }
-        break;
-      case GL_VIEWPORT:
-      case GL_SCISSOR_BOX:
-        {
-            *type = GL_INT;
-            *numParams = 4;
-        }
-        break;
-      case GL_SHADER_COMPILER:
-      case GL_SAMPLE_COVERAGE_INVERT:
-      case GL_DEPTH_WRITEMASK:
-      case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
-      case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
-      case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
-      case GL_SAMPLE_COVERAGE:
-      case GL_SCISSOR_TEST:
-      case GL_STENCIL_TEST:
-      case GL_DEPTH_TEST:
-      case GL_BLEND:
-      case GL_DITHER:
-      case GL_CONTEXT_ROBUST_ACCESS_EXT:
-        {
-            *type = GL_BOOL;
-            *numParams = 1;
-        }
-        break;
-      case GL_COLOR_WRITEMASK:
-        {
-            *type = GL_BOOL;
-            *numParams = 4;
-        }
-        break;
-      case GL_POLYGON_OFFSET_FACTOR:
-      case GL_POLYGON_OFFSET_UNITS:
-      case GL_SAMPLE_COVERAGE_VALUE:
-      case GL_DEPTH_CLEAR_VALUE:
-      case GL_LINE_WIDTH:
-        {
-            *type = GL_FLOAT;
-            *numParams = 1;
-        }
-        break;
-      case GL_ALIASED_LINE_WIDTH_RANGE:
-      case GL_ALIASED_POINT_SIZE_RANGE:
-      case GL_DEPTH_RANGE:
-        {
-            *type = GL_FLOAT;
-            *numParams = 2;
-        }
-        break;
-      case GL_COLOR_CLEAR_VALUE:
-      case GL_BLEND_COLOR:
-        {
-            *type = GL_FLOAT;
-            *numParams = 4;
-        }
-        break;
-      default:
-        return false;
-    }
-
-    return true;
-}
-
-// Applies the render target surface, depth stencil surface, viewport rectangle and
-// scissor rectangle to the Direct3D 9 device
-bool Context::applyRenderTarget(bool ignoreViewport)
-{
-    Framebuffer *framebufferObject = getDrawFramebuffer();
-
-    if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
-    {
-        return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
-    }
-
-    // if there is no color attachment we must synthesize a NULL colorattachment
-    // to keep the D3D runtime happy.  This should only be possible if depth texturing.
-    Renderbuffer *renderbufferObject = NULL;
-    if (framebufferObject->getColorbufferType() != GL_NONE)
-    {
-        renderbufferObject = framebufferObject->getColorbuffer();
-    }
-    else
-    {
-        renderbufferObject = framebufferObject->getNullColorbuffer();
-    }
-    if (!renderbufferObject)
-    {
-        ERR("unable to locate renderbuffer for FBO.");
-        return false;
-    }
-
-    bool renderTargetChanged = false;
-    unsigned int renderTargetSerial = renderbufferObject->getSerial();
-    if (renderTargetSerial != mAppliedRenderTargetSerial)
-    {
-        IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget();
-        if (!renderTarget)
-        {
-            ERR("render target pointer unexpectedly null.");
-            return false;   // Context must be lost
-        }
-        mDevice->SetRenderTarget(0, renderTarget);
-        mAppliedRenderTargetSerial = renderTargetSerial;
-        mScissorStateDirty = true; // Scissor area must be clamped to render target's size-- this is different for different render targets.
-        renderTargetChanged = true;
-        renderTarget->Release();
-    }
-
-    IDirect3DSurface9 *depthStencil = NULL;
-    unsigned int depthbufferSerial = 0;
-    unsigned int stencilbufferSerial = 0;
-    if (framebufferObject->getDepthbufferType() != GL_NONE)
-    {
-        Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
-        depthStencil = depthbuffer->getDepthStencil();
-        if (!depthStencil)
-        {
-            ERR("Depth stencil pointer unexpectedly null.");
-            return false;
-        }
-        
-        depthbufferSerial = depthbuffer->getSerial();
-    }
-    else if (framebufferObject->getStencilbufferType() != GL_NONE)
-    {
-        Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
-        depthStencil = stencilbuffer->getDepthStencil();
-        if (!depthStencil)
-        {
-            ERR("Depth stencil pointer unexpectedly null.");
-            return false;
-        }
-        
-        stencilbufferSerial = stencilbuffer->getSerial();
-    }
-
-    if (depthbufferSerial != mAppliedDepthbufferSerial ||
-        stencilbufferSerial != mAppliedStencilbufferSerial ||
-        !mDepthStencilInitialized)
-    {
-        mDevice->SetDepthStencilSurface(depthStencil);
-        mAppliedDepthbufferSerial = depthbufferSerial;
-        mAppliedStencilbufferSerial = stencilbufferSerial;
-        mDepthStencilInitialized = true;
-    }
-
-    if (depthStencil)
-    {
-        depthStencil->Release();
-    }
-
-    if (!mRenderTargetDescInitialized || renderTargetChanged)
-    {
-        IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget();
-        if (!renderTarget)
-        {
-            return false;   // Context must be lost
-        }
-        renderTarget->GetDesc(&mRenderTargetDesc);
-        mRenderTargetDescInitialized = true;
-        renderTarget->Release();
-    }
-
-    D3DVIEWPORT9 viewport;
-
-    float zNear = clamp01(mState.zNear);
-    float zFar = clamp01(mState.zFar);
-
-    if (ignoreViewport)
-    {
-        viewport.X = 0;
-        viewport.Y = 0;
-        viewport.Width = mRenderTargetDesc.Width;
-        viewport.Height = mRenderTargetDesc.Height;
-        viewport.MinZ = 0.0f;
-        viewport.MaxZ = 1.0f;
-    }
-    else
-    {
-        RECT rect = transformPixelRect(mState.viewportX, mState.viewportY, mState.viewportWidth, mState.viewportHeight, mRenderTargetDesc.Height);
-        viewport.X = clamp(rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
-        viewport.Y = clamp(rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
-        viewport.Width = clamp(rect.right - rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width) - static_cast<LONG>(viewport.X));
-        viewport.Height = clamp(rect.bottom - rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height) - static_cast<LONG>(viewport.Y));
-        viewport.MinZ = zNear;
-        viewport.MaxZ = zFar;
-    }
-
-    if (viewport.Width <= 0 || viewport.Height <= 0)
-    {
-        return false;   // Nothing to render
-    }
-
-    if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0)
-    {
-        mDevice->SetViewport(&viewport);
-        mSetViewport = viewport;
-        mViewportInitialized = true;
-        mDxUniformsDirty = true;
-    }
-
-    if (mScissorStateDirty)
-    {
-        if (mState.scissorTest)
-        {
-            RECT rect = transformPixelRect(mState.scissorX, mState.scissorY, mState.scissorWidth, mState.scissorHeight, mRenderTargetDesc.Height);
-            rect.left = clamp(rect.left, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
-            rect.top = clamp(rect.top, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
-            rect.right = clamp(rect.right, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
-            rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
-            mDevice->SetScissorRect(&rect);
-            mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
-        }
-        else
-        {
-            mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
-        }
-
-        mScissorStateDirty = false;
-    }
-
-    if (mState.currentProgram && mDxUniformsDirty)
-    {
-        Program *programObject = getCurrentProgram();
-        ProgramBinary *programBinary = programObject->getProgramBinary();
-
-        GLint halfPixelSize = programBinary->getDxHalfPixelSizeLocation();
-        GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height};
-        programBinary->setUniform2fv(halfPixelSize, 1, xy);
-
-        // These values are used for computing gl_FragCoord in Program::linkVaryings(). The approach depends on Shader Model 3.0 support.
-        GLint coord = programBinary->getDxCoordLocation();
-        float h = mSupportsShaderModel3 ? mRenderTargetDesc.Height : mState.viewportHeight / 2.0f;
-        GLfloat whxy[4] = {mState.viewportWidth / 2.0f, h, 
-                          (float)mState.viewportX + mState.viewportWidth / 2.0f, 
-                          (float)mState.viewportY + mState.viewportHeight / 2.0f};
-        programBinary->setUniform4fv(coord, 1, whxy);
-
-        GLint depth = programBinary->getDxDepthLocation();
-        GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};
-        programBinary->setUniform2fv(depth, 1, dz);
-
-        GLint depthRange = programBinary->getDxDepthRangeLocation();
-        GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
-        programBinary->setUniform3fv(depthRange, 1, nearFarDiff);
-        mDxUniformsDirty = false;
-    }
-
-    return true;
-}
-
-// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
-void Context::applyState(GLenum drawMode)
-{
-    Program *programObject = getCurrentProgram();
-    ProgramBinary *programBinary = programObject->getProgramBinary();
-
-    Framebuffer *framebufferObject = getDrawFramebuffer();
-
-    GLenum adjustedFrontFace = adjustWinding(mState.frontFace);
-
-    GLint frontCCW = programBinary->getDxFrontCCWLocation();
-    GLint ccw = (adjustedFrontFace == GL_CCW);
-    programBinary->setUniform1iv(frontCCW, 1, &ccw);
-
-    GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();
-    GLint alwaysFront = !isTriangleMode(drawMode);
-    programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
-
-    D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
-    bool zeroColorMaskAllowed = identifier->VendorId != 0x1002;
-    // Apparently some ATI cards have a bug where a draw with a zero color
-    // write mask can cause later draws to have incorrect results. Instead,
-    // set a nonzero color write mask but modify the blend state so that no
-    // drawing is done.
-    // http://code.google.com/p/angleproject/issues/detail?id=169
-
-    if (mCullStateDirty || mFrontFaceDirty)
-    {
-        if (mState.cullFace)
-        {
-            mDevice->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, adjustedFrontFace));
-        }
-        else
-        {
-            mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
-        }
-
-        mCullStateDirty = false;
-    }
-
-    if (mDepthStateDirty)
-    {
-        if (mState.depthTest)
-        {
-            mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
-            mDevice->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
-        }
-        else
-        {
-            mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
-        }
-
-        mDepthStateDirty = false;
-    }
-
-    if (!zeroColorMaskAllowed && (mMaskStateDirty || mBlendStateDirty))
-    {
-        mBlendStateDirty = true;
-        mMaskStateDirty = true;
-    }
-
-    if (mBlendStateDirty)
-    {
-        if (mState.blend)
-        {
-            mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
-
-            if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
-                mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
-            {
-                mDevice->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
-            }
-            else
-            {
-                mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
-                                                                        unorm<8>(mState.blendColor.alpha),
-                                                                        unorm<8>(mState.blendColor.alpha),
-                                                                        unorm<8>(mState.blendColor.alpha)));
-            }
-
-            mDevice->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
-            mDevice->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
-            mDevice->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
-
-            if (mState.sourceBlendRGB != mState.sourceBlendAlpha || 
-                mState.destBlendRGB != mState.destBlendAlpha || 
-                mState.blendEquationRGB != mState.blendEquationAlpha)
-            {
-                mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
-
-                mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
-                mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
-                mDevice->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
-            }
-            else
-            {
-                mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
-            }
-        }
-        else
-        {
-            mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
-        }
-
-        mBlendStateDirty = false;
-    }
-
-    if (mStencilStateDirty || mFrontFaceDirty)
-    {
-        if (mState.stencilTest && framebufferObject->hasStencil())
-        {
-            mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
-            mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
-
-            // FIXME: Unsupported by D3D9
-            const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
-            const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
-            const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
-            if (mState.stencilWritemask != mState.stencilBackWritemask || 
-                mState.stencilRef != mState.stencilBackRef || 
-                mState.stencilMask != mState.stencilBackMask)
-            {
-                ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
-                return error(GL_INVALID_OPERATION);
-            }
-
-            // get the maximum size of the stencil ref
-            gl::Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
-            GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
-
-            mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
-            mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, 
-                                   es2dx::ConvertComparison(mState.stencilFunc));
-
-            mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
-            mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
-
-            mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, 
-                                   es2dx::ConvertStencilOp(mState.stencilFail));
-            mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, 
-                                   es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
-            mDevice->SetRenderState(adjustedFrontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, 
-                                   es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
-
-            mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
-            mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, 
-                                   es2dx::ConvertComparison(mState.stencilBackFunc));
-
-            mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
-            mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
-
-            mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, 
-                                   es2dx::ConvertStencilOp(mState.stencilBackFail));
-            mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, 
-                                   es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
-            mDevice->SetRenderState(adjustedFrontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, 
-                                   es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
-        }
-        else
-        {
-            mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
-        }
-
-        mStencilStateDirty = false;
-        mFrontFaceDirty = false;
-    }
-
-    if (mMaskStateDirty)
-    {
-        int colorMask = es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, 
-                                                mState.colorMaskBlue, mState.colorMaskAlpha);
-        if (colorMask == 0 && !zeroColorMaskAllowed)
-        {
-            // Enable green channel, but set blending so nothing will be drawn.
-            mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
-            mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
-
-            mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
-            mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
-            mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
-        }
-        else
-        {
-            mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
-        }
-        mDevice->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
-
-        mMaskStateDirty = false;
-    }
-
-    if (mPolygonOffsetStateDirty)
-    {
-        if (mState.polygonOffsetFill)
-        {
-            gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
-            if (depthbuffer)
-            {
-                mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
-                float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
-                mDevice->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
-            }
-        }
-        else
-        {
-            mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
-            mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
-        }
-
-        mPolygonOffsetStateDirty = false;
-    }
-
-    if (mSampleStateDirty)
-    {
-        if (mState.sampleAlphaToCoverage)
-        {
-            FIXME("Sample alpha to coverage is unimplemented.");
-        }
-
-        mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
-        if (mState.sampleCoverage)
-        {
-            unsigned int mask = 0;
-            if (mState.sampleCoverageValue != 0)
-            {
-                float threshold = 0.5f;
-
-                for (int i = 0; i < framebufferObject->getSamples(); ++i)
-                {
-                    mask <<= 1;
-
-                    if ((i + 1) * mState.sampleCoverageValue >= threshold)
-                    {
-                        threshold += 1.0f;
-                        mask |= 1;
-                    }
-                }
-            }
-            
-            if (mState.sampleCoverageInvert)
-            {
-                mask = ~mask;
-            }
-
-            mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, mask);
-        }
-        else
-        {
-            mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
-        }
-
-        mSampleStateDirty = false;
-    }
-
-    if (mDitherStateDirty)
-    {
-        mDevice->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
-
-        mDitherStateDirty = false;
-    }
-}
-
-GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
-{
-    TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
-
-    GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instances);
-    if (err != GL_NO_ERROR)
-    {
-        return err;
-    }
-
-    return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, getCurrentProgram(), instances, repeatDraw);
-}
-
-// Applies the indices and element array bindings to the Direct3D 9 device
-GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
-{
-    GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);
-
-    if (err == GL_NO_ERROR)
-    {
-        if (indexInfo->serial != mAppliedIBSerial)
-        {
-            mDevice->SetIndices(indexInfo->indexBuffer);
-            mAppliedIBSerial = indexInfo->serial;
-        }
-    }
-
-    return err;
-}
-
-// Applies the shaders and shader constants to the Direct3D 9 device
-void Context::applyShaders()
-{
-    Program *programObject = getCurrentProgram();
-    ProgramBinary *programBinary = programObject->getProgramBinary();
-
-    if (programObject->getSerial() != mAppliedProgramSerial)
-    {
-        IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader();
-        IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader();
-
-        mDevice->SetPixelShader(pixelShader);
-        mDevice->SetVertexShader(vertexShader);
-        programBinary->dirtyAllUniforms();
-        mAppliedProgramSerial = programObject->getSerial();
-    }
-
-    programBinary->applyUniforms();
-}
-
-// Applies the textures and sampler states to the Direct3D 9 device
-void Context::applyTextures()
-{
-    applyTextures(SAMPLER_PIXEL);
-
-    if (mSupportsVertexTexture)
-    {
-        applyTextures(SAMPLER_VERTEX);
-    }
-}
-
-// For each Direct3D 9 sampler of either the pixel or vertex stage,
-// looks up the corresponding OpenGL texture image unit and texture type,
-// and sets the texture and its addressing/filtering state (or NULL when inactive).
-void Context::applyTextures(SamplerType type)
-{
-    Program *programObject = getCurrentProgram();
-    ProgramBinary *programBinary = programObject->getProgramBinary();
-
-    int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF;   // Range of Direct3D 9 samplers of given sampler type
-    unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;
-    int d3dSamplerOffset = (type == SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
-    int samplerRange = programBinary->getUsedSamplerRange(type);
-
-    for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
-    {
-        int textureUnit = programBinary->getSamplerMapping(type, samplerIndex);   // OpenGL texture image unit index
-        int d3dSampler = samplerIndex + d3dSamplerOffset;
-
-        if (textureUnit != -1)
-        {
-            TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);
-
-            Texture *texture = getSamplerTexture(textureUnit, textureType);
-            unsigned int texSerial = texture->getTextureSerial();
-
-            if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages())
-            {
-                IDirect3DBaseTexture9 *d3dTexture = texture->getTexture();
-
-                if (d3dTexture)
-                {
-                    if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters())
-                    {
-                        GLenum wrapS = texture->getWrapS();
-                        GLenum wrapT = texture->getWrapT();
-                        GLenum minFilter = texture->getMinFilter();
-                        GLenum magFilter = texture->getMagFilter();
-
-                        mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));
-                        mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));
-
-                        mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));
-                        D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
-                        es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);
-                        mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
-                        mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
-                    }
-
-                    if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())
-                    {
-                        mDevice->SetTexture(d3dSampler, d3dTexture);
-                    }
-                }
-                else
-                {
-                    mDevice->SetTexture(d3dSampler, getIncompleteTexture(textureType)->getTexture());
-                }
-
-                appliedTextureSerial[samplerIndex] = texSerial;
-                texture->resetDirty();
-            }
-        }
-        else
-        {
-            if (appliedTextureSerial[samplerIndex] != 0)
-            {
-                mDevice->SetTexture(d3dSampler, NULL);
-                appliedTextureSerial[samplerIndex] = 0;
-            }
-        }
-    }
-
-    for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
-    {
-        if (appliedTextureSerial[samplerIndex] != 0)
-        {
-            mDevice->SetTexture(samplerIndex + d3dSamplerOffset, NULL);
-            appliedTextureSerial[samplerIndex] = 0;
-        }
-    }
-}
-
-void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
-                         GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
-{
-    Framebuffer *framebuffer = getReadFramebuffer();
-
-    if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
-    {
-        return error(GL_INVALID_FRAMEBUFFER_OPERATION);
-    }
-
-    if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)
-    {
-        return error(GL_INVALID_OPERATION);
-    }
-
-    GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);
-    // sized query sanity check
-    if (bufSize)
-    {
-        int requiredSize = outputPitch * height;
-        if (requiredSize > *bufSize)
-        {
-            return error(GL_INVALID_OPERATION);
-        }
-    }
-
-    IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();
-    if (!renderTarget)
-    {
-        return;   // Context must be lost, return silently
-    }
-
-    D3DSURFACE_DESC desc;
-    renderTarget->GetDesc(&desc);
-
-    if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
-    {
-        UNIMPLEMENTED();   // FIXME: Requires resolve using StretchRect into non-multisampled render target
-        renderTarget->Release();
-        return error(GL_OUT_OF_MEMORY);
-    }
-
-    HRESULT result;
-    IDirect3DSurface9 *systemSurface = NULL;
-    bool directToPixels = getPackReverseRowOrder() && getPackAlignment() <= 4 && mDisplay->isD3d9ExDevice() &&
-                          x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
-                          desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
-    if (directToPixels)
-    {
-        // Use the pixels ptr as a shared handle to write directly into client's memory
-        result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
-                                                      D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
-        if (FAILED(result))
-        {
-            // Try again without the shared handle
-            directToPixels = false;
-        }
-    }
-
-    if (!directToPixels)
-    {
-        result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
-                                                      D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
-        if (FAILED(result))
-        {
-            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
-            renderTarget->Release();
-            return error(GL_OUT_OF_MEMORY);
-        }
-    }
-
-    result = mDevice->GetRenderTargetData(renderTarget, systemSurface);
-    renderTarget->Release();
-    renderTarget = NULL;
-
-    if (FAILED(result))
-    {
-        systemSurface->Release();
-
-        // It turns out that D3D will sometimes produce more error
-        // codes than those documented.
-        if (checkDeviceLost(result))
-            return error(GL_OUT_OF_MEMORY);
-        else
-        {
-            UNREACHABLE();
-            return;
-        }
-
-    }
-
-    if (directToPixels)
-    {
-        systemSurface->Release();
-        return;
-    }
-
-    D3DLOCKED_RECT lock;
-    RECT rect = transformPixelRect(x, y, width, height, desc.Height);
-    rect.left = clamp(rect.left, 0L, static_cast<LONG>(desc.Width));
-    rect.top = clamp(rect.top, 0L, static_cast<LONG>(desc.Height));
-    rect.right = clamp(rect.right, 0L, static_cast<LONG>(desc.Width));
-    rect.bottom = clamp(rect.bottom, 0L, static_cast<LONG>(desc.Height));
-
-    result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
-
-    if (FAILED(result))
-    {
-        UNREACHABLE();
-        systemSurface->Release();
-
-        return;   // No sensible error to generate
-    }
-
-    unsigned char *dest = (unsigned char*)pixels;
-    unsigned short *dest16 = (unsigned short*)pixels;
-
-    unsigned char *source;
-    int inputPitch;
-    if (getPackReverseRowOrder())
-    {
-        source = (unsigned char*)lock.pBits;
-        inputPitch = lock.Pitch;
-    }
-    else
-    {
-        source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
-        inputPitch = -lock.Pitch;
-    }
-
-    for (int j = 0; j < rect.bottom - rect.top; j++)
-    {
-        if (desc.Format == D3DFMT_A8R8G8B8 &&
-            format == GL_BGRA_EXT &&
-            type == GL_UNSIGNED_BYTE)
-        {
-            // Fast path for EXT_read_format_bgra, given
-            // an RGBA source buffer.  Note that buffers with no
-            // alpha go through the slow path below.
-            memcpy(dest + j * outputPitch,
-                   source + j * inputPitch,
-                   (rect.right - rect.left) * 4);
-            continue;
-        }
-
-        for (int i = 0; i < rect.right - rect.left; i++)
-        {
-            float r;
-            float g;
-            float b;
-            float a;
-
-            switch (desc.Format)
-            {
-              case D3DFMT_R5G6B5:
-                {
-                    unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
-
-                    a = 1.0f;
-                    b = (rgb & 0x001F) * (1.0f / 0x001F);
-                    g = (rgb & 0x07E0) * (1.0f / 0x07E0);
-                    r = (rgb & 0xF800) * (1.0f / 0xF800);
-                }
-                break;
-              case D3DFMT_A1R5G5B5:
-                {
-                    unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
-
-                    a = (argb & 0x8000) ? 1.0f : 0.0f;
-                    b = (argb & 0x001F) * (1.0f / 0x001F);
-                    g = (argb & 0x03E0) * (1.0f / 0x03E0);
-                    r = (argb & 0x7C00) * (1.0f / 0x7C00);
-                }
-                break;
-              case D3DFMT_A8R8G8B8:
-                {
-                    unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
-
-                    a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
-                    b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
-                    g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
-                    r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
-                }
-                break;
-              case D3DFMT_X8R8G8B8:
-                {
-                    unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
-
-                    a = 1.0f;
-                    b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
-                    g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
-                    r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
-                }
-                break;
-              case D3DFMT_A2R10G10B10:
-                {
-                    unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
-
-                    a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
-                    b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
-                    g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
-                    r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
-                }
-                break;
-              case D3DFMT_A32B32G32R32F:
-                {
-                    // float formats in D3D are stored rgba, rather than the other way round
-                    r = *((float*)(source + 16 * i + j * inputPitch) + 0);
-                    g = *((float*)(source + 16 * i + j * inputPitch) + 1);
-                    b = *((float*)(source + 16 * i + j * inputPitch) + 2);
-                    a = *((float*)(source + 16 * i + j * inputPitch) + 3);
-                }
-                break;
-              case D3DFMT_A16B16G16R16F:
-                {
-                    // float formats in D3D are stored rgba, rather than the other way round
-                    float abgr[4];
-
-                    D3DXFloat16To32Array(abgr, (D3DXFLOAT16*)(source + 8 * i + j * inputPitch), 4);
-
-                    a = abgr[3];
-                    b = abgr[2];
-                    g = abgr[1];
-                    r = abgr[0];
-                }
-                break;
-              default:
-                UNIMPLEMENTED();   // FIXME
-                UNREACHABLE();
-                return;
-            }
-
-            switch (format)
-            {
-              case GL_RGBA:
-                switch (type)
-                {
-                  case GL_UNSIGNED_BYTE:
-                    dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
-                    dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
-                    dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
-                    dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
-                    break;
-                  default: UNREACHABLE();
-                }
-                break;
-              case GL_BGRA_EXT:
-                switch (type)
-                {
-                  case GL_UNSIGNED_BYTE:
-                    dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
-                    dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
-                    dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
-                    dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
-                    break;
-                  case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
-                    // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
-                    // this type is packed as follows:
-                    //   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0
-                    //  --------------------------------------------------------------------------------
-                    // |       4th         |        3rd         |        2nd        |   1st component   |
-                    //  --------------------------------------------------------------------------------
-                    // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
-                    dest16[i + j * outputPitch / sizeof(unsigned short)] =
-                        ((unsigned short)(15 * a + 0.5f) << 12)|
-                        ((unsigned short)(15 * r + 0.5f) << 8) |
-                        ((unsigned short)(15 * g + 0.5f) << 4) |
-                        ((unsigned short)(15 * b + 0.5f) << 0);
-                    break;
-                  case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
-                    // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
-                    // this type is packed as follows:
-                    //   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0
-                    //  --------------------------------------------------------------------------------
-                    // | 4th |          3rd           |           2nd          |      1st component     |
-                    //  --------------------------------------------------------------------------------
-                    // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
-                    dest16[i + j * outputPitch / sizeof(unsigned short)] =
-                        ((unsigned short)(     a + 0.5f) << 15) |
-                        ((unsigned short)(31 * r + 0.5f) << 10) |
-                        ((unsigned short)(31 * g + 0.5f) << 5) |
-                        ((unsigned short)(31 * b + 0.5f) << 0);
-                    break;
-                  default: UNREACHABLE();
-                }
-                break;
-              case GL_RGB:   // IMPLEMENTATION_COLOR_READ_FORMAT
-                switch (type)
-                {
-                  case GL_UNSIGNED_SHORT_5_6_5:   // IMPLEMENTATION_COLOR_READ_TYPE
-                    dest16[i + j * outputPitch / sizeof(unsigned short)] = 
-                        ((unsigned short)(31 * b + 0.5f) << 0) |
-                        ((unsigned short)(63 * g + 0.5f) << 5) |
-                        ((unsigned short)(31 * r + 0.5f) << 11);
-                    break;
-                  default: UNREACHABLE();
-                }
-                break;
-              default: UNREACHABLE();
-            }
-        }
-    }
-
-    systemSurface->UnlockRect();
-
-    systemSurface->Release();
-}
-
-void Context::clear(GLbitfield mask)
-{
-    Framebuffer *framebufferObject = getDrawFramebuffer();
-
-    if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
-    {
-        return error(GL_INVALID_FRAMEBUFFER_OPERATION);
-    }
-
-    DWORD flags = 0;
-
-    if (mask & GL_COLOR_BUFFER_BIT)
-    {
-        mask &= ~GL_COLOR_BUFFER_BIT;
-
-        if (framebufferObject->getColorbufferType() != GL_NONE)
-        {
-            flags |= D3DCLEAR_TARGET;
-        }
-    }
-
-    if (mask & GL_DEPTH_BUFFER_BIT)
-    {
-        mask &= ~GL_DEPTH_BUFFER_BIT;
-        if (mState.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
-        {
-            flags |= D3DCLEAR_ZBUFFER;
-        }
-    }
-
-    GLuint stencilUnmasked = 0x0;
-
-    if (mask & GL_STENCIL_BUFFER_BIT)
-    {
-        mask &= ~GL_STENCIL_BUFFER_BIT;
-        if (framebufferObject->getStencilbufferType() != GL_NONE)
-        {
-            IDirect3DSurface9 *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
-            if (!depthStencil)
-            {
-                ERR("Depth stencil pointer unexpectedly null.");
-                return;
-            }
-            
-            D3DSURFACE_DESC desc;
-            depthStencil->GetDesc(&desc);
-            depthStencil->Release();
-
-            unsigned int stencilSize = dx2es::GetStencilSize(desc.Format);
-            stencilUnmasked = (0x1 << stencilSize) - 1;
-
-            if (stencilUnmasked != 0x0)
-            {
-                flags |= D3DCLEAR_STENCIL;
-            }
-        }
-    }
-
-    if (mask != 0)
-    {
-        return error(GL_INVALID_VALUE);
-    }
-
-    if (!applyRenderTarget(true))   // Clips the clear to the scissor rectangle but not the viewport
-    {
-        return;
-    }
-
-    D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha), 
-                                   unorm<8>(mState.colorClearValue.red), 
-                                   unorm<8>(mState.colorClearValue.green), 
-                                   unorm<8>(mState.colorClearValue.blue));
-    float depth = clamp01(mState.depthClearValue);
-    int stencil = mState.stencilClearValue & 0x000000FF;
-
-    bool alphaUnmasked = (dx2es::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha;
-
-    const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
-                                        (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
-    const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
-                                      !(mState.colorMaskRed && mState.colorMaskGreen &&
-                                        mState.colorMaskBlue && alphaUnmasked);
-
-    if (needMaskedColorClear || needMaskedStencilClear)
-    {
-        // State which is altered in all paths from this point to the clear call is saved.
-        // State which is altered in only some paths will be flagged dirty in the case that
-        //  that path is taken.
-        HRESULT hr;
-        if (mMaskedClearSavedState == NULL)
-        {
-            hr = mDevice->BeginStateBlock();
-            ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
-
-            mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
-            mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
-            mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
-            mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
-            mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
-            mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
-            mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
-            mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
-            mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
-            mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
-            mDevice->SetPixelShader(NULL);
-            mDevice->SetVertexShader(NULL);
-            mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
-            mDevice->SetStreamSource(0, NULL, 0, 0);
-            mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
-            mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
-            mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
-            mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
-            mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
-            mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
-            mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
-            
-            for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
-            {
-                mDevice->SetStreamSourceFreq(i, 1);
-            }
-
-            hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
-            ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
-        }
-
-        ASSERT(mMaskedClearSavedState != NULL);
-
-        if (mMaskedClearSavedState != NULL)
-        {
-            hr = mMaskedClearSavedState->Capture();
-            ASSERT(SUCCEEDED(hr));
-        }
-
-        mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
-        mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
-        mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
-        mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
-        mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
-        mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
-        mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
-        mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
-
-        if (flags & D3DCLEAR_TARGET)
-        {
-            mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
-        }
-        else
-        {
-            mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
-        }
-
-        if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))
-        {
-            mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
-            mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
-            mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
-            mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
-            mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);
-            mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
-            mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
-            mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
-            mStencilStateDirty = true;
-        }
-        else
-        {
-            mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
-        }
-
-        mDevice->SetPixelShader(NULL);
-        mDevice->SetVertexShader(NULL);
-        mDevice->SetFVF(D3DFVF_XYZRHW);
-        mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
-        mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
-        mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
-        mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
-        mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
-        mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
-        mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
-
-        for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
-        {
-            mDevice->SetStreamSourceFreq(i, 1);
-        }
-
-        float quad[4][4];   // A quadrilateral covering the target, aligned to match the edges
-        quad[0][0] = -0.5f;
-        quad[0][1] = mRenderTargetDesc.Height - 0.5f;
-        quad[0][2] = 0.0f;
-        quad[0][3] = 1.0f;
-
-        quad[1][0] = mRenderTargetDesc.Width - 0.5f;
-        quad[1][1] = mRenderTargetDesc.Height - 0.5f;
-        quad[1][2] = 0.0f;
-        quad[1][3] = 1.0f;
-
-        quad[2][0] = -0.5f;
-        quad[2][1] = -0.5f;
-        quad[2][2] = 0.0f;
-        quad[2][3] = 1.0f;
-
-        quad[3][0] = mRenderTargetDesc.Width - 0.5f;
-        quad[3][1] = -0.5f;
-        quad[3][2] = 0.0f;
-        quad[3][3] = 1.0f;
-
-        mDisplay->startScene();
-        mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
-
-        if (flags & D3DCLEAR_ZBUFFER)
-        {
-            mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
-            mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
-            mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
-        }
-
-        if (mMaskedClearSavedState != NULL)
-        {
-            mMaskedClearSavedState->Apply();
-        }
-    }
-    else if (flags)
-    {
-        mDevice->Clear(0, NULL, flags, color, depth, stencil);
-    }
-}
-
-void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
-{
-    if (!mState.currentProgram)
-    {
-        return error(GL_INVALID_OPERATION);
-    }
-
-    D3DPRIMITIVETYPE primitiveType;
-    int primitiveCount;
-
-    if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
-        return error(GL_INVALID_ENUM);
-
-    if (primitiveCount <= 0)
-    {
-        return;
-    }
-
-    if (!applyRenderTarget(false))
-    {
-        return;
-    }
-
-    applyState(mode);
-
-    GLsizei repeatDraw = 1;
-    GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw);
-    if (err != GL_NO_ERROR)
-    {
-        return error(err);
-    }
-
-    applyShaders();
-    applyTextures();
-
-    if (!getCurrentProgram()->getProgramBinary()->validateSamplers(false))
-    {
-        return error(GL_INVALID_OPERATION);
-    }
-
-    if (!cullSkipsDraw(mode))
-    {
-        mDisplay->startScene();
-        
-        if (mode == GL_LINE_LOOP)
-        {
-            drawLineLoop(count, GL_NONE, NULL, 0);
-        }
-        else if (instances > 0)
-        {
-            StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
-            if (countingIB)
-            {
-                if (mAppliedIBSerial != countingIB->getSerial())
-                {
-                    mDevice->SetIndices(countingIB->getBuffer());
-                    mAppliedIBSerial = countingIB->getSerial();
-                }
-
-                for (int i = 0; i < repeatDraw; i++)
-                {
-                    mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);
-                }
-            }
-            else
-            {
-                ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
-                return error(GL_OUT_OF_MEMORY);
-            }
-        }
-        else   // Regular case
-        {
-            mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);
-        }
-    }
-}
-
-void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
-{
-    if (!mState.currentProgram)
-    {
-        return error(GL_INVALID_OPERATION);
-    }
-
-    if (!indices && !mState.elementArrayBuffer)
-    {
-        return error(GL_INVALID_OPERATION);
-    }
-
-    D3DPRIMITIVETYPE primitiveType;
-    int primitiveCount;
-
-    if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
-        return error(GL_INVALID_ENUM);
-
-    if (primitiveCount <= 0)
-    {
-        return;
-    }
-
-    if (!applyRenderTarget(false))
-    {
-        return;
-    }
-
-    applyState(mode);
-
-    TranslatedIndexData indexInfo;
-    GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);
-    if (err != GL_NO_ERROR)
-    {
-        return error(err);
-    }
-
-    GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
-    GLsizei repeatDraw = 1;
-    err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw);
-    if (err != GL_NO_ERROR)
-    {
-        return error(err);
-    }
-
-    applyShaders();
-    applyTextures();
-
-    if (!getCurrentProgram()->getProgramBinary()->validateSamplers(false))
-    {
-        return error(GL_INVALID_OPERATION);
-    }
-
-    if (!cullSkipsDraw(mode))
-    {
-        mDisplay->startScene();
-
-        if (mode == GL_LINE_LOOP)
-        {
-            drawLineLoop(count, type, indices, indexInfo.minIndex);   
-        }
-        else
-        {
-            for (int i = 0; i < repeatDraw; i++)
-            {
-                mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);
-            }
-        }
-    }
-}
-
-// Implements glFlush when block is false, glFinish when block is true
-void Context::sync(bool block)
-{
-    mDisplay->sync(block);
-}
-
-void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)
-{
-    // Get the raw indices for an indexed draw
-    if (type != GL_NONE && mState.elementArrayBuffer.get())
-    {
-        Buffer *indexBuffer = mState.elementArrayBuffer.get();
-        intptr_t offset = reinterpret_cast<intptr_t>(indices);
-        indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
-    }
-
-    UINT startIndex = 0;
-    bool succeeded = false;
-
-    if (supports32bitIndices())
-    {
-        const int spaceNeeded = (count + 1) * sizeof(unsigned int);
-
-        if (!mLineLoopIB)
-        {
-            mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
-        }
-
-        if (mLineLoopIB)
-        {
-            mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
-
-            UINT offset = 0;
-            unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
-            startIndex = offset / 4;
-            
-            if (data)
-            {
-                switch (type)
-                {
-                  case GL_NONE:   // Non-indexed draw
-                    for (int i = 0; i < count; i++)
-                    {
-                        data[i] = i;
-                    }
-                    data[count] = 0;
-                    break;
-                  case GL_UNSIGNED_BYTE:
-                    for (int i = 0; i < count; i++)
-                    {
-                        data[i] = static_cast<const GLubyte*>(indices)[i];
-                    }
-                    data[count] = static_cast<const GLubyte*>(indices)[0];
-                    break;
-                  case GL_UNSIGNED_SHORT:
-                    for (int i = 0; i < count; i++)
-                    {
-                        data[i] = static_cast<const GLushort*>(indices)[i];
-                    }
-                    data[count] = static_cast<const GLushort*>(indices)[0];
-                    break;
-                  case GL_UNSIGNED_INT:
-                    for (int i = 0; i < count; i++)
-                    {
-                        data[i] = static_cast<const GLuint*>(indices)[i];
-                    }
-                    data[count] = static_cast<const GLuint*>(indices)[0];
-                    break;
-                  default: UNREACHABLE();
-                }
-
-                mLineLoopIB->unmap();
-                succeeded = true;
-            }
-        }
-    }
-    else
-    {
-        const int spaceNeeded = (count + 1) * sizeof(unsigned short);
-
-        if (!mLineLoopIB)
-        {
-            mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
-        }
-
-        if (mLineLoopIB)
-        {
-            mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
-
-            UINT offset = 0;
-            unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
-            startIndex = offset / 2;
-            
-            if (data)
-            {
-                switch (type)
-                {
-                  case GL_NONE:   // Non-indexed draw
-                    for (int i = 0; i < count; i++)
-                    {
-                        data[i] = i;
-                    }
-                    data[count] = 0;
-                    break;
-                  case GL_UNSIGNED_BYTE:
-                    for (int i = 0; i < count; i++)
-                    {
-                        data[i] = static_cast<const GLubyte*>(indices)[i];
-                    }
-                    data[count] = static_cast<const GLubyte*>(indices)[0];
-                    break;
-                  case GL_UNSIGNED_SHORT:
-                    for (int i = 0; i < count; i++)
-                    {
-                        data[i] = static_cast<const GLushort*>(indices)[i];
-                    }
-                    data[count] = static_cast<const GLushort*>(indices)[0];
-                    break;
-                  case GL_UNSIGNED_INT:
-                    for (int i = 0; i < count; i++)
-                    {
-                        data[i] = static_cast<const GLuint*>(indices)[i];
-                    }
-                    data[count] = static_cast<const GLuint*>(indices)[0];
-                    break;
-                  default: UNREACHABLE();
-                }
-
-                mLineLoopIB->unmap();
-                succeeded = true;
-            }
-        }
-    }
-    
-    if (succeeded)
-    {
-        if (mAppliedIBSerial != mLineLoopIB->getSerial())
-        {
-            mDevice->SetIndices(mLineLoopIB->getBuffer());
-            mAppliedIBSerial = mLineLoopIB->getSerial();
-        }
-
-        mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
-    }
-    else
-    {
-        ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
-        return error(GL_OUT_OF_MEMORY);
-    }
-}
-
-void Context::recordInvalidEnum()
-{
-    mInvalidEnum = true;
-}
-
-void Context::recordInvalidValue()
-{
-    mInvalidValue = true;
-}
-
-void Context::recordInvalidOperation()
-{
-    mInvalidOperation = true;
-}
-
-void Context::recordOutOfMemory()
-{
-    mOutOfMemory = true;
-}
-
-void Context::recordInvalidFramebufferOperation()
-{
-    mInvalidFramebufferOperation = true;
-}
-
-// Get one of the recorded errors and clear its flag, if any.
-// [OpenGL ES 2.0.24] section 2.5 page 13.
-GLenum Context::getError()
-{
-    if (mInvalidEnum)
-    {
-        mInvalidEnum = false;
-
-        return GL_INVALID_ENUM;
-    }
-
-    if (mInvalidValue)
-    {
-        mInvalidValue = false;
-
-        return GL_INVALID_VALUE;
-    }
-
-    if (mInvalidOperation)
-    {
-        mInvalidOperation = false;
-
-        return GL_INVALID_OPERATION;
-    }
-
-    if (mOutOfMemory)
-    {
-        mOutOfMemory = false;
-
-        return GL_OUT_OF_MEMORY;
-    }
-
-    if (mInvalidFramebufferOperation)
-    {
-        mInvalidFramebufferOperation = false;
-
-        return GL_INVALID_FRAMEBUFFER_OPERATION;
-    }
-
-    return GL_NO_ERROR;
-}
-
-GLenum Context::getResetStatus()
-{
-    if (mResetStatus == GL_NO_ERROR)
-    {
-        bool lost = mDisplay->testDeviceLost();
-
-        if (lost)
-        {
-            mDisplay->notifyDeviceLost();   // Sets mResetStatus
-        }
-    }
-
-    GLenum status = mResetStatus;
-
-    if (mResetStatus != GL_NO_ERROR)
-    {
-        if (mDisplay->testDeviceResettable())
-        {
-            mResetStatus = GL_NO_ERROR;
-        }
-    }
-    
-    return status;
-}
-
-bool Context::isResetNotificationEnabled()
-{
-    return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
-}
-
-bool Context::supportsShaderModel3() const
-{
-    return mSupportsShaderModel3;
-}
-
-int Context::getMaximumVaryingVectors() const
-{
-    return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
-}
-
-unsigned int Context::getMaximumVertexTextureImageUnits() const
-{
-    return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;
-}
-
-unsigned int Context::getMaximumCombinedTextureImageUnits() const
-{
-    return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();
-}
-
-int Context::getMaximumFragmentUniformVectors() const
-{
-    return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
-}
-
-int Context::getMaxSupportedSamples() const
-{
-    return mMaxSupportedSamples;
-}
-
-int Context::getNearestSupportedSamples(D3DFORMAT format, int requested) const
-{
-    if (requested == 0)
-    {
-        return requested;
-    }
-
-    std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
-    if (itr == mMultiSampleSupport.end())
-    {
-        return -1;
-    }
-
-    for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
-    {
-        if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
-        {
-            return i;
-        }
-    }
-
-    return -1;
-}
-
-bool Context::supportsEventQueries() const
-{
-    return mSupportsEventQueries;
-}
-
-bool Context::supportsOcclusionQueries() const
-{
-    return mSupportsOcclusionQueries;
-}
-
-bool Context::supportsDXT1Textures() const
-{
-    return mSupportsDXT1Textures;
-}
-
-bool Context::supportsDXT3Textures() const
-{
-    return mSupportsDXT3Textures;
-}
-
-bool Context::supportsDXT5Textures() const
-{
-    return mSupportsDXT5Textures;
-}
-
-bool Context::supportsFloat32Textures() const
-{
-    return mSupportsFloat32Textures;
-}
-
-bool Context::supportsFloat32LinearFilter() const
-{
-    return mSupportsFloat32LinearFilter;
-}
-
-bool Context::supportsFloat32RenderableTextures() const
-{
-    return mSupportsFloat32RenderableTextures;
-}
-
-bool Context::supportsFloat16Textures() const
-{
-    return mSupportsFloat16Textures;
-}
-
-bool Context::supportsFloat16LinearFilter() const
-{
-    return mSupportsFloat16LinearFilter;
-}
-
-bool Context::supportsFloat16RenderableTextures() const
-{
-    return mSupportsFloat16RenderableTextures;
-}
-
-int Context::getMaximumRenderbufferDimension() const
-{
-    return mMaxRenderbufferDimension;
-}
-
-int Context::getMaximumTextureDimension() const
-{
-    return mMaxTextureDimension;
-}
-
-int Context::getMaximumCubeTextureDimension() const
-{
-    return mMaxCubeTextureDimension;
-}
-
-int Context::getMaximumTextureLevel() const
-{
-    return mMaxTextureLevel;
-}
-
-bool Context::supportsLuminanceTextures() const
-{
-    return mSupportsLuminanceTextures;
-}
-
-bool Context::supportsLuminanceAlphaTextures() const
-{
-    return mSupportsLuminanceAlphaTextures;
-}
-
-bool Context::supportsDepthTextures() const
-{
-    return mSupportsDepthTextures;
-}
-
-bool Context::supports32bitIndices() const
-{
-    return mSupports32bitIndices;
-}
-
-bool Context::supportsNonPower2Texture() const
-{
-    return mSupportsNonPower2Texture;
-}
-
-bool Context::supportsInstancing() const
-{
-    return mSupportsInstancing;
-}
-
-void Context::detachBuffer(GLuint buffer)
-{
-    // [OpenGL ES 2.0.24] section 2.9 page 22:
-    // If a buffer object is deleted while it is bound, all bindings to that object in the current context
-    // (i.e. in the thread that called Delete-Buffers) are reset to zero.
-
-    if (mState.arrayBuffer.id() == buffer)
-    {
-        mState.arrayBuffer.set(NULL);
-    }
-
-    if (mState.elementArrayBuffer.id() == buffer)
-    {
-        mState.elementArrayBuffer.set(NULL);
-    }
-
-    for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
-    {
-        if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)
-        {
-            mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);
-        }
-    }
-}
-
-void Context::detachTexture(GLuint texture)
-{
-    // [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 < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)
-        {
-            if (mState.samplerTexture[type][sampler].id() == texture)
-            {
-                mState.samplerTexture[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 FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
-    // image was attached in the currently bound framebuffer.
-
-    Framebuffer *readFramebuffer = getReadFramebuffer();
-    Framebuffer *drawFramebuffer = getDrawFramebuffer();
-
-    if (readFramebuffer)
-    {
-        readFramebuffer->detachTexture(texture);
-    }
-
-    if (drawFramebuffer && drawFramebuffer != readFramebuffer)
-    {
-        drawFramebuffer->detachTexture(texture);
-    }
-}
-
-void Context::detachFramebuffer(GLuint framebuffer)
-{
-    // [OpenGL ES 2.0.24] section 4.4 page 107:
-    // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
-    // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
-
-    if (mState.readFramebuffer == framebuffer)
-    {
-        bindReadFramebuffer(0);
-    }
-
-    if (mState.drawFramebuffer == framebuffer)
-    {
-        bindDrawFramebuffer(0);
-    }
-}
-
-void Context::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 (mState.renderbuffer.id() == renderbuffer)
-    {
-        bindRenderbuffer(0);
-    }
-
-    // [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 = getReadFramebuffer();
-    Framebuffer *drawFramebuffer = getDrawFramebuffer();
-
-    if (readFramebuffer)
-    {
-        readFramebuffer->detachRenderbuffer(renderbuffer);
-    }
-
-    if (drawFramebuffer && drawFramebuffer != readFramebuffer)
-    {
-        drawFramebuffer->detachRenderbuffer(renderbuffer);
-    }
-}
-
-Texture *Context::getIncompleteTexture(TextureType type)
-{
-    Texture *t = mIncompleteTextures[type].get();
-
-    if (t == NULL)
-    {
-        static const GLubyte color[] = { 0, 0, 0, 255 };
-
-        switch (type)
-        {
-          default:
-            UNREACHABLE();
-            // default falls through to TEXTURE_2D
-
-          case TEXTURE_2D:
-            {
-                Texture2D *incomplete2d = new Texture2D(Texture::INCOMPLETE_TEXTURE_ID);
-                incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
-                t = incomplete2d;
-            }
-            break;
-
-          case TEXTURE_CUBE:
-            {
-              TextureCubeMap *incompleteCube = new TextureCubeMap(Texture::INCOMPLETE_TEXTURE_ID);
-
-              incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
-              incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
-              incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
-              incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
-              incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
-              incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);
-
-              t = incompleteCube;
-            }
-            break;
-        }
-
-        mIncompleteTextures[type].set(t);
-    }
-
-    return t;
-}
-
-bool Context::cullSkipsDraw(GLenum drawMode)
-{
-    return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
-}
-
-bool Context::isTriangleMode(GLenum drawMode)
-{
-    switch (drawMode)
-    {
-      case GL_TRIANGLES:
-      case GL_TRIANGLE_FAN:
-      case GL_TRIANGLE_STRIP:
-        return true;
-      case GL_POINTS:
-      case GL_LINES:
-      case GL_LINE_LOOP:
-      case GL_LINE_STRIP:
-        return false;
-      default: UNREACHABLE();
-    }
-
-    return false;
-}
-
-void Context::setVertexAttrib(GLuint index, const GLfloat *values)
-{
-    ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
-
-    mState.vertexAttribute[index].mCurrentValue[0] = values[0];
-    mState.vertexAttribute[index].mCurrentValue[1] = values[1];
-    mState.vertexAttribute[index].mCurrentValue[2] = values[2];
-    mState.vertexAttribute[index].mCurrentValue[3] = values[3];
-
-    mVertexDataManager->dirtyCurrentValue(index);
-}
-
-void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
-{
-    ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
-
-    mState.vertexAttribute[index].mDivisor = divisor;
-}
-
-// keep list sorted in following order
-// OES extensions
-// EXT extensions
-// Vendor extensions
-void Context::initExtensionString()
-{
-    mExtensionString = "";
-
-    // OES extensions
-    if (supports32bitIndices())
-    {
-        mExtensionString += "GL_OES_element_index_uint ";
-    }
-
-    mExtensionString += "GL_OES_packed_depth_stencil ";
-    //mExtensionString += "GL_OES_get_program_binary ";
-    mExtensionString += "GL_OES_rgb8_rgba8 ";
-    mExtensionString += "GL_OES_standard_derivatives ";
-
-    if (supportsFloat16Textures())
-    {
-        mExtensionString += "GL_OES_texture_half_float ";
-    }
-    if (supportsFloat16LinearFilter())
-    {
-        mExtensionString += "GL_OES_texture_half_float_linear ";
-    }
-    if (supportsFloat32Textures())
-    {
-        mExtensionString += "GL_OES_texture_float ";
-    }
-    if (supportsFloat32LinearFilter())
-    {
-        mExtensionString += "GL_OES_texture_float_linear ";
-    }
-
-    if (supportsNonPower2Texture())
-    {
-        mExtensionString += "GL_OES_texture_npot ";
-    }
-
-    // Multi-vendor (EXT) extensions
-    if (supportsOcclusionQueries())
-    {
-        mExtensionString += "GL_EXT_occlusion_query_boolean ";
-    }
-
-    mExtensionString += "GL_EXT_read_format_bgra ";
-    mExtensionString += "GL_EXT_robustness ";
-
-    if (supportsDXT1Textures())
-    {
-        mExtensionString += "GL_EXT_texture_compression_dxt1 ";
-    }
-
-    mExtensionString += "GL_EXT_texture_format_BGRA8888 ";
-    mExtensionString += "GL_EXT_texture_storage ";
-
-    // ANGLE-specific extensions
-    if (supportsDepthTextures())
-    {
-        mExtensionString += "GL_ANGLE_depth_texture ";
-    }
-
-    mExtensionString += "GL_ANGLE_framebuffer_blit ";
-    if (getMaxSupportedSamples() != 0)
-    {
-        mExtensionString += "GL_ANGLE_framebuffer_multisample ";
-    }
-
-    if (supportsInstancing())
-    {
-        mExtensionString += "GL_ANGLE_instanced_arrays ";
-    }
-
-    mExtensionString += "GL_ANGLE_pack_reverse_row_order ";
-
-    if (supportsDXT3Textures())
-    {
-        mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";
-    }
-    if (supportsDXT5Textures())
-    {
-        mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";
-    }
-
-    mExtensionString += "GL_ANGLE_texture_usage ";
-    mExtensionString += "GL_ANGLE_translated_shader_source ";
-
-    // Other vendor-specific extensions
-    if (supportsEventQueries())
-    {
-        mExtensionString += "GL_NV_fence ";
-    }
-
-    std::string::size_type end = mExtensionString.find_last_not_of(' ');
-    if (end != std::string::npos)
-    {
-        mExtensionString.resize(end+1);
-    }
-}
-
-const char *Context::getExtensionString() const
-{
-    return mExtensionString.c_str();
-}
-
-void Context::initRendererString()
-{
-    D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();
-
-    mRendererString = "ANGLE (";
-    mRendererString += identifier->Description;
-    mRendererString += ")";
-}
-
-const char *Context::getRendererString() const
-{
-    return mRendererString.c_str();
-}
-
-void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 
-                              GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
-                              GLbitfield mask)
-{
-    Framebuffer *readFramebuffer = getReadFramebuffer();
-    Framebuffer *drawFramebuffer = getDrawFramebuffer();
-
-    if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||
-        !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
-    {
-        return error(GL_INVALID_FRAMEBUFFER_OPERATION);
-    }
-
-    if (drawFramebuffer->getSamples() != 0)
-    {
-        return error(GL_INVALID_OPERATION);
-    }
-
-    int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();
-    int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();
-    int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();
-    int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();
-
-    RECT sourceRect;
-    RECT destRect;
-
-    if (srcX0 < srcX1)
-    {
-        sourceRect.left = srcX0;
-        sourceRect.right = srcX1;
-        destRect.left = dstX0;
-        destRect.right = dstX1;
-    }
-    else
-    {
-        sourceRect.left = srcX1;
-        destRect.left = dstX1;
-        sourceRect.right = srcX0;
-        destRect.right = dstX0;
-    }
-
-    if (srcY0 < srcY1)
-    {
-        sourceRect.top = readBufferHeight - srcY1;
-        destRect.top = drawBufferHeight - dstY1;
-        sourceRect.bottom = readBufferHeight - srcY0;
-        destRect.bottom = drawBufferHeight - dstY0;
-    }
-    else
-    {
-        sourceRect.top = readBufferHeight - srcY0;
-        destRect.top = drawBufferHeight - dstY0;
-        sourceRect.bottom = readBufferHeight - srcY1;
-        destRect.bottom = drawBufferHeight - dstY1;
-    }
-
-    RECT sourceScissoredRect = sourceRect;
-    RECT destScissoredRect = destRect;
-
-    if (mState.scissorTest)
-    {
-        // Only write to parts of the destination framebuffer which pass the scissor test
-        // Please note: the destRect is now in D3D-style coordinates, so the *top* of the
-        // rect will be checked against scissorY, rather than the bottom.
-        if (destRect.left < mState.scissorX)
-        {
-            int xDiff = mState.scissorX - destRect.left;
-            destScissoredRect.left = mState.scissorX;
-            sourceScissoredRect.left += xDiff;
-        }
-
-        if (destRect.right > mState.scissorX + mState.scissorWidth)
-        {
-            int xDiff = destRect.right - (mState.scissorX + mState.scissorWidth);
-            destScissoredRect.right = mState.scissorX + mState.scissorWidth;
-            sourceScissoredRect.right -= xDiff;
-        }
-
-        if (destRect.top < mState.scissorY)
-        {
-            int yDiff = mState.scissorY - destRect.top;
-            destScissoredRect.top = mState.scissorY;
-            sourceScissoredRect.top += yDiff;
-        }
-
-        if (destRect.bottom > mState.scissorY + mState.scissorHeight)
-        {
-            int yDiff = destRect.bottom - (mState.scissorY + mState.scissorHeight);
-            destScissoredRect.bottom = mState.scissorY + mState.scissorHeight;
-            sourceScissoredRect.bottom -= yDiff;
-        }
-    }
-
-    bool blitRenderTarget = false;
-    bool blitDepthStencil = false;
-
-    RECT sourceTrimmedRect = sourceScissoredRect;
-    RECT destTrimmedRect = destScissoredRect;
-
-    // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 
-    // the actual draw and read surfaces.
-    if (sourceTrimmedRect.left < 0)
-    {
-        int xDiff = 0 - sourceTrimmedRect.left;
-        sourceTrimmedRect.left = 0;
-        destTrimmedRect.left += xDiff;
-    }
-
-    if (sourceTrimmedRect.right > readBufferWidth)
-    {
-        int xDiff = sourceTrimmedRect.right - readBufferWidth;
-        sourceTrimmedRect.right = readBufferWidth;
-        destTrimmedRect.right -= xDiff;
-    }
-
-    if (sourceTrimmedRect.top < 0)
-    {
-        int yDiff = 0 - sourceTrimmedRect.top;
-        sourceTrimmedRect.top = 0;
-        destTrimmedRect.top += yDiff;
-    }
-
-    if (sourceTrimmedRect.bottom > readBufferHeight)
-    {
-        int yDiff = sourceTrimmedRect.bottom - readBufferHeight;
-        sourceTrimmedRect.bottom = readBufferHeight;
-        destTrimmedRect.bottom -= yDiff;
-    }
-
-    if (destTrimmedRect.left < 0)
-    {
-        int xDiff = 0 - destTrimmedRect.left;
-        destTrimmedRect.left = 0;
-        sourceTrimmedRect.left += xDiff;
-    }
-
-    if (destTrimmedRect.right > drawBufferWidth)
-    {
-        int xDiff = destTrimmedRect.right - drawBufferWidth;
-        destTrimmedRect.right = drawBufferWidth;
-        sourceTrimmedRect.right -= xDiff;
-    }
-
-    if (destTrimmedRect.top < 0)
-    {
-        int yDiff = 0 - destTrimmedRect.top;
-        destTrimmedRect.top = 0;
-        sourceTrimmedRect.top += yDiff;
-    }
-
-    if (destTrimmedRect.bottom > drawBufferHeight)
-    {
-        int yDiff = destTrimmedRect.bottom - drawBufferHeight;
-        destTrimmedRect.bottom = drawBufferHeight;
-        sourceTrimmedRect.bottom -= yDiff;
-    }
-
-    bool partialBufferCopy = false;
-    if (sourceTrimmedRect.bottom - sourceTrimmedRect.top < readBufferHeight ||
-        sourceTrimmedRect.right - sourceTrimmedRect.left < readBufferWidth || 
-        destTrimmedRect.bottom - destTrimmedRect.top < drawBufferHeight ||
-        destTrimmedRect.right - destTrimmedRect.left < drawBufferWidth ||
-        sourceTrimmedRect.top != 0 || destTrimmedRect.top != 0 || sourceTrimmedRect.left != 0 || destTrimmedRect.left != 0)
-    {
-        partialBufferCopy = true;
-    }
-
-    if (mask & GL_COLOR_BUFFER_BIT)
-    {
-        const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
-            readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
-        const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||
-            drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;
-        if (!validReadType || !validDrawType ||
-            readFramebuffer->getColorbuffer()->getD3DFormat() != drawFramebuffer->getColorbuffer()->getD3DFormat())
-        {
-            ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");
-            return error(GL_INVALID_OPERATION);
-        }
-        
-        if (partialBufferCopy && readFramebuffer->getSamples() != 0)
-        {
-            return error(GL_INVALID_OPERATION);
-        }
-
-        blitRenderTarget = true;
-
-    }
-
-    if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
-    {
-        Renderbuffer *readDSBuffer = NULL;
-        Renderbuffer *drawDSBuffer = NULL;
-
-        // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have
-        // both a depth and stencil buffer, it will be the same buffer.
-
-        if (mask & GL_DEPTH_BUFFER_BIT)
-        {
-            if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
-            {
-                if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||
-                    readFramebuffer->getDepthbuffer()->getD3DFormat() != drawFramebuffer->getDepthbuffer()->getD3DFormat())
-                {
-                    return error(GL_INVALID_OPERATION);
-                }
-
-                blitDepthStencil = true;
-                readDSBuffer = readFramebuffer->getDepthbuffer();
-                drawDSBuffer = drawFramebuffer->getDepthbuffer();
-            }
-        }
-
-        if (mask & GL_STENCIL_BUFFER_BIT)
-        {
-            if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
-            {
-                if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||
-                    readFramebuffer->getStencilbuffer()->getD3DFormat() != drawFramebuffer->getStencilbuffer()->getD3DFormat())
-                {
-                    return error(GL_INVALID_OPERATION);
-                }
-
-                blitDepthStencil = true;
-                readDSBuffer = readFramebuffer->getStencilbuffer();
-                drawDSBuffer = drawFramebuffer->getStencilbuffer();
-            }
-        }
-
-        if (partialBufferCopy)
-        {
-            ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
-            return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted
-        }
-
-        if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) || 
-            (readDSBuffer && readDSBuffer->getSamples() != 0))
-        {
-            return error(GL_INVALID_OPERATION);
-        }
-    }
-
-    if (blitRenderTarget || blitDepthStencil)
-    {
-        mDisplay->endScene();
-
-        if (blitRenderTarget)
-        {
-            IDirect3DSurface9* readRenderTarget = readFramebuffer->getRenderTarget();
-            IDirect3DSurface9* drawRenderTarget = drawFramebuffer->getRenderTarget();
-
-            HRESULT result = mDevice->StretchRect(readRenderTarget, &sourceTrimmedRect, 
-                                                  drawRenderTarget, &destTrimmedRect, D3DTEXF_NONE);
-
-            readRenderTarget->Release();
-            drawRenderTarget->Release();
-
-            if (FAILED(result))
-            {
-                ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
-                return;
-            }
-        }
-
-        if (blitDepthStencil)
-        {
-            IDirect3DSurface9* readDepthStencil = readFramebuffer->getDepthStencil();
-            IDirect3DSurface9* drawDepthStencil = drawFramebuffer->getDepthStencil();
-
-            HRESULT result = mDevice->StretchRect(readDepthStencil, NULL, drawDepthStencil, NULL, D3DTEXF_NONE);
-
-            readDepthStencil->Release();
-            drawDepthStencil->Release();
-
-            if (FAILED(result))
-            {
-                ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
-                return;
-            }
-        }
-    }
-}
-
-VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
-{
-    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
-    {
-        mVertexDeclCache[i].vertexDeclaration = NULL;
-        mVertexDeclCache[i].lruCount = 0;
-    }
-}
-
-VertexDeclarationCache::~VertexDeclarationCache()
-{
-    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
-    {
-        if (mVertexDeclCache[i].vertexDeclaration)
-        {
-            mVertexDeclCache[i].vertexDeclaration->Release();
-        }
-    }
-}
-
-GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], Program *program, GLsizei instances, GLsizei *repeatDraw)
-{
-    *repeatDraw = 1;
-
-    int indexedAttribute = MAX_VERTEX_ATTRIBS;
-    int instancedAttribute = MAX_VERTEX_ATTRIBS;
-
-    if (instances > 0)
-    {
-        // Find an indexed attribute to be mapped to D3D stream 0
-        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
-        {
-            if (attributes[i].active)
-            {
-                if (indexedAttribute == MAX_VERTEX_ATTRIBS)
-                {
-                    if (attributes[i].divisor == 0)
-                    {
-                        indexedAttribute = i;
-                    }
-                }
-                else if (instancedAttribute == MAX_VERTEX_ATTRIBS)
-                {
-                    if (attributes[i].divisor != 0)
-                    {
-                        instancedAttribute = i;
-                    }
-                }
-                else break;   // Found both an indexed and instanced attribute
-            }
-        }
-
-        if (indexedAttribute == MAX_VERTEX_ATTRIBS)
-        {
-            return GL_INVALID_OPERATION;
-        }
-    }
-
-    D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];
-    D3DVERTEXELEMENT9 *element = &elements[0];
-
-    ProgramBinary *programBinary = program->getProgramBinary();
-
-    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
-    {
-        if (attributes[i].active)
-        {
-            int stream = i;
-
-            if (instances > 0)
-            {
-                // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
-                if (instancedAttribute == MAX_VERTEX_ATTRIBS)
-                {
-                    *repeatDraw = instances;
-                }
-                else
-                {
-                    if (i == indexedAttribute)
-                    {
-                        stream = 0;
-                    }
-                    else if (i == 0)
-                    {
-                        stream = indexedAttribute;
-                    }
-
-                    UINT frequency = 1;
-                    
-                    if (attributes[i].divisor == 0)
-                    {
-                        frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
-                    }
-                    else
-                    {
-                        frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
-                    }
-                    
-                    device->SetStreamSourceFreq(stream, frequency);
-                    mInstancingEnabled = true;
-                }
-            }
-
-            if (mAppliedVBs[stream].serial != attributes[i].serial ||
-                mAppliedVBs[stream].stride != attributes[i].stride ||
-                mAppliedVBs[stream].offset != attributes[i].offset)
-            {
-                device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
-                mAppliedVBs[stream].serial = attributes[i].serial;
-                mAppliedVBs[stream].stride = attributes[i].stride;
-                mAppliedVBs[stream].offset = attributes[i].offset;
-            }
-
-            element->Stream = stream;
-            element->Offset = 0;
-            element->Type = attributes[i].type;
-            element->Method = D3DDECLMETHOD_DEFAULT;
-            element->Usage = D3DDECLUSAGE_TEXCOORD;
-            element->UsageIndex = programBinary->getSemanticIndex(i);
-            element++;
-        }
-    }
-
-    if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS)
-    {
-        if (mInstancingEnabled)
-        {
-            for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
-            {
-                device->SetStreamSourceFreq(i, 1);
-            }
-
-            mInstancingEnabled = false;
-        }
-    }
-
-    static const D3DVERTEXELEMENT9 end = D3DDECL_END();
-    *(element++) = end;
-
-    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
-    {
-        VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
-        if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
-        {
-            entry->lruCount = ++mMaxLru;
-            if(entry->vertexDeclaration != mLastSetVDecl)
-            {
-                device->SetVertexDeclaration(entry->vertexDeclaration);
-                mLastSetVDecl = entry->vertexDeclaration;
-            }
-
-            return GL_NO_ERROR;
-        }
-    }
-
-    VertexDeclCacheEntry *lastCache = mVertexDeclCache;
-
-    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
-    {
-        if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
-        {
-            lastCache = &mVertexDeclCache[i];
-        }
-    }
-
-    if (lastCache->vertexDeclaration != NULL)
-    {
-        lastCache->vertexDeclaration->Release();
-        lastCache->vertexDeclaration = NULL;
-        // mLastSetVDecl is set to the replacement, so we don't have to worry
-        // about it.
-    }
-
-    memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
-    device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
-    device->SetVertexDeclaration(lastCache->vertexDeclaration);
-    mLastSetVDecl = lastCache->vertexDeclaration;
-    lastCache->lruCount = ++mMaxLru;
-
-    return GL_NO_ERROR;
-}
-
-void VertexDeclarationCache::markStateDirty()
-{
-    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
-    {
-        mAppliedVBs[i].serial = 0;
-    }
-
-    mLastSetVDecl = NULL;
-    mInstancingEnabled = true;   // Forces it to be disabled when not used
-}
-
-}
-
-extern "C"
-{
-gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess)
-{
-    return new gl::Context(config, shareContext, notifyResets, robustAccess);
-}
-
-void glDestroyContext(gl::Context *context)
-{
-    delete context;
-
-    if (context == gl::getContext())
-    {
-        gl::makeCurrent(NULL, NULL, NULL);
-    }
-}
-
-void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
-{
-    gl::makeCurrent(context, display, surface);
-}
-
-gl::Context *glGetCurrentContext()
-{
-    return gl::getContext();
-}
-}
+//

+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.

+// Use of this source code is governed by a BSD-style license that can be

+// found in the LICENSE file.

+//

+

+// Context.cpp: Implements the gl::Context class, managing all GL state and performing

+// rendering operations. It is the GLES2 specific implementation of EGLContext.

+

+#include "libGLESv2/Context.h"

+

+#include <algorithm>

+

+#include "libEGL/Display.h"

+

+#include "libGLESv2/main.h"

+#include "libGLESv2/mathutil.h"

+#include "libGLESv2/utilities.h"

+#include "libGLESv2/Blit.h"

+#include "libGLESv2/ResourceManager.h"

+#include "libGLESv2/Buffer.h"

+#include "libGLESv2/Fence.h"

+#include "libGLESv2/FrameBuffer.h"

+#include "libGLESv2/Program.h"

+#include "libGLESv2/ProgramBinary.h"

+#include "libGLESv2/Query.h"

+#include "libGLESv2/RenderBuffer.h"

+#include "libGLESv2/Shader.h"

+#include "libGLESv2/Texture.h"

+#include "libGLESv2/VertexDataManager.h"

+#include "libGLESv2/IndexDataManager.h"

+

+#undef near

+#undef far

+

+namespace gl

+{

+Context::Context(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess) : mConfig(config)

+{

+    ASSERT(robustAccess == false);   // Unimplemented

+

+    mDisplay = NULL;

+    mDevice = NULL;

+

+    mFenceHandleAllocator.setBaseHandle(0);

+

+    setClearColor(0.0f, 0.0f, 0.0f, 0.0f);

+

+    mState.depthClearValue = 1.0f;

+    mState.stencilClearValue = 0;

+

+    mState.cullFace = false;

+    mState.cullMode = GL_BACK;

+    mState.frontFace = GL_CCW;

+    mState.depthTest = false;

+    mState.depthFunc = GL_LESS;

+    mState.blend = false;

+    mState.sourceBlendRGB = GL_ONE;

+    mState.sourceBlendAlpha = GL_ONE;

+    mState.destBlendRGB = GL_ZERO;

+    mState.destBlendAlpha = GL_ZERO;

+    mState.blendEquationRGB = GL_FUNC_ADD;

+    mState.blendEquationAlpha = GL_FUNC_ADD;

+    mState.blendColor.red = 0;

+    mState.blendColor.green = 0;

+    mState.blendColor.blue = 0;

+    mState.blendColor.alpha = 0;

+    mState.stencilTest = false;

+    mState.stencilFunc = GL_ALWAYS;

+    mState.stencilRef = 0;

+    mState.stencilMask = -1;

+    mState.stencilWritemask = -1;

+    mState.stencilBackFunc = GL_ALWAYS;

+    mState.stencilBackRef = 0;

+    mState.stencilBackMask = - 1;

+    mState.stencilBackWritemask = -1;

+    mState.stencilFail = GL_KEEP;

+    mState.stencilPassDepthFail = GL_KEEP;

+    mState.stencilPassDepthPass = GL_KEEP;

+    mState.stencilBackFail = GL_KEEP;

+    mState.stencilBackPassDepthFail = GL_KEEP;

+    mState.stencilBackPassDepthPass = GL_KEEP;

+    mState.polygonOffsetFill = false;

+    mState.polygonOffsetFactor = 0.0f;

+    mState.polygonOffsetUnits = 0.0f;

+    mState.sampleAlphaToCoverage = false;

+    mState.sampleCoverage = false;

+    mState.sampleCoverageValue = 1.0f;

+    mState.sampleCoverageInvert = false;

+    mState.scissorTest = false;

+    mState.dither = true;

+    mState.generateMipmapHint = GL_DONT_CARE;

+    mState.fragmentShaderDerivativeHint = GL_DONT_CARE;

+

+    mState.lineWidth = 1.0f;

+

+    mState.viewportX = 0;

+    mState.viewportY = 0;

+    mState.viewportWidth = config->mDisplayMode.Width;

+    mState.viewportHeight = config->mDisplayMode.Height;

+    mState.zNear = 0.0f;

+    mState.zFar = 1.0f;

+

+    mState.scissorX = 0;

+    mState.scissorY = 0;

+    mState.scissorWidth = config->mDisplayMode.Width;

+    mState.scissorHeight = config->mDisplayMode.Height;

+

+    mState.colorMaskRed = true;

+    mState.colorMaskGreen = true;

+    mState.colorMaskBlue = true;

+    mState.colorMaskAlpha = true;

+    mState.depthMask = true;

+

+    if (shareContext != NULL)

+    {

+        mResourceManager = shareContext->mResourceManager;

+        mResourceManager->addRef();

+    }

+    else

+    {

+        mResourceManager = new ResourceManager();

+    }

+

+    // [OpenGL ES 2.0.24] section 3.7 page 83:

+    // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional

+    // and cube map texture state vectors respectively associated with them.

+    // In order that access to these initial textures not be lost, they are treated as texture

+    // objects all of whose names are 0.

+

+    mTexture2DZero.set(new Texture2D(0));

+    mTextureCubeMapZero.set(new TextureCubeMap(0));

+

+    mState.activeSampler = 0;

+    bindArrayBuffer(0);

+    bindElementArrayBuffer(0);

+    bindTextureCubeMap(0);

+    bindTexture2D(0);

+    bindReadFramebuffer(0);

+    bindDrawFramebuffer(0);

+    bindRenderbuffer(0);

+

+    mState.currentProgram = 0;

+

+    mState.packAlignment = 4;

+    mState.unpackAlignment = 4;

+    mState.packReverseRowOrder = false;

+

+    mVertexDataManager = NULL;

+    mIndexDataManager = NULL;

+    mBlit = NULL;

+    mLineLoopIB = NULL;

+

+    mInvalidEnum = false;

+    mInvalidValue = false;

+    mInvalidOperation = false;

+    mOutOfMemory = false;

+    mInvalidFramebufferOperation = false;

+

+    mHasBeenCurrent = false;

+    mContextLost = false;

+    mResetStatus = GL_NO_ERROR;

+    mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);

+    mRobustAccess = robustAccess;

+

+    mSupportsDXT1Textures = false;

+    mSupportsDXT3Textures = false;

+    mSupportsDXT5Textures = false;

+    mSupportsEventQueries = false;

+    mSupportsOcclusionQueries = false;

+    mNumCompressedTextureFormats = 0;

+    mMaxSupportedSamples = 0;

+    mMaskedClearSavedState = NULL;

+    markAllStateDirty();

+}

+

+Context::~Context()

+{

+    if (mState.currentProgram != 0)

+    {

+        Program *programObject = mResourceManager->getProgram(mState.currentProgram);

+        if (programObject)

+        {

+            programObject->release();

+        }

+        mState.currentProgram = 0;

+    }

+

+    while (!mFramebufferMap.empty())

+    {

+        deleteFramebuffer(mFramebufferMap.begin()->first);

+    }

+

+    while (!mFenceMap.empty())

+    {

+        deleteFence(mFenceMap.begin()->first);

+    }

+

+    while (!mQueryMap.empty())

+    {

+        deleteQuery(mQueryMap.begin()->first);

+    }

+

+    while (!mMultiSampleSupport.empty())

+    {

+        delete [] mMultiSampleSupport.begin()->second;

+        mMultiSampleSupport.erase(mMultiSampleSupport.begin());

+    }

+

+    for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)

+    {

+        for (int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)

+        {

+            mState.samplerTexture[type][sampler].set(NULL);

+        }

+    }

+

+    for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)

+    {

+        mIncompleteTextures[type].set(NULL);

+    }

+

+    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)

+    {

+        mState.vertexAttribute[i].mBoundBuffer.set(NULL);

+    }

+

+    for (int i = 0; i < QUERY_TYPE_COUNT; i++)

+    {

+        mState.activeQuery[i].set(NULL);

+    }

+

+    mState.arrayBuffer.set(NULL);

+    mState.elementArrayBuffer.set(NULL);

+    mState.renderbuffer.set(NULL);

+

+    mTexture2DZero.set(NULL);

+    mTextureCubeMapZero.set(NULL);

+

+    delete mVertexDataManager;

+    delete mIndexDataManager;

+    delete mBlit;

+    delete mLineLoopIB;

+

+    if (mMaskedClearSavedState)

+    {

+        mMaskedClearSavedState->Release();

+    }

+

+    mResourceManager->release();

+}

+

+void Context::makeCurrent(egl::Display *display, egl::Surface *surface)

+{

+    mDisplay = display;

+    mDevice = mDisplay->getDevice();

+

+    if (!mHasBeenCurrent)

+    {

+        mDeviceCaps = mDisplay->getDeviceCaps();

+

+        mVertexDataManager = new VertexDataManager(this, mDevice);

+        mIndexDataManager = new IndexDataManager(this, mDevice);

+        mBlit = new Blit(this);

+

+        mSupportsShaderModel3 = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);

+        mSupportsVertexTexture = mDisplay->getVertexTextureSupport();

+        mSupportsNonPower2Texture = mDisplay->getNonPower2TextureSupport();

+        mSupportsInstancing = mDisplay->getInstancingSupport();

+

+        mMaxTextureDimension = std::min(std::min((int)mDeviceCaps.MaxTextureWidth, (int)mDeviceCaps.MaxTextureHeight),

+                                        (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);

+        mMaxCubeTextureDimension = std::min(mMaxTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);

+        mMaxRenderbufferDimension = mMaxTextureDimension;

+        mMaxTextureLevel = log2(mMaxTextureDimension) + 1;

+        TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d",

+              mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel);

+

+        const D3DFORMAT renderBufferFormats[] =

+        {

+            D3DFMT_A8R8G8B8,

+            D3DFMT_X8R8G8B8,

+            D3DFMT_R5G6B5,

+            D3DFMT_D24S8

+        };

+

+        int max = 0;

+        for (int i = 0; i < sizeof(renderBufferFormats) / sizeof(D3DFORMAT); ++i)

+        {

+            bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];

+            mDisplay->getMultiSampleSupport(renderBufferFormats[i], multisampleArray);

+            mMultiSampleSupport[renderBufferFormats[i]] = multisampleArray;

+

+            for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)

+            {

+                if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)

+                {

+                    max = j;

+                }

+            }

+        }

+

+        mMaxSupportedSamples = max;

+

+        mSupportsEventQueries = mDisplay->getEventQuerySupport();

+        mSupportsOcclusionQueries = mDisplay->getOcclusionQuerySupport();

+        mSupportsDXT1Textures = mDisplay->getDXT1TextureSupport();

+        mSupportsDXT3Textures = mDisplay->getDXT3TextureSupport();

+        mSupportsDXT5Textures = mDisplay->getDXT5TextureSupport();

+        mSupportsFloat32Textures = mDisplay->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures);

+        mSupportsFloat16Textures = mDisplay->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures);

+        mSupportsLuminanceTextures = mDisplay->getLuminanceTextureSupport();

+        mSupportsLuminanceAlphaTextures = mDisplay->getLuminanceAlphaTextureSupport();

+        mSupportsDepthTextures = mDisplay->getDepthTextureSupport();

+

+        mSupports32bitIndices = mDeviceCaps.MaxVertexIndex >= (1 << 16);

+

+        mNumCompressedTextureFormats = 0;

+        if (supportsDXT1Textures())

+        {

+            mNumCompressedTextureFormats += 2;

+        }

+        if (supportsDXT3Textures())

+        {

+            mNumCompressedTextureFormats += 1;

+        }

+        if (supportsDXT5Textures())

+        {

+            mNumCompressedTextureFormats += 1;

+        }

+

+        initExtensionString();

+        initRendererString();

+

+        mState.viewportX = 0;

+        mState.viewportY = 0;

+        mState.viewportWidth = surface->getWidth();

+        mState.viewportHeight = surface->getHeight();

+

+        mState.scissorX = 0;

+        mState.scissorY = 0;

+        mState.scissorWidth = surface->getWidth();

+        mState.scissorHeight = surface->getHeight();

+

+        mHasBeenCurrent = true;

+    }

+

+    // Wrap the existing Direct3D 9 resources into GL objects and assign them to the '0' names

+    IDirect3DSurface9 *defaultRenderTarget = surface->getRenderTarget();

+    IDirect3DSurface9 *depthStencil = surface->getDepthStencil();

+

+    Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);

+    DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);

+    Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);

+

+    setFramebufferZero(framebufferZero);

+

+    if (defaultRenderTarget)

+    {

+        defaultRenderTarget->Release();

+    }

+

+    if (depthStencil)

+    {

+        depthStencil->Release();

+    }

+    

+    markAllStateDirty();

+}

+

+// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.

+void Context::markAllStateDirty()

+{

+    for (int t = 0; t < MAX_TEXTURE_IMAGE_UNITS; t++)

+    {

+        mAppliedTextureSerialPS[t] = 0;

+    }

+

+    for (int t = 0; t < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; t++)

+    {

+        mAppliedTextureSerialVS[t] = 0;

+    }

+

+    mAppliedProgramSerial = 0;

+    mAppliedRenderTargetSerial = 0;

+    mAppliedDepthbufferSerial = 0;

+    mAppliedStencilbufferSerial = 0;

+    mAppliedIBSerial = 0;

+    mDepthStencilInitialized = false;

+    mViewportInitialized = false;

+    mRenderTargetDescInitialized = false;

+

+    mVertexDeclarationCache.markStateDirty();

+

+    mClearStateDirty = true;

+    mCullStateDirty = true;

+    mDepthStateDirty = true;

+    mMaskStateDirty = true;

+    mBlendStateDirty = true;

+    mStencilStateDirty = true;

+    mPolygonOffsetStateDirty = true;

+    mScissorStateDirty = true;

+    mSampleStateDirty = true;

+    mDitherStateDirty = true;

+    mFrontFaceDirty = true;

+    mDxUniformsDirty = true;

+    mCachedCurrentProgram = NULL;

+}

+

+void Context::markDxUniformsDirty()

+{

+    mDxUniformsDirty = true;

+}

+

+void Context::markContextLost()

+{

+    if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)

+        mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;

+    mContextLost = true;

+}

+

+bool Context::isContextLost()

+{

+    return mContextLost;

+}

+

+void Context::setClearColor(float red, float green, float blue, float alpha)

+{

+    mState.colorClearValue.red = red;

+    mState.colorClearValue.green = green;

+    mState.colorClearValue.blue = blue;

+    mState.colorClearValue.alpha = alpha;

+}

+

+void Context::setClearDepth(float depth)

+{

+    mState.depthClearValue = depth;

+}

+

+void Context::setClearStencil(int stencil)

+{

+    mState.stencilClearValue = stencil;

+}

+

+void Context::setCullFace(bool enabled)

+{

+    if (mState.cullFace != enabled)

+    {

+        mState.cullFace = enabled;

+        mCullStateDirty = true;

+    }

+}

+

+bool Context::isCullFaceEnabled() const

+{

+    return mState.cullFace;

+}

+

+void Context::setCullMode(GLenum mode)

+{

+    if (mState.cullMode != mode)

+    {

+        mState.cullMode = mode;

+        mCullStateDirty = true;

+    }

+}

+

+void Context::setFrontFace(GLenum front)

+{

+    if (mState.frontFace != front)

+    {

+        mState.frontFace = front;

+        mFrontFaceDirty = true;

+    }

+}

+

+void Context::setDepthTest(bool enabled)

+{

+    if (mState.depthTest != enabled)

+    {

+        mState.depthTest = enabled;

+        mDepthStateDirty = true;

+    }

+}

+

+bool Context::isDepthTestEnabled() const

+{

+    return mState.depthTest;

+}

+

+void Context::setDepthFunc(GLenum depthFunc)

+{

+    if (mState.depthFunc != depthFunc)

+    {

+        mState.depthFunc = depthFunc;

+        mDepthStateDirty = true;

+    }

+}

+

+void Context::setDepthRange(float zNear, float zFar)

+{

+    mState.zNear = zNear;

+    mState.zFar = zFar;

+}

+

+void Context::setBlend(bool enabled)

+{

+    if (mState.blend != enabled)

+    {

+        mState.blend = enabled;

+        mBlendStateDirty = true;

+    }

+}

+

+bool Context::isBlendEnabled() const

+{

+    return mState.blend;

+}

+

+void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)

+{

+    if (mState.sourceBlendRGB != sourceRGB ||

+        mState.sourceBlendAlpha != sourceAlpha ||

+        mState.destBlendRGB != destRGB ||

+        mState.destBlendAlpha != destAlpha)

+    {

+        mState.sourceBlendRGB = sourceRGB;

+        mState.destBlendRGB = destRGB;

+        mState.sourceBlendAlpha = sourceAlpha;

+        mState.destBlendAlpha = destAlpha;

+        mBlendStateDirty = true;

+    }

+}

+

+void Context::setBlendColor(float red, float green, float blue, float alpha)

+{

+    if (mState.blendColor.red != red ||

+        mState.blendColor.green != green ||

+        mState.blendColor.blue != blue ||

+        mState.blendColor.alpha != alpha)

+    {

+        mState.blendColor.red = red;

+        mState.blendColor.green = green;

+        mState.blendColor.blue = blue;

+        mState.blendColor.alpha = alpha;

+        mBlendStateDirty = true;

+    }

+}

+

+void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)

+{

+    if (mState.blendEquationRGB != rgbEquation ||

+        mState.blendEquationAlpha != alphaEquation)

+    {

+        mState.blendEquationRGB = rgbEquation;

+        mState.blendEquationAlpha = alphaEquation;

+        mBlendStateDirty = true;

+    }

+}

+

+void Context::setStencilTest(bool enabled)

+{

+    if (mState.stencilTest != enabled)

+    {

+        mState.stencilTest = enabled;

+        mStencilStateDirty = true;

+    }

+}

+

+bool Context::isStencilTestEnabled() const

+{

+    return mState.stencilTest;

+}

+

+void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)

+{

+    if (mState.stencilFunc != stencilFunc ||

+        mState.stencilRef != stencilRef ||

+        mState.stencilMask != stencilMask)

+    {

+        mState.stencilFunc = stencilFunc;

+        mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;

+        mState.stencilMask = stencilMask;

+        mStencilStateDirty = true;

+    }

+}

+

+void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)

+{

+    if (mState.stencilBackFunc != stencilBackFunc ||

+        mState.stencilBackRef != stencilBackRef ||

+        mState.stencilBackMask != stencilBackMask)

+    {

+        mState.stencilBackFunc = stencilBackFunc;

+        mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;

+        mState.stencilBackMask = stencilBackMask;

+        mStencilStateDirty = true;

+    }

+}

+

+void Context::setStencilWritemask(GLuint stencilWritemask)

+{

+    if (mState.stencilWritemask != stencilWritemask)

+    {

+        mState.stencilWritemask = stencilWritemask;

+        mStencilStateDirty = true;

+    }

+}

+

+void Context::setStencilBackWritemask(GLuint stencilBackWritemask)

+{

+    if (mState.stencilBackWritemask != stencilBackWritemask)

+    {

+        mState.stencilBackWritemask = stencilBackWritemask;

+        mStencilStateDirty = true;

+    }

+}

+

+void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)

+{

+    if (mState.stencilFail != stencilFail ||

+        mState.stencilPassDepthFail != stencilPassDepthFail ||

+        mState.stencilPassDepthPass != stencilPassDepthPass)

+    {

+        mState.stencilFail = stencilFail;

+        mState.stencilPassDepthFail = stencilPassDepthFail;

+        mState.stencilPassDepthPass = stencilPassDepthPass;

+        mStencilStateDirty = true;

+    }

+}

+

+void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)

+{

+    if (mState.stencilBackFail != stencilBackFail ||

+        mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||

+        mState.stencilBackPassDepthPass != stencilBackPassDepthPass)

+    {

+        mState.stencilBackFail = stencilBackFail;

+        mState.stencilBackPassDepthFail = stencilBackPassDepthFail;

+        mState.stencilBackPassDepthPass = stencilBackPassDepthPass;

+        mStencilStateDirty = true;

+    }

+}

+

+void Context::setPolygonOffsetFill(bool enabled)

+{

+    if (mState.polygonOffsetFill != enabled)

+    {

+        mState.polygonOffsetFill = enabled;

+        mPolygonOffsetStateDirty = true;

+    }

+}

+

+bool Context::isPolygonOffsetFillEnabled() const

+{

+    return mState.polygonOffsetFill;

+

+}

+

+void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)

+{

+    if (mState.polygonOffsetFactor != factor ||

+        mState.polygonOffsetUnits != units)

+    {

+        mState.polygonOffsetFactor = factor;

+        mState.polygonOffsetUnits = units;

+        mPolygonOffsetStateDirty = true;

+    }

+}

+

+void Context::setSampleAlphaToCoverage(bool enabled)

+{

+    if (mState.sampleAlphaToCoverage != enabled)

+    {

+        mState.sampleAlphaToCoverage = enabled;

+        mSampleStateDirty = true;

+    }

+}

+

+bool Context::isSampleAlphaToCoverageEnabled() const

+{

+    return mState.sampleAlphaToCoverage;

+}

+

+void Context::setSampleCoverage(bool enabled)

+{

+    if (mState.sampleCoverage != enabled)

+    {

+        mState.sampleCoverage = enabled;

+        mSampleStateDirty = true;

+    }

+}

+

+bool Context::isSampleCoverageEnabled() const

+{

+    return mState.sampleCoverage;

+}

+

+void Context::setSampleCoverageParams(GLclampf value, bool invert)

+{

+    if (mState.sampleCoverageValue != value ||

+        mState.sampleCoverageInvert != invert)

+    {

+        mState.sampleCoverageValue = value;

+        mState.sampleCoverageInvert = invert;

+        mSampleStateDirty = true;

+    }

+}

+

+void Context::setScissorTest(bool enabled)

+{

+    if (mState.scissorTest != enabled)

+    {

+        mState.scissorTest = enabled;

+        mScissorStateDirty = true;

+    }

+}

+

+bool Context::isScissorTestEnabled() const

+{

+    return mState.scissorTest;

+}

+

+void Context::setDither(bool enabled)

+{

+    if (mState.dither != enabled)

+    {

+        mState.dither = enabled;

+        mDitherStateDirty = true;

+    }

+}

+

+bool Context::isDitherEnabled() const

+{

+    return mState.dither;

+}

+

+void Context::setLineWidth(GLfloat width)

+{

+    mState.lineWidth = width;

+}

+

+void Context::setGenerateMipmapHint(GLenum hint)

+{

+    mState.generateMipmapHint = hint;

+}

+

+void Context::setFragmentShaderDerivativeHint(GLenum hint)

+{

+    mState.fragmentShaderDerivativeHint = 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 Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)

+{

+    mState.viewportX = x;

+    mState.viewportY = y;

+    mState.viewportWidth = width;

+    mState.viewportHeight = height;

+}

+

+void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)

+{

+    if (mState.scissorX != x || mState.scissorY != y || 

+        mState.scissorWidth != width || mState.scissorHeight != height)

+    {

+        mState.scissorX = x;

+        mState.scissorY = y;

+        mState.scissorWidth = width;

+        mState.scissorHeight = height;

+        mScissorStateDirty = true;

+    }

+}

+

+void Context::setColorMask(bool red, bool green, bool blue, bool alpha)

+{

+    if (mState.colorMaskRed != red || mState.colorMaskGreen != green ||

+        mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)

+    {

+        mState.colorMaskRed = red;

+        mState.colorMaskGreen = green;

+        mState.colorMaskBlue = blue;

+        mState.colorMaskAlpha = alpha;

+        mMaskStateDirty = true;

+    }

+}

+

+void Context::setDepthMask(bool mask)

+{

+    if (mState.depthMask != mask)

+    {

+        mState.depthMask = mask;

+        mMaskStateDirty = true;

+    }

+}

+

+void Context::setActiveSampler(unsigned int active)

+{

+    mState.activeSampler = active;

+}

+

+GLuint Context::getReadFramebufferHandle() const

+{

+    return mState.readFramebuffer;

+}

+

+GLuint Context::getDrawFramebufferHandle() const

+{

+    return mState.drawFramebuffer;

+}

+

+GLuint Context::getRenderbufferHandle() const

+{

+    return mState.renderbuffer.id();

+}

+

+GLuint Context::getArrayBufferHandle() const

+{

+    return mState.arrayBuffer.id();

+}

+

+GLuint Context::getActiveQuery(GLenum target) const

+{

+    Query *queryObject = NULL;

+    

+    switch (target)

+    {

+      case GL_ANY_SAMPLES_PASSED_EXT:

+        queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED].get();

+        break;

+      case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:

+        queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE].get();

+        break;

+      default:

+        ASSERT(false);

+    }

+

+    if (queryObject)

+    {

+        return queryObject->id();

+    }

+    else

+    {

+        return 0;

+    }

+}

+

+void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)

+{

+    mState.vertexAttribute[attribNum].mArrayEnabled = enabled;

+}

+

+const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum)

+{

+    return mState.vertexAttribute[attribNum];

+}

+

+void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,

+                                   GLsizei stride, const void *pointer)

+{

+    mState.vertexAttribute[attribNum].mBoundBuffer.set(boundBuffer);

+    mState.vertexAttribute[attribNum].mSize = size;

+    mState.vertexAttribute[attribNum].mType = type;

+    mState.vertexAttribute[attribNum].mNormalized = normalized;

+    mState.vertexAttribute[attribNum].mStride = stride;

+    mState.vertexAttribute[attribNum].mPointer = pointer;

+}

+

+const void *Context::getVertexAttribPointer(unsigned int attribNum) const

+{

+    return mState.vertexAttribute[attribNum].mPointer;

+}

+

+const VertexAttributeArray &Context::getVertexAttributes()

+{

+    return mState.vertexAttribute;

+}

+

+void Context::setPackAlignment(GLint alignment)

+{

+    mState.packAlignment = alignment;

+}

+

+GLint Context::getPackAlignment() const

+{

+    return mState.packAlignment;

+}

+

+void Context::setUnpackAlignment(GLint alignment)

+{

+    mState.unpackAlignment = alignment;

+}

+

+GLint Context::getUnpackAlignment() const

+{

+    return mState.unpackAlignment;

+}

+

+void Context::setPackReverseRowOrder(bool reverseRowOrder)

+{

+    mState.packReverseRowOrder = reverseRowOrder;

+}

+

+bool Context::getPackReverseRowOrder() const

+{

+    return mState.packReverseRowOrder;

+}

+

+GLuint Context::createBuffer()

+{

+    return mResourceManager->createBuffer();

+}

+

+GLuint Context::createProgram()

+{

+    return mResourceManager->createProgram();

+}

+

+GLuint Context::createShader(GLenum type)

+{

+    return mResourceManager->createShader(type);

+}

+

+GLuint Context::createTexture()

+{

+    return mResourceManager->createTexture();

+}

+

+GLuint Context::createRenderbuffer()

+{

+    return mResourceManager->createRenderbuffer();

+}

+

+// Returns an unused framebuffer name

+GLuint Context::createFramebuffer()

+{

+    GLuint handle = mFramebufferHandleAllocator.allocate();

+

+    mFramebufferMap[handle] = NULL;

+

+    return handle;

+}

+

+GLuint Context::createFence()

+{

+    GLuint handle = mFenceHandleAllocator.allocate();

+

+    mFenceMap[handle] = new Fence(mDisplay);

+

+    return handle;

+}

+

+// Returns an unused query name

+GLuint Context::createQuery()

+{

+    GLuint handle = mQueryHandleAllocator.allocate();

+

+    mQueryMap[handle] = NULL;

+

+    return handle;

+}

+

+void Context::deleteBuffer(GLuint buffer)

+{

+    if (mResourceManager->getBuffer(buffer))

+    {

+        detachBuffer(buffer);

+    }

+    

+    mResourceManager->deleteBuffer(buffer);

+}

+

+void Context::deleteShader(GLuint shader)

+{

+    mResourceManager->deleteShader(shader);

+}

+

+void Context::deleteProgram(GLuint program)

+{

+    mResourceManager->deleteProgram(program);

+    mCachedCurrentProgram = NULL;

+}

+

+void Context::deleteTexture(GLuint texture)

+{

+    if (mResourceManager->getTexture(texture))

+    {

+        detachTexture(texture);

+    }

+

+    mResourceManager->deleteTexture(texture);

+}

+

+void Context::deleteRenderbuffer(GLuint renderbuffer)

+{

+    if (mResourceManager->getRenderbuffer(renderbuffer))

+    {

+        detachRenderbuffer(renderbuffer);

+    }

+    

+    mResourceManager->deleteRenderbuffer(renderbuffer);

+}

+

+void Context::deleteFramebuffer(GLuint framebuffer)

+{

+    FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);

+

+    if (framebufferObject != mFramebufferMap.end())

+    {

+        detachFramebuffer(framebuffer);

+

+        mFramebufferHandleAllocator.release(framebufferObject->first);

+        delete framebufferObject->second;

+        mFramebufferMap.erase(framebufferObject);

+    }

+}

+

+void Context::deleteFence(GLuint fence)

+{

+    FenceMap::iterator fenceObject = mFenceMap.find(fence);

+

+    if (fenceObject != mFenceMap.end())

+    {

+        mFenceHandleAllocator.release(fenceObject->first);

+        delete fenceObject->second;

+        mFenceMap.erase(fenceObject);

+    }

+}

+

+void Context::deleteQuery(GLuint query)

+{

+    QueryMap::iterator queryObject = mQueryMap.find(query);

+    if (queryObject != mQueryMap.end())

+    {

+        mQueryHandleAllocator.release(queryObject->first);

+        if (queryObject->second)

+        {

+            queryObject->second->release();

+        }

+        mQueryMap.erase(queryObject);

+    }

+}

+

+Buffer *Context::getBuffer(GLuint handle)

+{

+    return mResourceManager->getBuffer(handle);

+}

+

+Shader *Context::getShader(GLuint handle)

+{

+    return mResourceManager->getShader(handle);

+}

+

+Program *Context::getProgram(GLuint handle)

+{

+    return mResourceManager->getProgram(handle);

+}

+

+Texture *Context::getTexture(GLuint handle)

+{

+    return mResourceManager->getTexture(handle);

+}

+

+Renderbuffer *Context::getRenderbuffer(GLuint handle)

+{

+    return mResourceManager->getRenderbuffer(handle);

+}

+

+Framebuffer *Context::getReadFramebuffer()

+{

+    return getFramebuffer(mState.readFramebuffer);

+}

+

+Framebuffer *Context::getDrawFramebuffer()

+{

+    return mBoundDrawFramebuffer;

+}

+

+void Context::bindArrayBuffer(unsigned int buffer)

+{

+    mResourceManager->checkBufferAllocation(buffer);

+

+    mState.arrayBuffer.set(getBuffer(buffer));

+}

+

+void Context::bindElementArrayBuffer(unsigned int buffer)

+{

+    mResourceManager->checkBufferAllocation(buffer);

+

+    mState.elementArrayBuffer.set(getBuffer(buffer));

+}

+

+void Context::bindTexture2D(GLuint texture)

+{

+    mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);

+

+    mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));

+}

+

+void Context::bindTextureCubeMap(GLuint texture)

+{

+    mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);

+

+    mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));

+}

+

+void Context::bindReadFramebuffer(GLuint framebuffer)

+{

+    if (!getFramebuffer(framebuffer))

+    {

+        mFramebufferMap[framebuffer] = new Framebuffer();

+    }

+

+    mState.readFramebuffer = framebuffer;

+}

+

+void Context::bindDrawFramebuffer(GLuint framebuffer)

+{

+    if (!getFramebuffer(framebuffer))

+    {

+        mFramebufferMap[framebuffer] = new Framebuffer();

+    }

+

+    mState.drawFramebuffer = framebuffer;

+

+    mBoundDrawFramebuffer = getFramebuffer(framebuffer);

+}

+

+void Context::bindRenderbuffer(GLuint renderbuffer)

+{

+    mResourceManager->checkRenderbufferAllocation(renderbuffer);

+

+    mState.renderbuffer.set(getRenderbuffer(renderbuffer));

+}

+

+void Context::useProgram(GLuint program)

+{

+    GLuint priorProgram = mState.currentProgram;

+    mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.

+

+    if (priorProgram != program)

+    {

+        Program *newProgram = mResourceManager->getProgram(program);

+        Program *oldProgram = mResourceManager->getProgram(priorProgram);

+        mCachedCurrentProgram = NULL;

+        mDxUniformsDirty = true;

+

+        if (newProgram)

+        {

+            newProgram->addRef();

+        }

+        

+        if (oldProgram)

+        {

+            oldProgram->release();

+        }

+    }

+}

+

+void Context::beginQuery(GLenum target, GLuint query)

+{

+    // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>  

+    // of zero, if the active query object name for <target> is non-zero (for the  

+    // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if  

+    // the active query for either target is non-zero), if <id> is the name of an 

+    // existing query object whose type does not match <target>, or if <id> is the

+    // active query object name for any query type, the error INVALID_OPERATION is

+    // generated.

+

+    // Ensure no other queries are active

+    // NOTE: If other queries than occlusion are supported, we will need to check

+    // separately that:

+    //    a) The query ID passed is not the current active query for any target/type

+    //    b) There are no active queries for the requested target (and in the case

+    //       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,

+    //       no query may be active for either if glBeginQuery targets either.

+    for (int i = 0; i < QUERY_TYPE_COUNT; i++)

+    {

+        if (mState.activeQuery[i].get() != NULL)

+        {

+            return error(GL_INVALID_OPERATION);

+        }

+    }

+

+    QueryType qType;

+    switch (target)

+    {

+      case GL_ANY_SAMPLES_PASSED_EXT: 

+        qType = QUERY_ANY_SAMPLES_PASSED; 

+        break;

+      case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 

+        qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 

+        break;

+      default: 

+        ASSERT(false);

+        return;

+    }

+

+    Query *queryObject = getQuery(query, true, target);

+

+    // check that name was obtained with glGenQueries

+    if (!queryObject)

+    {

+        return error(GL_INVALID_OPERATION);

+    }

+

+    // check for type mismatch

+    if (queryObject->getType() != target)

+    {

+        return error(GL_INVALID_OPERATION);

+    }

+

+    // set query as active for specified target

+    mState.activeQuery[qType].set(queryObject);

+

+    // begin query

+    queryObject->begin();

+}

+

+void Context::endQuery(GLenum target)

+{

+    QueryType qType;

+

+    switch (target)

+    {

+      case GL_ANY_SAMPLES_PASSED_EXT: 

+        qType = QUERY_ANY_SAMPLES_PASSED; 

+        break;

+      case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 

+        qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 

+        break;

+      default: 

+        ASSERT(false);

+        return;

+    }

+

+    Query *queryObject = mState.activeQuery[qType].get();

+

+    if (queryObject == NULL)

+    {

+        return error(GL_INVALID_OPERATION);

+    }

+

+    queryObject->end();

+

+    mState.activeQuery[qType].set(NULL);

+}

+

+void Context::setFramebufferZero(Framebuffer *buffer)

+{

+    delete mFramebufferMap[0];

+    mFramebufferMap[0] = buffer;

+    if (mState.drawFramebuffer == 0)

+    {

+        mBoundDrawFramebuffer = buffer;

+    }

+}

+

+void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)

+{

+    Renderbuffer *renderbufferObject = mState.renderbuffer.get();

+    renderbufferObject->setStorage(renderbuffer);

+}

+

+Framebuffer *Context::getFramebuffer(unsigned int handle)

+{

+    FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle);

+

+    if (framebuffer == mFramebufferMap.end())

+    {

+        return NULL;

+    }

+    else

+    {

+        return framebuffer->second;

+    }

+}

+

+Fence *Context::getFence(unsigned int handle)

+{

+    FenceMap::iterator fence = mFenceMap.find(handle);

+

+    if (fence == mFenceMap.end())

+    {

+        return NULL;

+    }

+    else

+    {

+        return fence->second;

+    }

+}

+

+Query *Context::getQuery(unsigned int handle, bool create, GLenum type)

+{

+    QueryMap::iterator query = mQueryMap.find(handle);

+

+    if (query == mQueryMap.end())

+    {

+        return NULL;

+    }

+    else

+    {

+        if (!query->second && create)

+        {

+            query->second = new Query(handle, type);

+            query->second->addRef();

+        }

+        return query->second;

+    }

+}

+

+Buffer *Context::getArrayBuffer()

+{

+    return mState.arrayBuffer.get();

+}

+

+Buffer *Context::getElementArrayBuffer()

+{

+    return mState.elementArrayBuffer.get();

+}

+

+Program *Context::getCurrentProgram()

+{

+    if (!mCachedCurrentProgram)

+    {

+        mCachedCurrentProgram = mResourceManager->getProgram(mState.currentProgram);

+    }

+    return mCachedCurrentProgram;

+}

+

+Texture2D *Context::getTexture2D()

+{

+    return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));

+}

+

+TextureCubeMap *Context::getTextureCubeMap()

+{

+    return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));

+}

+

+Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type)

+{

+    GLuint texid = mState.samplerTexture[type][sampler].id();

+

+    if (texid == 0)   // Special case: 0 refers to different initial textures based on the target

+    {

+        switch (type)

+        {

+          default: UNREACHABLE();

+          case TEXTURE_2D: return mTexture2DZero.get();

+          case TEXTURE_CUBE: return mTextureCubeMapZero.get();

+        }

+    }

+

+    return mState.samplerTexture[type][sampler].get();

+}

+

+bool Context::getBooleanv(GLenum pname, GLboolean *params)

+{

+    switch (pname)

+    {

+      case GL_SHADER_COMPILER:           *params = GL_TRUE;                            break;

+      case GL_SAMPLE_COVERAGE_INVERT:    *params = mState.sampleCoverageInvert;        break;

+      case GL_DEPTH_WRITEMASK:           *params = mState.depthMask;                   break;

+      case GL_COLOR_WRITEMASK:

+        params[0] = mState.colorMaskRed;

+        params[1] = mState.colorMaskGreen;

+        params[2] = mState.colorMaskBlue;

+        params[3] = mState.colorMaskAlpha;

+        break;

+      case GL_CULL_FACE:                 *params = mState.cullFace;                    break;

+      case GL_POLYGON_OFFSET_FILL:       *params = mState.polygonOffsetFill;           break;

+      case GL_SAMPLE_ALPHA_TO_COVERAGE:  *params = mState.sampleAlphaToCoverage;       break;

+      case GL_SAMPLE_COVERAGE:           *params = mState.sampleCoverage;              break;

+      case GL_SCISSOR_TEST:              *params = mState.scissorTest;                 break;

+      case GL_STENCIL_TEST:              *params = mState.stencilTest;                 break;

+      case GL_DEPTH_TEST:                *params = mState.depthTest;                   break;

+      case GL_BLEND:                     *params = mState.blend;                       break;

+      case GL_DITHER:                    *params = mState.dither;                      break;

+      case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;

+      default:

+        return false;

+    }

+

+    return true;

+}

+

+bool Context::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 = mState.lineWidth;            break;

+      case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;

+      case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;

+      case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;

+      case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;

+      case GL_ALIASED_LINE_WIDTH_RANGE:

+        params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;

+        params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;

+        break;

+      case GL_ALIASED_POINT_SIZE_RANGE:

+        params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;

+        params[1] = supportsShaderModel3() ? gl::ALIASED_POINT_SIZE_RANGE_MAX_SM3 : gl::ALIASED_POINT_SIZE_RANGE_MAX_SM2;

+        break;

+      case GL_DEPTH_RANGE:

+        params[0] = mState.zNear;

+        params[1] = mState.zFar;

+        break;

+      case GL_COLOR_CLEAR_VALUE:

+        params[0] = mState.colorClearValue.red;

+        params[1] = mState.colorClearValue.green;

+        params[2] = mState.colorClearValue.blue;

+        params[3] = mState.colorClearValue.alpha;

+        break;

+      case GL_BLEND_COLOR:

+        params[0] = mState.blendColor.red;

+        params[1] = mState.blendColor.green;

+        params[2] = mState.blendColor.blue;

+        params[3] = mState.blendColor.alpha;

+        break;

+      default:

+        return false;

+    }

+

+    return true;

+}

+

+bool Context::getIntegerv(GLenum pname, GLint *params)

+{

+    // 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 

+    // Context::getFloatv.

+    switch (pname)

+    {

+      case GL_MAX_VERTEX_ATTRIBS:               *params = gl::MAX_VERTEX_ATTRIBS;               break;

+      case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = gl::MAX_VERTEX_UNIFORM_VECTORS;       break;

+      case GL_MAX_VARYING_VECTORS:              *params = getMaximumVaryingVectors();           break;

+      case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = getMaximumCombinedTextureImageUnits(); break;

+      case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = getMaximumVertexTextureImageUnits();  break;

+      case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = gl::MAX_TEXTURE_IMAGE_UNITS;          break;

+      case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = getMaximumFragmentUniformVectors();   break;

+      case GL_MAX_RENDERBUFFER_SIZE:            *params = getMaximumRenderbufferDimension();    break;

+      case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;

+      case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;

+      case GL_ARRAY_BUFFER_BINDING:             *params = mState.arrayBuffer.id();              break;

+      case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = mState.elementArrayBuffer.id();       break;

+      //case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE

+      case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;

+      case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;

+      case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.id();             break;

+      case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;

+      case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;

+      case GL_PACK_REVERSE_ROW_ORDER_ANGLE:     *params = mState.packReverseRowOrder;           break;

+      case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackAlignment;               break;

+      case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;

+      case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;

+      case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;

+      case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;

+      case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;

+      case GL_STENCIL_VALUE_MASK:               *params = mState.stencilMask;                   break;

+      case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               break;

+      case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                break;

+      case GL_STENCIL_BACK_VALUE_MASK:          *params = mState.stencilBackMask;               break;

+      case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;

+      case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;

+      case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;

+      case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               break;

+      case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      break;

+      case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      break;

+      case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;

+      case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                break;

+      case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              break;

+      case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  break;

+      case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                break;

+      case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              break;

+      case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            break;

+      case GL_STENCIL_WRITEMASK:                *params = mState.stencilWritemask;              break;

+      case GL_STENCIL_BACK_WRITEMASK:           *params = mState.stencilBackWritemask;          break;

+      case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;

+      case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;

+      case GL_MAX_TEXTURE_SIZE:                 *params = getMaximumTextureDimension();         break;

+      case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = getMaximumCubeTextureDimension();     break;

+      case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   

+        params[0] = mNumCompressedTextureFormats;

+        break;

+      case GL_MAX_SAMPLES_ANGLE:

+        {

+            GLsizei maxSamples = getMaxSupportedSamples();

+            if (maxSamples != 0)

+            {

+                *params = maxSamples;

+            }

+            else

+            {

+                return false;

+            }

+

+            break;

+        }

+      case GL_SAMPLE_BUFFERS:                   

+      case GL_SAMPLES:

+        {

+            gl::Framebuffer *framebuffer = getDrawFramebuffer();

+            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_IMPLEMENTATION_COLOR_READ_TYPE:   *params = gl::IMPLEMENTATION_COLOR_READ_TYPE;   break;

+      case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break;

+      case GL_MAX_VIEWPORT_DIMS:

+        {

+            int maxDimension = std::max(getMaximumRenderbufferDimension(), getMaximumTextureDimension());

+            params[0] = maxDimension;

+            params[1] = maxDimension;

+        }

+        break;

+      case GL_COMPRESSED_TEXTURE_FORMATS:

+        {

+            if (supportsDXT1Textures())

+            {

+                *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;

+                *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;

+            }

+            if (supportsDXT3Textures())

+            {

+                *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;

+            }

+            if (supportsDXT5Textures())

+            {

+                *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;

+            }

+        }

+        break;

+      case GL_VIEWPORT:

+        params[0] = mState.viewportX;

+        params[1] = mState.viewportY;

+        params[2] = mState.viewportWidth;

+        params[3] = mState.viewportHeight;

+        break;

+      case GL_SCISSOR_BOX:

+        params[0] = mState.scissorX;

+        params[1] = mState.scissorY;

+        params[2] = mState.scissorWidth;

+        params[3] = mState.scissorHeight;

+        break;

+      case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;

+      case GL_FRONT_FACE:                       *params = mState.frontFace;                break;

+      case GL_RED_BITS:

+      case GL_GREEN_BITS:

+      case GL_BLUE_BITS:

+      case GL_ALPHA_BITS:

+        {

+            gl::Framebuffer *framebuffer = getDrawFramebuffer();

+            gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();

+

+            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::Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();

+

+            if (depthbuffer)

+            {

+                *params = depthbuffer->getDepthSize();

+            }

+            else

+            {

+                *params = 0;

+            }

+        }

+        break;

+      case GL_STENCIL_BITS:

+        {

+            gl::Framebuffer *framebuffer = getDrawFramebuffer();

+            gl::Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();

+

+            if (stencilbuffer)

+            {

+                *params = stencilbuffer->getStencilSize();

+            }

+            else

+            {

+                *params = 0;

+            }

+        }

+        break;

+      case GL_TEXTURE_BINDING_2D:

+        {

+            if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)

+            {

+                error(GL_INVALID_OPERATION);

+                return false;

+            }

+

+            *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();

+        }

+        break;

+      case GL_TEXTURE_BINDING_CUBE_MAP:

+        {

+            if (mState.activeSampler < 0 || mState.activeSampler > getMaximumCombinedTextureImageUnits() - 1)

+            {

+                error(GL_INVALID_OPERATION);

+                return false;

+            }

+

+            *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();

+        }

+        break;

+      case GL_RESET_NOTIFICATION_STRATEGY_EXT:

+        *params = mResetStrategy;

+        break;

+      case GL_NUM_PROGRAM_BINARY_FORMATS_OES:

+        *params = 1;

+        break;

+      case GL_PROGRAM_BINARY_FORMATS_OES:

+        *params = GL_PROGRAM_BINARY_ANGLE;

+        break;

+      default:

+        return false;

+    }

+

+    return true;

+}

+

+bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)

+{

+    // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation

+    // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due

+    // to the fact that it is stored internally as a float, and so would require conversion

+    // if returned from Context::getIntegerv. Since this conversion is already implemented 

+    // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we

+    // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling

+    // application.

+    switch (pname)

+    {

+      case GL_COMPRESSED_TEXTURE_FORMATS:

+        {

+            *type = GL_INT;

+            *numParams = mNumCompressedTextureFormats;

+        }

+        break;

+      case GL_SHADER_BINARY_FORMATS:

+        {

+            *type = GL_INT;

+            *numParams = 0;

+        }

+        break;

+      case GL_MAX_VERTEX_ATTRIBS:

+      case GL_MAX_VERTEX_UNIFORM_VECTORS:

+      case GL_MAX_VARYING_VECTORS:

+      case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:

+      case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:

+      case GL_MAX_TEXTURE_IMAGE_UNITS:

+      case GL_MAX_FRAGMENT_UNIFORM_VECTORS:

+      case GL_MAX_RENDERBUFFER_SIZE:

+      case GL_NUM_SHADER_BINARY_FORMATS:

+      case GL_NUM_COMPRESSED_TEXTURE_FORMATS:

+      case GL_ARRAY_BUFFER_BINDING:

+      case GL_FRAMEBUFFER_BINDING:

+      case GL_RENDERBUFFER_BINDING:

+      case GL_CURRENT_PROGRAM:

+      case GL_PACK_ALIGNMENT:

+      case GL_PACK_REVERSE_ROW_ORDER_ANGLE:

+      case GL_UNPACK_ALIGNMENT:

+      case GL_GENERATE_MIPMAP_HINT:

+      case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:

+      case GL_RED_BITS:

+      case GL_GREEN_BITS:

+      case GL_BLUE_BITS:

+      case GL_ALPHA_BITS:

+      case GL_DEPTH_BITS:

+      case GL_STENCIL_BITS:

+      case GL_ELEMENT_ARRAY_BUFFER_BINDING:

+      case GL_CULL_FACE_MODE:

+      case GL_FRONT_FACE:

+      case GL_ACTIVE_TEXTURE:

+      case GL_STENCIL_FUNC:

+      case GL_STENCIL_VALUE_MASK:

+      case GL_STENCIL_REF:

+      case GL_STENCIL_FAIL:

+      case GL_STENCIL_PASS_DEPTH_FAIL:

+      case GL_STENCIL_PASS_DEPTH_PASS:

+      case GL_STENCIL_BACK_FUNC:

+      case GL_STENCIL_BACK_VALUE_MASK:

+      case GL_STENCIL_BACK_REF:

+      case GL_STENCIL_BACK_FAIL:

+      case GL_STENCIL_BACK_PASS_DEPTH_FAIL:

+      case GL_STENCIL_BACK_PASS_DEPTH_PASS:

+      case GL_DEPTH_FUNC:

+      case GL_BLEND_SRC_RGB:

+      case GL_BLEND_SRC_ALPHA:

+      case GL_BLEND_DST_RGB:

+      case GL_BLEND_DST_ALPHA:

+      case GL_BLEND_EQUATION_RGB:

+      case GL_BLEND_EQUATION_ALPHA:

+      case GL_STENCIL_WRITEMASK:

+      case GL_STENCIL_BACK_WRITEMASK:

+      case GL_STENCIL_CLEAR_VALUE:

+      case GL_SUBPIXEL_BITS:

+      case GL_MAX_TEXTURE_SIZE:

+      case GL_MAX_CUBE_MAP_TEXTURE_SIZE:

+      case GL_SAMPLE_BUFFERS:

+      case GL_SAMPLES:

+      case GL_IMPLEMENTATION_COLOR_READ_TYPE:

+      case GL_IMPLEMENTATION_COLOR_READ_FORMAT:

+      case GL_TEXTURE_BINDING_2D:

+      case GL_TEXTURE_BINDING_CUBE_MAP:

+      case GL_RESET_NOTIFICATION_STRATEGY_EXT:

+      case GL_NUM_PROGRAM_BINARY_FORMATS_OES:

+      case GL_PROGRAM_BINARY_FORMATS_OES:

+        {

+            *type = GL_INT;

+            *numParams = 1;

+        }

+        break;

+      case GL_MAX_SAMPLES_ANGLE:

+        {

+            if (getMaxSupportedSamples() != 0)

+            {

+                *type = GL_INT;

+                *numParams = 1;

+            }

+            else

+            {

+                return false;

+            }

+        }

+        break;

+      case GL_MAX_VIEWPORT_DIMS:

+        {

+            *type = GL_INT;

+            *numParams = 2;

+        }

+        break;

+      case GL_VIEWPORT:

+      case GL_SCISSOR_BOX:

+        {

+            *type = GL_INT;

+            *numParams = 4;

+        }

+        break;

+      case GL_SHADER_COMPILER:

+      case GL_SAMPLE_COVERAGE_INVERT:

+      case GL_DEPTH_WRITEMASK:

+      case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,

+      case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.

+      case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural

+      case GL_SAMPLE_COVERAGE:

+      case GL_SCISSOR_TEST:

+      case GL_STENCIL_TEST:

+      case GL_DEPTH_TEST:

+      case GL_BLEND:

+      case GL_DITHER:

+      case GL_CONTEXT_ROBUST_ACCESS_EXT:

+        {

+            *type = GL_BOOL;

+            *numParams = 1;

+        }

+        break;

+      case GL_COLOR_WRITEMASK:

+        {

+            *type = GL_BOOL;

+            *numParams = 4;

+        }

+        break;

+      case GL_POLYGON_OFFSET_FACTOR:

+      case GL_POLYGON_OFFSET_UNITS:

+      case GL_SAMPLE_COVERAGE_VALUE:

+      case GL_DEPTH_CLEAR_VALUE:

+      case GL_LINE_WIDTH:

+        {

+            *type = GL_FLOAT;

+            *numParams = 1;

+        }

+        break;

+      case GL_ALIASED_LINE_WIDTH_RANGE:

+      case GL_ALIASED_POINT_SIZE_RANGE:

+      case GL_DEPTH_RANGE:

+        {

+            *type = GL_FLOAT;

+            *numParams = 2;

+        }

+        break;

+      case GL_COLOR_CLEAR_VALUE:

+      case GL_BLEND_COLOR:

+        {

+            *type = GL_FLOAT;

+            *numParams = 4;

+        }

+        break;

+      default:

+        return false;

+    }

+

+    return true;

+}

+

+// Applies the render target surface, depth stencil surface, viewport rectangle and

+// scissor rectangle to the Direct3D 9 device

+bool Context::applyRenderTarget(bool ignoreViewport)

+{

+    Framebuffer *framebufferObject = getDrawFramebuffer();

+

+    if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)

+    {

+        return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);

+    }

+

+    // if there is no color attachment we must synthesize a NULL colorattachment

+    // to keep the D3D runtime happy.  This should only be possible if depth texturing.

+    Renderbuffer *renderbufferObject = NULL;

+    if (framebufferObject->getColorbufferType() != GL_NONE)

+    {

+        renderbufferObject = framebufferObject->getColorbuffer();

+    }

+    else

+    {

+        renderbufferObject = framebufferObject->getNullColorbuffer();

+    }

+    if (!renderbufferObject)

+    {

+        ERR("unable to locate renderbuffer for FBO.");

+        return false;

+    }

+

+    bool renderTargetChanged = false;

+    unsigned int renderTargetSerial = renderbufferObject->getSerial();

+    if (renderTargetSerial != mAppliedRenderTargetSerial)

+    {

+        IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget();

+        if (!renderTarget)

+        {

+            ERR("render target pointer unexpectedly null.");

+            return false;   // Context must be lost

+        }

+        mDevice->SetRenderTarget(0, renderTarget);

+        mAppliedRenderTargetSerial = renderTargetSerial;

+        mScissorStateDirty = true; // Scissor area must be clamped to render target's size-- this is different for different render targets.

+        renderTargetChanged = true;

+        renderTarget->Release();

+    }

+

+    IDirect3DSurface9 *depthStencil = NULL;

+    unsigned int depthbufferSerial = 0;

+    unsigned int stencilbufferSerial = 0;

+    if (framebufferObject->getDepthbufferType() != GL_NONE)

+    {

+        Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();

+        depthStencil = depthbuffer->getDepthStencil();

+        if (!depthStencil)

+        {

+            ERR("Depth stencil pointer unexpectedly null.");

+            return false;

+        }

+        

+        depthbufferSerial = depthbuffer->getSerial();

+    }

+    else if (framebufferObject->getStencilbufferType() != GL_NONE)

+    {

+        Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();

+        depthStencil = stencilbuffer->getDepthStencil();

+        if (!depthStencil)

+        {

+            ERR("Depth stencil pointer unexpectedly null.");

+            return false;

+        }

+        

+        stencilbufferSerial = stencilbuffer->getSerial();

+    }

+

+    if (depthbufferSerial != mAppliedDepthbufferSerial ||

+        stencilbufferSerial != mAppliedStencilbufferSerial ||

+        !mDepthStencilInitialized)

+    {

+        mDevice->SetDepthStencilSurface(depthStencil);

+        mAppliedDepthbufferSerial = depthbufferSerial;

+        mAppliedStencilbufferSerial = stencilbufferSerial;

+        mDepthStencilInitialized = true;

+    }

+

+    if (depthStencil)

+    {

+        depthStencil->Release();

+    }

+

+    if (!mRenderTargetDescInitialized || renderTargetChanged)

+    {

+        IDirect3DSurface9 *renderTarget = renderbufferObject->getRenderTarget();

+        if (!renderTarget)

+        {

+            return false;   // Context must be lost

+        }

+        renderTarget->GetDesc(&mRenderTargetDesc);

+        mRenderTargetDescInitialized = true;

+        renderTarget->Release();

+    }

+

+    D3DVIEWPORT9 viewport;

+

+    float zNear = clamp01(mState.zNear);

+    float zFar = clamp01(mState.zFar);

+

+    if (ignoreViewport)

+    {

+        viewport.X = 0;

+        viewport.Y = 0;

+        viewport.Width = mRenderTargetDesc.Width;

+        viewport.Height = mRenderTargetDesc.Height;

+        viewport.MinZ = 0.0f;

+        viewport.MaxZ = 1.0f;

+    }

+    else

+    {

+        viewport.X = clamp(mState.viewportX, 0L, static_cast<LONG>(mRenderTargetDesc.Width));

+        viewport.Y = clamp(mState.viewportY, 0L, static_cast<LONG>(mRenderTargetDesc.Height));

+        viewport.Width = clamp(mState.viewportWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width) - static_cast<LONG>(viewport.X));

+        viewport.Height = clamp(mState.viewportHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height) - static_cast<LONG>(viewport.Y));

+        viewport.MinZ = zNear;

+        viewport.MaxZ = zFar;

+    }

+

+    if (viewport.Width <= 0 || viewport.Height <= 0)

+    {

+        return false;   // Nothing to render

+    }

+

+    if (renderTargetChanged || !mViewportInitialized || memcmp(&viewport, &mSetViewport, sizeof mSetViewport) != 0)

+    {

+        mDevice->SetViewport(&viewport);

+        mSetViewport = viewport;

+        mViewportInitialized = true;

+        mDxUniformsDirty = true;

+    }

+

+    if (mScissorStateDirty)

+    {

+        if (mState.scissorTest)

+        {

+            RECT rect;

+            rect.left = clamp(mState.scissorX, 0L, static_cast<LONG>(mRenderTargetDesc.Width));

+            rect.top = clamp(mState.scissorY, 0L, static_cast<LONG>(mRenderTargetDesc.Height));

+            rect.right = clamp(mState.scissorX + mState.scissorWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width));

+            rect.bottom = clamp(mState.scissorY + mState.scissorHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height));

+            mDevice->SetScissorRect(&rect);

+            mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);

+        }

+        else

+        {

+            mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);

+        }

+

+        mScissorStateDirty = false;

+    }

+

+    if (mState.currentProgram && mDxUniformsDirty)

+    {

+        Program *programObject = getCurrentProgram();

+        ProgramBinary *programBinary = programObject->getProgramBinary();

+

+        GLint halfPixelSize = programBinary->getDxHalfPixelSizeLocation();

+        GLfloat xy[2] = {1.0f / viewport.Width, -1.0f / viewport.Height};

+        programBinary->setUniform2fv(halfPixelSize, 1, xy);

+

+        // These values are used for computing gl_FragCoord in Program::linkVaryings().

+        GLint coord = programBinary->getDxCoordLocation();

+        GLfloat whxy[4] = {mState.viewportWidth / 2.0f, mState.viewportHeight / 2.0f, 

+                          (float)mState.viewportX + mState.viewportWidth / 2.0f, 

+                          (float)mState.viewportY + mState.viewportHeight / 2.0f};

+        programBinary->setUniform4fv(coord, 1, whxy);

+

+        GLint depth = programBinary->getDxDepthLocation();

+        GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f};

+        programBinary->setUniform2fv(depth, 1, dz);

+

+        GLint depthRange = programBinary->getDxDepthRangeLocation();

+        GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};

+        programBinary->setUniform3fv(depthRange, 1, nearFarDiff);

+        mDxUniformsDirty = false;

+    }

+

+    return true;

+}

+

+// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device

+void Context::applyState(GLenum drawMode)

+{

+    Program *programObject = getCurrentProgram();

+    ProgramBinary *programBinary = programObject->getProgramBinary();

+

+    Framebuffer *framebufferObject = getDrawFramebuffer();

+

+    GLint frontCCW = programBinary->getDxFrontCCWLocation();

+    GLint ccw = (mState.frontFace == GL_CCW);

+    programBinary->setUniform1iv(frontCCW, 1, &ccw);

+

+    GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();

+    GLint alwaysFront = !isTriangleMode(drawMode);

+    programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);

+

+    D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();

+    bool zeroColorMaskAllowed = identifier->VendorId != 0x1002;

+    // Apparently some ATI cards have a bug where a draw with a zero color

+    // write mask can cause later draws to have incorrect results. Instead,

+    // set a nonzero color write mask but modify the blend state so that no

+    // drawing is done.

+    // http://code.google.com/p/angleproject/issues/detail?id=169

+

+    if (mCullStateDirty || mFrontFaceDirty)

+    {

+        if (mState.cullFace)

+        {

+            mDevice->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace));

+        }

+        else

+        {

+            mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

+        }

+

+        mCullStateDirty = false;

+    }

+

+    if (mDepthStateDirty)

+    {

+        if (mState.depthTest)

+        {

+            mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

+            mDevice->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));

+        }

+        else

+        {

+            mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);

+        }

+

+        mDepthStateDirty = false;

+    }

+

+    if (!zeroColorMaskAllowed && (mMaskStateDirty || mBlendStateDirty))

+    {

+        mBlendStateDirty = true;

+        mMaskStateDirty = true;

+    }

+

+    if (mBlendStateDirty)

+    {

+        if (mState.blend)

+        {

+            mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);

+

+            if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&

+                mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)

+            {

+                mDevice->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));

+            }

+            else

+            {

+                mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),

+                                                                        unorm<8>(mState.blendColor.alpha),

+                                                                        unorm<8>(mState.blendColor.alpha),

+                                                                        unorm<8>(mState.blendColor.alpha)));

+            }

+

+            mDevice->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));

+            mDevice->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));

+            mDevice->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));

+

+            if (mState.sourceBlendRGB != mState.sourceBlendAlpha || 

+                mState.destBlendRGB != mState.destBlendAlpha || 

+                mState.blendEquationRGB != mState.blendEquationAlpha)

+            {

+                mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);

+

+                mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));

+                mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));

+                mDevice->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));

+            }

+            else

+            {

+                mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);

+            }

+        }

+        else

+        {

+            mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);

+        }

+

+        mBlendStateDirty = false;

+    }

+

+    if (mStencilStateDirty || mFrontFaceDirty)

+    {

+        if (mState.stencilTest && framebufferObject->hasStencil())

+        {

+            mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);

+            mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);

+

+            // FIXME: Unsupported by D3D9

+            const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;

+            const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;

+            const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;

+            if (mState.stencilWritemask != mState.stencilBackWritemask || 

+                mState.stencilRef != mState.stencilBackRef || 

+                mState.stencilMask != mState.stencilBackMask)

+            {

+                ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");

+                return error(GL_INVALID_OPERATION);

+            }

+

+            // get the maximum size of the stencil ref

+            gl::Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();

+            GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;

+

+            mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);

+            mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, 

+                                   es2dx::ConvertComparison(mState.stencilFunc));

+

+            mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);

+            mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);

+

+            mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, 

+                                   es2dx::ConvertStencilOp(mState.stencilFail));

+            mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, 

+                                   es2dx::ConvertStencilOp(mState.stencilPassDepthFail));

+            mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, 

+                                   es2dx::ConvertStencilOp(mState.stencilPassDepthPass));

+

+            mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);

+            mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, 

+                                   es2dx::ConvertComparison(mState.stencilBackFunc));

+

+            mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);

+            mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);

+

+            mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, 

+                                   es2dx::ConvertStencilOp(mState.stencilBackFail));

+            mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, 

+                                   es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));

+            mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, 

+                                   es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));

+        }

+        else

+        {

+            mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);

+        }

+

+        mStencilStateDirty = false;

+        mFrontFaceDirty = false;

+    }

+

+    if (mMaskStateDirty)

+    {

+        int colorMask = es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, 

+                                                mState.colorMaskBlue, mState.colorMaskAlpha);

+        if (colorMask == 0 && !zeroColorMaskAllowed)

+        {

+            // Enable green channel, but set blending so nothing will be drawn.

+            mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);

+            mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);

+

+            mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);

+            mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);

+            mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);

+        }

+        else

+        {

+            mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);

+        }

+        mDevice->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);

+

+        mMaskStateDirty = false;

+    }

+

+    if (mPolygonOffsetStateDirty)

+    {

+        if (mState.polygonOffsetFill)

+        {

+            gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();

+            if (depthbuffer)

+            {

+                mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));

+                float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));

+                mDevice->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));

+            }

+        }

+        else

+        {

+            mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);

+            mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);

+        }

+

+        mPolygonOffsetStateDirty = false;

+    }

+

+    if (mSampleStateDirty)

+    {

+        if (mState.sampleAlphaToCoverage)

+        {

+            FIXME("Sample alpha to coverage is unimplemented.");

+        }

+

+        mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);

+        if (mState.sampleCoverage)

+        {

+            unsigned int mask = 0;

+            if (mState.sampleCoverageValue != 0)

+            {

+                float threshold = 0.5f;

+

+                for (int i = 0; i < framebufferObject->getSamples(); ++i)

+                {

+                    mask <<= 1;

+

+                    if ((i + 1) * mState.sampleCoverageValue >= threshold)

+                    {

+                        threshold += 1.0f;

+                        mask |= 1;

+                    }

+                }

+            }

+            

+            if (mState.sampleCoverageInvert)

+            {

+                mask = ~mask;

+            }

+

+            mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, mask);

+        }

+        else

+        {

+            mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);

+        }

+

+        mSampleStateDirty = false;

+    }

+

+    if (mDitherStateDirty)

+    {

+        mDevice->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);

+

+        mDitherStateDirty = false;

+    }

+}

+

+GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)

+{

+    TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];

+

+    GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instances);

+    if (err != GL_NO_ERROR)

+    {

+        return err;

+    }

+

+    return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, getCurrentProgram(), instances, repeatDraw);

+}

+

+// Applies the indices and element array bindings to the Direct3D 9 device

+GLenum Context::applyIndexBuffer(const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)

+{

+    GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer.get(), indices, indexInfo);

+

+    if (err == GL_NO_ERROR)

+    {

+        if (indexInfo->serial != mAppliedIBSerial)

+        {

+            mDevice->SetIndices(indexInfo->indexBuffer);

+            mAppliedIBSerial = indexInfo->serial;

+        }

+    }

+

+    return err;

+}

+

+// Applies the shaders and shader constants to the Direct3D 9 device

+void Context::applyShaders()

+{

+    Program *programObject = getCurrentProgram();

+    ProgramBinary *programBinary = programObject->getProgramBinary();

+

+    if (programObject->getSerial() != mAppliedProgramSerial)

+    {

+        IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader();

+        IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader();

+

+        mDevice->SetPixelShader(pixelShader);

+        mDevice->SetVertexShader(vertexShader);

+        programBinary->dirtyAllUniforms();

+        mAppliedProgramSerial = programObject->getSerial();

+    }

+

+    programBinary->applyUniforms();

+}

+

+// Applies the textures and sampler states to the Direct3D 9 device

+void Context::applyTextures()

+{

+    applyTextures(SAMPLER_PIXEL);

+

+    if (mSupportsVertexTexture)

+    {

+        applyTextures(SAMPLER_VERTEX);

+    }

+}

+

+// For each Direct3D 9 sampler of either the pixel or vertex stage,

+// looks up the corresponding OpenGL texture image unit and texture type,

+// and sets the texture and its addressing/filtering state (or NULL when inactive).

+void Context::applyTextures(SamplerType type)

+{

+    Program *programObject = getCurrentProgram();

+    ProgramBinary *programBinary = programObject->getProgramBinary();

+

+    int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF;   // Range of Direct3D 9 samplers of given sampler type

+    unsigned int *appliedTextureSerial = (type == SAMPLER_PIXEL) ? mAppliedTextureSerialPS : mAppliedTextureSerialVS;

+    int d3dSamplerOffset = (type == SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;

+    int samplerRange = programBinary->getUsedSamplerRange(type);

+

+    for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)

+    {

+        int textureUnit = programBinary->getSamplerMapping(type, samplerIndex);   // OpenGL texture image unit index

+        int d3dSampler = samplerIndex + d3dSamplerOffset;

+

+        if (textureUnit != -1)

+        {

+            TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex);

+

+            Texture *texture = getSamplerTexture(textureUnit, textureType);

+            unsigned int texSerial = texture->getTextureSerial();

+

+            if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters() || texture->hasDirtyImages())

+            {

+                IDirect3DBaseTexture9 *d3dTexture = texture->getTexture();

+

+                if (d3dTexture)

+                {

+                    if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyParameters())

+                    {

+                        GLenum wrapS = texture->getWrapS();

+                        GLenum wrapT = texture->getWrapT();

+                        GLenum minFilter = texture->getMinFilter();

+                        GLenum magFilter = texture->getMagFilter();

+

+                        mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(wrapS));

+                        mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(wrapT));

+

+                        mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(magFilter));

+                        D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;

+                        es2dx::ConvertMinFilter(minFilter, &d3dMinFilter, &d3dMipFilter);

+                        mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);

+                        mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);

+                    }

+

+                    if (appliedTextureSerial[samplerIndex] != texSerial || texture->hasDirtyImages())

+                    {

+                        mDevice->SetTexture(d3dSampler, d3dTexture);

+                    }

+                }

+                else

+                {

+                    mDevice->SetTexture(d3dSampler, getIncompleteTexture(textureType)->getTexture());

+                }

+

+                appliedTextureSerial[samplerIndex] = texSerial;

+                texture->resetDirty();

+            }

+        }

+        else

+        {

+            if (appliedTextureSerial[samplerIndex] != 0)

+            {

+                mDevice->SetTexture(d3dSampler, NULL);

+                appliedTextureSerial[samplerIndex] = 0;

+            }

+        }

+    }

+

+    for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)

+    {

+        if (appliedTextureSerial[samplerIndex] != 0)

+        {

+            mDevice->SetTexture(samplerIndex + d3dSamplerOffset, NULL);

+            appliedTextureSerial[samplerIndex] = 0;

+        }

+    }

+}

+

+void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,

+                         GLenum format, GLenum type, GLsizei *bufSize, void* pixels)

+{

+    Framebuffer *framebuffer = getReadFramebuffer();

+

+    if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)

+    {

+        return error(GL_INVALID_FRAMEBUFFER_OPERATION);

+    }

+

+    if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0)

+    {

+        return error(GL_INVALID_OPERATION);

+    }

+

+    GLsizei outputPitch = ComputePitch(width, format, type, mState.packAlignment);

+    // sized query sanity check

+    if (bufSize)

+    {

+        int requiredSize = outputPitch * height;

+        if (requiredSize > *bufSize)

+        {

+            return error(GL_INVALID_OPERATION);

+        }

+    }

+

+    IDirect3DSurface9 *renderTarget = framebuffer->getRenderTarget();

+    if (!renderTarget)

+    {

+        return;   // Context must be lost, return silently

+    }

+

+    D3DSURFACE_DESC desc;

+    renderTarget->GetDesc(&desc);

+

+    if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)

+    {

+        UNIMPLEMENTED();   // FIXME: Requires resolve using StretchRect into non-multisampled render target

+        renderTarget->Release();

+        return error(GL_OUT_OF_MEMORY);

+    }

+

+    HRESULT result;

+    IDirect3DSurface9 *systemSurface = NULL;

+    bool directToPixels = !getPackReverseRowOrder() && getPackAlignment() <= 4 && mDisplay->isD3d9ExDevice() &&

+                          x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&

+                          desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;

+    if (directToPixels)

+    {

+        // Use the pixels ptr as a shared handle to write directly into client's memory

+        result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,

+                                                      D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);

+        if (FAILED(result))

+        {

+            // Try again without the shared handle

+            directToPixels = false;

+        }

+    }

+

+    if (!directToPixels)

+    {

+        result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,

+                                                      D3DPOOL_SYSTEMMEM, &systemSurface, NULL);

+        if (FAILED(result))

+        {

+            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);

+            renderTarget->Release();

+            return error(GL_OUT_OF_MEMORY);

+        }

+    }

+

+    result = mDevice->GetRenderTargetData(renderTarget, systemSurface);

+    renderTarget->Release();

+    renderTarget = NULL;

+

+    if (FAILED(result))

+    {

+        systemSurface->Release();

+

+        // It turns out that D3D will sometimes produce more error

+        // codes than those documented.

+        if (checkDeviceLost(result))

+            return error(GL_OUT_OF_MEMORY);

+        else

+        {

+            UNREACHABLE();

+            return;

+        }

+

+    }

+

+    if (directToPixels)

+    {

+        systemSurface->Release();

+        return;

+    }

+

+    RECT rect;

+    rect.left = clamp(x, 0L, static_cast<LONG>(desc.Width));

+    rect.top = clamp(y, 0L, static_cast<LONG>(desc.Height));

+    rect.right = clamp(x + width, 0L, static_cast<LONG>(desc.Width));

+    rect.bottom = clamp(y + height, 0L, static_cast<LONG>(desc.Height));

+

+    D3DLOCKED_RECT lock;

+    result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);

+

+    if (FAILED(result))

+    {

+        UNREACHABLE();

+        systemSurface->Release();

+

+        return;   // No sensible error to generate

+    }

+

+    unsigned char *dest = (unsigned char*)pixels;

+    unsigned short *dest16 = (unsigned short*)pixels;

+

+    unsigned char *source;

+    int inputPitch;

+    if (getPackReverseRowOrder())

+    {

+        source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);

+        inputPitch = -lock.Pitch;

+    }

+    else

+    {

+        source = (unsigned char*)lock.pBits;

+        inputPitch = lock.Pitch;

+    }

+

+    for (int j = 0; j < rect.bottom - rect.top; j++)

+    {

+        if (desc.Format == D3DFMT_A8R8G8B8 &&

+            format == GL_BGRA_EXT &&

+            type == GL_UNSIGNED_BYTE)

+        {

+            // Fast path for EXT_read_format_bgra, given

+            // an RGBA source buffer.  Note that buffers with no

+            // alpha go through the slow path below.

+            memcpy(dest + j * outputPitch,

+                   source + j * inputPitch,

+                   (rect.right - rect.left) * 4);

+            continue;

+        }

+

+        for (int i = 0; i < rect.right - rect.left; i++)

+        {

+            float r;

+            float g;

+            float b;

+            float a;

+

+            switch (desc.Format)

+            {

+              case D3DFMT_R5G6B5:

+                {

+                    unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);

+

+                    a = 1.0f;

+                    b = (rgb & 0x001F) * (1.0f / 0x001F);

+                    g = (rgb & 0x07E0) * (1.0f / 0x07E0);

+                    r = (rgb & 0xF800) * (1.0f / 0xF800);

+                }

+                break;

+              case D3DFMT_A1R5G5B5:

+                {

+                    unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);

+

+                    a = (argb & 0x8000) ? 1.0f : 0.0f;

+                    b = (argb & 0x001F) * (1.0f / 0x001F);

+                    g = (argb & 0x03E0) * (1.0f / 0x03E0);

+                    r = (argb & 0x7C00) * (1.0f / 0x7C00);

+                }

+                break;

+              case D3DFMT_A8R8G8B8:

+                {

+                    unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);

+

+                    a = (argb & 0xFF000000) * (1.0f / 0xFF000000);

+                    b = (argb & 0x000000FF) * (1.0f / 0x000000FF);

+                    g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);

+                    r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);

+                }

+                break;

+              case D3DFMT_X8R8G8B8:

+                {

+                    unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);

+

+                    a = 1.0f;

+                    b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);

+                    g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);

+                    r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);

+                }

+                break;

+              case D3DFMT_A2R10G10B10:

+                {

+                    unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);

+

+                    a = (argb & 0xC0000000) * (1.0f / 0xC0000000);

+                    b = (argb & 0x000003FF) * (1.0f / 0x000003FF);

+                    g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);

+                    r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);

+                }

+                break;

+              case D3DFMT_A32B32G32R32F:

+                {

+                    // float formats in D3D are stored rgba, rather than the other way round

+                    r = *((float*)(source + 16 * i + j * inputPitch) + 0);

+                    g = *((float*)(source + 16 * i + j * inputPitch) + 1);

+                    b = *((float*)(source + 16 * i + j * inputPitch) + 2);

+                    a = *((float*)(source + 16 * i + j * inputPitch) + 3);

+                }

+                break;

+              case D3DFMT_A16B16G16R16F:

+                {

+                    // float formats in D3D are stored rgba, rather than the other way round

+                    float abgr[4];

+

+                    D3DXFloat16To32Array(abgr, (D3DXFLOAT16*)(source + 8 * i + j * inputPitch), 4);

+

+                    a = abgr[3];

+                    b = abgr[2];

+                    g = abgr[1];

+                    r = abgr[0];

+                }

+                break;

+              default:

+                UNIMPLEMENTED();   // FIXME

+                UNREACHABLE();

+                return;

+            }

+

+            switch (format)

+            {

+              case GL_RGBA:

+                switch (type)

+                {

+                  case GL_UNSIGNED_BYTE:

+                    dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);

+                    dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);

+                    dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);

+                    dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);

+                    break;

+                  default: UNREACHABLE();

+                }

+                break;

+              case GL_BGRA_EXT:

+                switch (type)

+                {

+                  case GL_UNSIGNED_BYTE:

+                    dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);

+                    dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);

+                    dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);

+                    dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);

+                    break;

+                  case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:

+                    // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section

+                    // this type is packed as follows:

+                    //   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0

+                    //  --------------------------------------------------------------------------------

+                    // |       4th         |        3rd         |        2nd        |   1st component   |

+                    //  --------------------------------------------------------------------------------

+                    // in the case of BGRA_EXT, B is the first component, G the second, and so forth.

+                    dest16[i + j * outputPitch / sizeof(unsigned short)] =

+                        ((unsigned short)(15 * a + 0.5f) << 12)|

+                        ((unsigned short)(15 * r + 0.5f) << 8) |

+                        ((unsigned short)(15 * g + 0.5f) << 4) |

+                        ((unsigned short)(15 * b + 0.5f) << 0);

+                    break;

+                  case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:

+                    // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section

+                    // this type is packed as follows:

+                    //   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0

+                    //  --------------------------------------------------------------------------------

+                    // | 4th |          3rd           |           2nd          |      1st component     |

+                    //  --------------------------------------------------------------------------------

+                    // in the case of BGRA_EXT, B is the first component, G the second, and so forth.

+                    dest16[i + j * outputPitch / sizeof(unsigned short)] =

+                        ((unsigned short)(     a + 0.5f) << 15) |

+                        ((unsigned short)(31 * r + 0.5f) << 10) |

+                        ((unsigned short)(31 * g + 0.5f) << 5) |

+                        ((unsigned short)(31 * b + 0.5f) << 0);

+                    break;

+                  default: UNREACHABLE();

+                }

+                break;

+              case GL_RGB:   // IMPLEMENTATION_COLOR_READ_FORMAT

+                switch (type)

+                {

+                  case GL_UNSIGNED_SHORT_5_6_5:   // IMPLEMENTATION_COLOR_READ_TYPE

+                    dest16[i + j * outputPitch / sizeof(unsigned short)] = 

+                        ((unsigned short)(31 * b + 0.5f) << 0) |

+                        ((unsigned short)(63 * g + 0.5f) << 5) |

+                        ((unsigned short)(31 * r + 0.5f) << 11);

+                    break;

+                  default: UNREACHABLE();

+                }

+                break;

+              default: UNREACHABLE();

+            }

+        }

+    }

+

+    systemSurface->UnlockRect();

+

+    systemSurface->Release();

+}

+

+void Context::clear(GLbitfield mask)

+{

+    Framebuffer *framebufferObject = getDrawFramebuffer();

+

+    if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)

+    {

+        return error(GL_INVALID_FRAMEBUFFER_OPERATION);

+    }

+

+    DWORD flags = 0;

+

+    if (mask & GL_COLOR_BUFFER_BIT)

+    {

+        mask &= ~GL_COLOR_BUFFER_BIT;

+

+        if (framebufferObject->getColorbufferType() != GL_NONE)

+        {

+            flags |= D3DCLEAR_TARGET;

+        }

+    }

+

+    if (mask & GL_DEPTH_BUFFER_BIT)

+    {

+        mask &= ~GL_DEPTH_BUFFER_BIT;

+        if (mState.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)

+        {

+            flags |= D3DCLEAR_ZBUFFER;

+        }

+    }

+

+    GLuint stencilUnmasked = 0x0;

+

+    if (mask & GL_STENCIL_BUFFER_BIT)

+    {

+        mask &= ~GL_STENCIL_BUFFER_BIT;

+        if (framebufferObject->getStencilbufferType() != GL_NONE)

+        {

+            IDirect3DSurface9 *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();

+            if (!depthStencil)

+            {

+                ERR("Depth stencil pointer unexpectedly null.");

+                return;

+            }

+            

+            D3DSURFACE_DESC desc;

+            depthStencil->GetDesc(&desc);

+            depthStencil->Release();

+

+            unsigned int stencilSize = dx2es::GetStencilSize(desc.Format);

+            stencilUnmasked = (0x1 << stencilSize) - 1;

+

+            if (stencilUnmasked != 0x0)

+            {

+                flags |= D3DCLEAR_STENCIL;

+            }

+        }

+    }

+

+    if (mask != 0)

+    {

+        return error(GL_INVALID_VALUE);

+    }

+

+    if (!applyRenderTarget(true))   // Clips the clear to the scissor rectangle but not the viewport

+    {

+        return;

+    }

+

+    D3DCOLOR color = D3DCOLOR_ARGB(unorm<8>(mState.colorClearValue.alpha), 

+                                   unorm<8>(mState.colorClearValue.red), 

+                                   unorm<8>(mState.colorClearValue.green), 

+                                   unorm<8>(mState.colorClearValue.blue));

+    float depth = clamp01(mState.depthClearValue);

+    int stencil = mState.stencilClearValue & 0x000000FF;

+

+    bool alphaUnmasked = (dx2es::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha;

+

+    const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&

+                                        (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;

+    const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&

+                                      !(mState.colorMaskRed && mState.colorMaskGreen &&

+                                        mState.colorMaskBlue && alphaUnmasked);

+

+    if (needMaskedColorClear || needMaskedStencilClear)

+    {

+        // State which is altered in all paths from this point to the clear call is saved.

+        // State which is altered in only some paths will be flagged dirty in the case that

+        //  that path is taken.

+        HRESULT hr;

+        if (mMaskedClearSavedState == NULL)

+        {

+            hr = mDevice->BeginStateBlock();

+            ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);

+

+            mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);

+            mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);

+            mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);

+            mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

+            mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);

+            mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);

+            mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);

+            mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);

+            mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);

+            mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);

+            mDevice->SetPixelShader(NULL);

+            mDevice->SetVertexShader(NULL);

+            mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);

+            mDevice->SetStreamSource(0, NULL, 0, 0);

+            mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);

+            mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);

+            mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);

+            mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);

+            mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);

+            mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);

+            mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);

+            

+            for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)

+            {

+                mDevice->SetStreamSourceFreq(i, 1);

+            }

+

+            hr = mDevice->EndStateBlock(&mMaskedClearSavedState);

+            ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);

+        }

+

+        ASSERT(mMaskedClearSavedState != NULL);

+

+        if (mMaskedClearSavedState != NULL)

+        {

+            hr = mMaskedClearSavedState->Capture();

+            ASSERT(SUCCEEDED(hr));

+        }

+

+        mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);

+        mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);

+        mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);

+        mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

+        mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);

+        mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);

+        mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);

+        mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);

+

+        if (flags & D3DCLEAR_TARGET)

+        {

+            mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));

+        }

+        else

+        {

+            mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);

+        }

+

+        if (stencilUnmasked != 0x0 && (flags & D3DCLEAR_STENCIL))

+        {

+            mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);

+            mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);

+            mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);

+            mDevice->SetRenderState(D3DRS_STENCILREF, stencil);

+            mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);

+            mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);

+            mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);

+            mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);

+            mStencilStateDirty = true;

+        }

+        else

+        {

+            mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);

+        }

+

+        mDevice->SetPixelShader(NULL);

+        mDevice->SetVertexShader(NULL);

+        mDevice->SetFVF(D3DFVF_XYZRHW);

+        mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);

+        mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);

+        mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);

+        mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);

+        mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);

+        mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);

+        mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);

+

+        for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)

+        {

+            mDevice->SetStreamSourceFreq(i, 1);

+        }

+

+        float quad[4][4];   // A quadrilateral covering the target, aligned to match the edges

+        quad[0][0] = -0.5f;

+        quad[0][1] = mRenderTargetDesc.Height - 0.5f;

+        quad[0][2] = 0.0f;

+        quad[0][3] = 1.0f;

+

+        quad[1][0] = mRenderTargetDesc.Width - 0.5f;

+        quad[1][1] = mRenderTargetDesc.Height - 0.5f;

+        quad[1][2] = 0.0f;

+        quad[1][3] = 1.0f;

+

+        quad[2][0] = -0.5f;

+        quad[2][1] = -0.5f;

+        quad[2][2] = 0.0f;

+        quad[2][3] = 1.0f;

+

+        quad[3][0] = mRenderTargetDesc.Width - 0.5f;

+        quad[3][1] = -0.5f;

+        quad[3][2] = 0.0f;

+        quad[3][3] = 1.0f;

+

+        mDisplay->startScene();

+        mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));

+

+        if (flags & D3DCLEAR_ZBUFFER)

+        {

+            mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);

+            mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);

+            mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);

+        }

+

+        if (mMaskedClearSavedState != NULL)

+        {

+            mMaskedClearSavedState->Apply();

+        }

+    }

+    else if (flags)

+    {

+        mDevice->Clear(0, NULL, flags, color, depth, stencil);

+    }

+}

+

+void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)

+{

+    if (!mState.currentProgram)

+    {

+        return error(GL_INVALID_OPERATION);

+    }

+

+    D3DPRIMITIVETYPE primitiveType;

+    int primitiveCount;

+

+    if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))

+        return error(GL_INVALID_ENUM);

+

+    if (primitiveCount <= 0)

+    {

+        return;

+    }

+

+    if (!applyRenderTarget(false))

+    {

+        return;

+    }

+

+    applyState(mode);

+

+    GLsizei repeatDraw = 1;

+    GLenum err = applyVertexBuffer(first, count, instances, &repeatDraw);

+    if (err != GL_NO_ERROR)

+    {

+        return error(err);

+    }

+

+    applyShaders();

+    applyTextures();

+

+    if (!getCurrentProgram()->getProgramBinary()->validateSamplers(false))

+    {

+        return error(GL_INVALID_OPERATION);

+    }

+

+    if (!cullSkipsDraw(mode))

+    {

+        mDisplay->startScene();

+        

+        if (mode == GL_LINE_LOOP)

+        {

+            drawLineLoop(count, GL_NONE, NULL, 0);

+        }

+        else if (instances > 0)

+        {

+            StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);

+            if (countingIB)

+            {

+                if (mAppliedIBSerial != countingIB->getSerial())

+                {

+                    mDevice->SetIndices(countingIB->getBuffer());

+                    mAppliedIBSerial = countingIB->getSerial();

+                }

+

+                for (int i = 0; i < repeatDraw; i++)

+                {

+                    mDevice->DrawIndexedPrimitive(primitiveType, 0, 0, count, 0, primitiveCount);

+                }

+            }

+            else

+            {

+                ERR("Could not create a counting index buffer for glDrawArraysInstanced.");

+                return error(GL_OUT_OF_MEMORY);

+            }

+        }

+        else   // Regular case

+        {

+            mDevice->DrawPrimitive(primitiveType, 0, primitiveCount);

+        }

+    }

+}

+

+void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)

+{

+    if (!mState.currentProgram)

+    {

+        return error(GL_INVALID_OPERATION);

+    }

+

+    if (!indices && !mState.elementArrayBuffer)

+    {

+        return error(GL_INVALID_OPERATION);

+    }

+

+    D3DPRIMITIVETYPE primitiveType;

+    int primitiveCount;

+

+    if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))

+        return error(GL_INVALID_ENUM);

+

+    if (primitiveCount <= 0)

+    {

+        return;

+    }

+

+    if (!applyRenderTarget(false))

+    {

+        return;

+    }

+

+    applyState(mode);

+

+    TranslatedIndexData indexInfo;

+    GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo);

+    if (err != GL_NO_ERROR)

+    {

+        return error(err);

+    }

+

+    GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;

+    GLsizei repeatDraw = 1;

+    err = applyVertexBuffer(indexInfo.minIndex, vertexCount, instances, &repeatDraw);

+    if (err != GL_NO_ERROR)

+    {

+        return error(err);

+    }

+

+    applyShaders();

+    applyTextures();

+

+    if (!getCurrentProgram()->getProgramBinary()->validateSamplers(false))

+    {

+        return error(GL_INVALID_OPERATION);

+    }

+

+    if (!cullSkipsDraw(mode))

+    {

+        mDisplay->startScene();

+

+        if (mode == GL_LINE_LOOP)

+        {

+            drawLineLoop(count, type, indices, indexInfo.minIndex);   

+        }

+        else

+        {

+            for (int i = 0; i < repeatDraw; i++)

+            {

+                mDevice->DrawIndexedPrimitive(primitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, primitiveCount);

+            }

+        }

+    }

+}

+

+// Implements glFlush when block is false, glFinish when block is true

+void Context::sync(bool block)

+{

+    mDisplay->sync(block);

+}

+

+void Context::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex)

+{

+    // Get the raw indices for an indexed draw

+    if (type != GL_NONE && mState.elementArrayBuffer.get())

+    {

+        Buffer *indexBuffer = mState.elementArrayBuffer.get();

+        intptr_t offset = reinterpret_cast<intptr_t>(indices);

+        indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;

+    }

+

+    UINT startIndex = 0;

+    bool succeeded = false;

+

+    if (supports32bitIndices())

+    {

+        const int spaceNeeded = (count + 1) * sizeof(unsigned int);

+

+        if (!mLineLoopIB)

+        {

+            mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);

+        }

+

+        if (mLineLoopIB)

+        {

+            mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);

+

+            UINT offset = 0;

+            unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));

+            startIndex = offset / 4;

+            

+            if (data)

+            {

+                switch (type)

+                {

+                  case GL_NONE:   // Non-indexed draw

+                    for (int i = 0; i < count; i++)

+                    {

+                        data[i] = i;

+                    }

+                    data[count] = 0;

+                    break;

+                  case GL_UNSIGNED_BYTE:

+                    for (int i = 0; i < count; i++)

+                    {

+                        data[i] = static_cast<const GLubyte*>(indices)[i];

+                    }

+                    data[count] = static_cast<const GLubyte*>(indices)[0];

+                    break;

+                  case GL_UNSIGNED_SHORT:

+                    for (int i = 0; i < count; i++)

+                    {

+                        data[i] = static_cast<const GLushort*>(indices)[i];

+                    }

+                    data[count] = static_cast<const GLushort*>(indices)[0];

+                    break;

+                  case GL_UNSIGNED_INT:

+                    for (int i = 0; i < count; i++)

+                    {

+                        data[i] = static_cast<const GLuint*>(indices)[i];

+                    }

+                    data[count] = static_cast<const GLuint*>(indices)[0];

+                    break;

+                  default: UNREACHABLE();

+                }

+

+                mLineLoopIB->unmap();

+                succeeded = true;

+            }

+        }

+    }

+    else

+    {

+        const int spaceNeeded = (count + 1) * sizeof(unsigned short);

+

+        if (!mLineLoopIB)

+        {

+            mLineLoopIB = new StreamingIndexBuffer(mDevice, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);

+        }

+

+        if (mLineLoopIB)

+        {

+            mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);

+

+            UINT offset = 0;

+            unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));

+            startIndex = offset / 2;

+            

+            if (data)

+            {

+                switch (type)

+                {

+                  case GL_NONE:   // Non-indexed draw

+                    for (int i = 0; i < count; i++)

+                    {

+                        data[i] = i;

+                    }

+                    data[count] = 0;

+                    break;

+                  case GL_UNSIGNED_BYTE:

+                    for (int i = 0; i < count; i++)

+                    {

+                        data[i] = static_cast<const GLubyte*>(indices)[i];

+                    }

+                    data[count] = static_cast<const GLubyte*>(indices)[0];

+                    break;

+                  case GL_UNSIGNED_SHORT:

+                    for (int i = 0; i < count; i++)

+                    {

+                        data[i] = static_cast<const GLushort*>(indices)[i];

+                    }

+                    data[count] = static_cast<const GLushort*>(indices)[0];

+                    break;

+                  case GL_UNSIGNED_INT:

+                    for (int i = 0; i < count; i++)

+                    {

+                        data[i] = static_cast<const GLuint*>(indices)[i];

+                    }

+                    data[count] = static_cast<const GLuint*>(indices)[0];

+                    break;

+                  default: UNREACHABLE();

+                }

+

+                mLineLoopIB->unmap();

+                succeeded = true;

+            }

+        }

+    }

+    

+    if (succeeded)

+    {

+        if (mAppliedIBSerial != mLineLoopIB->getSerial())

+        {

+            mDevice->SetIndices(mLineLoopIB->getBuffer());

+            mAppliedIBSerial = mLineLoopIB->getSerial();

+        }

+

+        mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);

+    }

+    else

+    {

+        ERR("Could not create a looping index buffer for GL_LINE_LOOP.");

+        return error(GL_OUT_OF_MEMORY);

+    }

+}

+

+void Context::recordInvalidEnum()

+{

+    mInvalidEnum = true;

+}

+

+void Context::recordInvalidValue()

+{

+    mInvalidValue = true;

+}

+

+void Context::recordInvalidOperation()

+{

+    mInvalidOperation = true;

+}

+

+void Context::recordOutOfMemory()

+{

+    mOutOfMemory = true;

+}

+

+void Context::recordInvalidFramebufferOperation()

+{

+    mInvalidFramebufferOperation = true;

+}

+

+// Get one of the recorded errors and clear its flag, if any.

+// [OpenGL ES 2.0.24] section 2.5 page 13.

+GLenum Context::getError()

+{

+    if (mInvalidEnum)

+    {

+        mInvalidEnum = false;

+

+        return GL_INVALID_ENUM;

+    }

+

+    if (mInvalidValue)

+    {

+        mInvalidValue = false;

+

+        return GL_INVALID_VALUE;

+    }

+

+    if (mInvalidOperation)

+    {

+        mInvalidOperation = false;

+

+        return GL_INVALID_OPERATION;

+    }

+

+    if (mOutOfMemory)

+    {

+        mOutOfMemory = false;

+

+        return GL_OUT_OF_MEMORY;

+    }

+

+    if (mInvalidFramebufferOperation)

+    {

+        mInvalidFramebufferOperation = false;

+

+        return GL_INVALID_FRAMEBUFFER_OPERATION;

+    }

+

+    return GL_NO_ERROR;

+}

+

+GLenum Context::getResetStatus()

+{

+    if (mResetStatus == GL_NO_ERROR)

+    {

+        bool lost = mDisplay->testDeviceLost();

+

+        if (lost)

+        {

+            mDisplay->notifyDeviceLost();   // Sets mResetStatus

+        }

+    }

+

+    GLenum status = mResetStatus;

+

+    if (mResetStatus != GL_NO_ERROR)

+    {

+        if (mDisplay->testDeviceResettable())

+        {

+            mResetStatus = GL_NO_ERROR;

+        }

+    }

+    

+    return status;

+}

+

+bool Context::isResetNotificationEnabled()

+{

+    return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);

+}

+

+bool Context::supportsShaderModel3() const

+{

+    return mSupportsShaderModel3;

+}

+

+int Context::getMaximumVaryingVectors() const

+{

+    return mSupportsShaderModel3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;

+}

+

+unsigned int Context::getMaximumVertexTextureImageUnits() const

+{

+    return mSupportsVertexTexture ? MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF : 0;

+}

+

+unsigned int Context::getMaximumCombinedTextureImageUnits() const

+{

+    return MAX_TEXTURE_IMAGE_UNITS + getMaximumVertexTextureImageUnits();

+}

+

+int Context::getMaximumFragmentUniformVectors() const

+{

+    return mSupportsShaderModel3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;

+}

+

+int Context::getMaxSupportedSamples() const

+{

+    return mMaxSupportedSamples;

+}

+

+int Context::getNearestSupportedSamples(D3DFORMAT format, int requested) const

+{

+    if (requested == 0)

+    {

+        return requested;

+    }

+

+    std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);

+    if (itr == mMultiSampleSupport.end())

+    {

+        return -1;

+    }

+

+    for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)

+    {

+        if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)

+        {

+            return i;

+        }

+    }

+

+    return -1;

+}

+

+bool Context::supportsEventQueries() const

+{

+    return mSupportsEventQueries;

+}

+

+bool Context::supportsOcclusionQueries() const

+{

+    return mSupportsOcclusionQueries;

+}

+

+bool Context::supportsDXT1Textures() const

+{

+    return mSupportsDXT1Textures;

+}

+

+bool Context::supportsDXT3Textures() const

+{

+    return mSupportsDXT3Textures;

+}

+

+bool Context::supportsDXT5Textures() const

+{

+    return mSupportsDXT5Textures;

+}

+

+bool Context::supportsFloat32Textures() const

+{

+    return mSupportsFloat32Textures;

+}

+

+bool Context::supportsFloat32LinearFilter() const

+{

+    return mSupportsFloat32LinearFilter;

+}

+

+bool Context::supportsFloat32RenderableTextures() const

+{

+    return mSupportsFloat32RenderableTextures;

+}

+

+bool Context::supportsFloat16Textures() const

+{

+    return mSupportsFloat16Textures;

+}

+

+bool Context::supportsFloat16LinearFilter() const

+{

+    return mSupportsFloat16LinearFilter;

+}

+

+bool Context::supportsFloat16RenderableTextures() const

+{

+    return mSupportsFloat16RenderableTextures;

+}

+

+int Context::getMaximumRenderbufferDimension() const

+{

+    return mMaxRenderbufferDimension;

+}

+

+int Context::getMaximumTextureDimension() const

+{

+    return mMaxTextureDimension;

+}

+

+int Context::getMaximumCubeTextureDimension() const

+{

+    return mMaxCubeTextureDimension;

+}

+

+int Context::getMaximumTextureLevel() const

+{

+    return mMaxTextureLevel;

+}

+

+bool Context::supportsLuminanceTextures() const

+{

+    return mSupportsLuminanceTextures;

+}

+

+bool Context::supportsLuminanceAlphaTextures() const

+{

+    return mSupportsLuminanceAlphaTextures;

+}

+

+bool Context::supportsDepthTextures() const

+{

+    return mSupportsDepthTextures;

+}

+

+bool Context::supports32bitIndices() const

+{

+    return mSupports32bitIndices;

+}

+

+bool Context::supportsNonPower2Texture() const

+{

+    return mSupportsNonPower2Texture;

+}

+

+bool Context::supportsInstancing() const

+{

+    return mSupportsInstancing;

+}

+

+void Context::detachBuffer(GLuint buffer)

+{

+    // [OpenGL ES 2.0.24] section 2.9 page 22:

+    // If a buffer object is deleted while it is bound, all bindings to that object in the current context

+    // (i.e. in the thread that called Delete-Buffers) are reset to zero.

+

+    if (mState.arrayBuffer.id() == buffer)

+    {

+        mState.arrayBuffer.set(NULL);

+    }

+

+    if (mState.elementArrayBuffer.id() == buffer)

+    {

+        mState.elementArrayBuffer.set(NULL);

+    }

+

+    for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)

+    {

+        if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer)

+        {

+            mState.vertexAttribute[attribute].mBoundBuffer.set(NULL);

+        }

+    }

+}

+

+void Context::detachTexture(GLuint texture)

+{

+    // [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 < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; sampler++)

+        {

+            if (mState.samplerTexture[type][sampler].id() == texture)

+            {

+                mState.samplerTexture[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 FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this

+    // image was attached in the currently bound framebuffer.

+

+    Framebuffer *readFramebuffer = getReadFramebuffer();

+    Framebuffer *drawFramebuffer = getDrawFramebuffer();

+

+    if (readFramebuffer)

+    {

+        readFramebuffer->detachTexture(texture);

+    }

+

+    if (drawFramebuffer && drawFramebuffer != readFramebuffer)

+    {

+        drawFramebuffer->detachTexture(texture);

+    }

+}

+

+void Context::detachFramebuffer(GLuint framebuffer)

+{

+    // [OpenGL ES 2.0.24] section 4.4 page 107:

+    // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though

+    // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.

+

+    if (mState.readFramebuffer == framebuffer)

+    {

+        bindReadFramebuffer(0);

+    }

+

+    if (mState.drawFramebuffer == framebuffer)

+    {

+        bindDrawFramebuffer(0);

+    }

+}

+

+void Context::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 (mState.renderbuffer.id() == renderbuffer)

+    {

+        bindRenderbuffer(0);

+    }

+

+    // [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 = getReadFramebuffer();

+    Framebuffer *drawFramebuffer = getDrawFramebuffer();

+

+    if (readFramebuffer)

+    {

+        readFramebuffer->detachRenderbuffer(renderbuffer);

+    }

+

+    if (drawFramebuffer && drawFramebuffer != readFramebuffer)

+    {

+        drawFramebuffer->detachRenderbuffer(renderbuffer);

+    }

+}

+

+Texture *Context::getIncompleteTexture(TextureType type)

+{

+    Texture *t = mIncompleteTextures[type].get();

+

+    if (t == NULL)

+    {

+        static const GLubyte color[] = { 0, 0, 0, 255 };

+

+        switch (type)

+        {

+          default:

+            UNREACHABLE();

+            // default falls through to TEXTURE_2D

+

+          case TEXTURE_2D:

+            {

+                Texture2D *incomplete2d = new Texture2D(Texture::INCOMPLETE_TEXTURE_ID);

+                incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);

+                t = incomplete2d;

+            }

+            break;

+

+          case TEXTURE_CUBE:

+            {

+              TextureCubeMap *incompleteCube = new TextureCubeMap(Texture::INCOMPLETE_TEXTURE_ID);

+

+              incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);

+              incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);

+              incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);

+              incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);

+              incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);

+              incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color);

+

+              t = incompleteCube;

+            }

+            break;

+        }

+

+        mIncompleteTextures[type].set(t);

+    }

+

+    return t;

+}

+

+bool Context::cullSkipsDraw(GLenum drawMode)

+{

+    return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);

+}

+

+bool Context::isTriangleMode(GLenum drawMode)

+{

+    switch (drawMode)

+    {

+      case GL_TRIANGLES:

+      case GL_TRIANGLE_FAN:

+      case GL_TRIANGLE_STRIP:

+        return true;

+      case GL_POINTS:

+      case GL_LINES:

+      case GL_LINE_LOOP:

+      case GL_LINE_STRIP:

+        return false;

+      default: UNREACHABLE();

+    }

+

+    return false;

+}

+

+void Context::setVertexAttrib(GLuint index, const GLfloat *values)

+{

+    ASSERT(index < gl::MAX_VERTEX_ATTRIBS);

+

+    mState.vertexAttribute[index].mCurrentValue[0] = values[0];

+    mState.vertexAttribute[index].mCurrentValue[1] = values[1];

+    mState.vertexAttribute[index].mCurrentValue[2] = values[2];

+    mState.vertexAttribute[index].mCurrentValue[3] = values[3];

+

+    mVertexDataManager->dirtyCurrentValue(index);

+}

+

+void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)

+{

+    ASSERT(index < gl::MAX_VERTEX_ATTRIBS);

+

+    mState.vertexAttribute[index].mDivisor = divisor;

+}

+

+// keep list sorted in following order

+// OES extensions

+// EXT extensions

+// Vendor extensions

+void Context::initExtensionString()

+{

+    mExtensionString = "";

+

+    // OES extensions

+    if (supports32bitIndices())

+    {

+        mExtensionString += "GL_OES_element_index_uint ";

+    }

+

+    mExtensionString += "GL_OES_packed_depth_stencil ";

+    //mExtensionString += "GL_OES_get_program_binary ";

+    mExtensionString += "GL_OES_rgb8_rgba8 ";

+    mExtensionString += "GL_OES_standard_derivatives ";

+

+    if (supportsFloat16Textures())

+    {

+        mExtensionString += "GL_OES_texture_half_float ";

+    }

+    if (supportsFloat16LinearFilter())

+    {

+        mExtensionString += "GL_OES_texture_half_float_linear ";

+    }

+    if (supportsFloat32Textures())

+    {

+        mExtensionString += "GL_OES_texture_float ";

+    }

+    if (supportsFloat32LinearFilter())

+    {

+        mExtensionString += "GL_OES_texture_float_linear ";

+    }

+

+    if (supportsNonPower2Texture())

+    {

+        mExtensionString += "GL_OES_texture_npot ";

+    }

+

+    // Multi-vendor (EXT) extensions

+    if (supportsOcclusionQueries())

+    {

+        mExtensionString += "GL_EXT_occlusion_query_boolean ";

+    }

+

+    mExtensionString += "GL_EXT_read_format_bgra ";

+    mExtensionString += "GL_EXT_robustness ";

+

+    if (supportsDXT1Textures())

+    {

+        mExtensionString += "GL_EXT_texture_compression_dxt1 ";

+    }

+

+    mExtensionString += "GL_EXT_texture_format_BGRA8888 ";

+    mExtensionString += "GL_EXT_texture_storage ";

+

+    // ANGLE-specific extensions

+    if (supportsDepthTextures())

+    {

+        mExtensionString += "GL_ANGLE_depth_texture ";

+    }

+

+    mExtensionString += "GL_ANGLE_framebuffer_blit ";

+    if (getMaxSupportedSamples() != 0)

+    {

+        mExtensionString += "GL_ANGLE_framebuffer_multisample ";

+    }

+

+    if (supportsInstancing())

+    {

+        mExtensionString += "GL_ANGLE_instanced_arrays ";

+    }

+

+    mExtensionString += "GL_ANGLE_pack_reverse_row_order ";

+

+    if (supportsDXT3Textures())

+    {

+        mExtensionString += "GL_ANGLE_texture_compression_dxt3 ";

+    }

+    if (supportsDXT5Textures())

+    {

+        mExtensionString += "GL_ANGLE_texture_compression_dxt5 ";

+    }

+

+    mExtensionString += "GL_ANGLE_texture_usage ";

+    mExtensionString += "GL_ANGLE_translated_shader_source ";

+

+    // Other vendor-specific extensions

+    if (supportsEventQueries())

+    {

+        mExtensionString += "GL_NV_fence ";

+    }

+

+    std::string::size_type end = mExtensionString.find_last_not_of(' ');

+    if (end != std::string::npos)

+    {

+        mExtensionString.resize(end+1);

+    }

+}

+

+const char *Context::getExtensionString() const

+{

+    return mExtensionString.c_str();

+}

+

+void Context::initRendererString()

+{

+    D3DADAPTER_IDENTIFIER9 *identifier = mDisplay->getAdapterIdentifier();

+

+    mRendererString = "ANGLE (";

+    mRendererString += identifier->Description;

+    mRendererString += ")";

+}

+

+const char *Context::getRendererString() const

+{

+    return mRendererString.c_str();

+}

+

+void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 

+                              GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,

+                              GLbitfield mask)

+{

+    Framebuffer *readFramebuffer = getReadFramebuffer();

+    Framebuffer *drawFramebuffer = getDrawFramebuffer();

+

+    if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE ||

+        !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)

+    {

+        return error(GL_INVALID_FRAMEBUFFER_OPERATION);

+    }

+

+    if (drawFramebuffer->getSamples() != 0)

+    {

+        return error(GL_INVALID_OPERATION);

+    }

+

+    int readBufferWidth = readFramebuffer->getColorbuffer()->getWidth();

+    int readBufferHeight = readFramebuffer->getColorbuffer()->getHeight();

+    int drawBufferWidth = drawFramebuffer->getColorbuffer()->getWidth();

+    int drawBufferHeight = drawFramebuffer->getColorbuffer()->getHeight();

+

+    RECT sourceRect;

+    RECT destRect;

+

+    if (srcX0 < srcX1)

+    {

+        sourceRect.left = srcX0;

+        sourceRect.right = srcX1;

+        destRect.left = dstX0;

+        destRect.right = dstX1;

+    }

+    else

+    {

+        sourceRect.left = srcX1;

+        destRect.left = dstX1;

+        sourceRect.right = srcX0;

+        destRect.right = dstX0;

+    }

+

+    if (srcY0 < srcY1)

+    {

+        sourceRect.bottom = srcY1;

+        destRect.bottom = dstY1;

+        sourceRect.top = srcY0;

+        destRect.top = dstY0;

+    }

+    else

+    {

+        sourceRect.bottom = srcY0;

+        destRect.bottom = dstY0;

+        sourceRect.top = srcY1;

+        destRect.top = dstY1;

+    }

+

+    RECT sourceScissoredRect = sourceRect;

+    RECT destScissoredRect = destRect;

+

+    if (mState.scissorTest)

+    {

+        // Only write to parts of the destination framebuffer which pass the scissor test

+        // Please note: the destRect is now in D3D-style coordinates, so the *top* of the

+        // rect will be checked against scissorY, rather than the bottom.

+        if (destRect.left < mState.scissorX)

+        {

+            int xDiff = mState.scissorX - destRect.left;

+            destScissoredRect.left = mState.scissorX;

+            sourceScissoredRect.left += xDiff;

+        }

+

+        if (destRect.right > mState.scissorX + mState.scissorWidth)

+        {

+            int xDiff = destRect.right - (mState.scissorX + mState.scissorWidth);

+            destScissoredRect.right = mState.scissorX + mState.scissorWidth;

+            sourceScissoredRect.right -= xDiff;

+        }

+

+        if (destRect.top < mState.scissorY)

+        {

+            int yDiff = mState.scissorY - destRect.top;

+            destScissoredRect.top = mState.scissorY;

+            sourceScissoredRect.top += yDiff;

+        }

+

+        if (destRect.bottom > mState.scissorY + mState.scissorHeight)

+        {

+            int yDiff = destRect.bottom - (mState.scissorY + mState.scissorHeight);

+            destScissoredRect.bottom = mState.scissorY + mState.scissorHeight;

+            sourceScissoredRect.bottom -= yDiff;

+        }

+    }

+

+    bool blitRenderTarget = false;

+    bool blitDepthStencil = false;

+

+    RECT sourceTrimmedRect = sourceScissoredRect;

+    RECT destTrimmedRect = destScissoredRect;

+

+    // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 

+    // the actual draw and read surfaces.

+    if (sourceTrimmedRect.left < 0)

+    {

+        int xDiff = 0 - sourceTrimmedRect.left;

+        sourceTrimmedRect.left = 0;

+        destTrimmedRect.left += xDiff;

+    }

+

+    if (sourceTrimmedRect.right > readBufferWidth)

+    {

+        int xDiff = sourceTrimmedRect.right - readBufferWidth;

+        sourceTrimmedRect.right = readBufferWidth;

+        destTrimmedRect.right -= xDiff;

+    }

+

+    if (sourceTrimmedRect.top < 0)

+    {

+        int yDiff = 0 - sourceTrimmedRect.top;

+        sourceTrimmedRect.top = 0;

+        destTrimmedRect.top += yDiff;

+    }

+

+    if (sourceTrimmedRect.bottom > readBufferHeight)

+    {

+        int yDiff = sourceTrimmedRect.bottom - readBufferHeight;

+        sourceTrimmedRect.bottom = readBufferHeight;

+        destTrimmedRect.bottom -= yDiff;

+    }

+

+    if (destTrimmedRect.left < 0)

+    {

+        int xDiff = 0 - destTrimmedRect.left;

+        destTrimmedRect.left = 0;

+        sourceTrimmedRect.left += xDiff;

+    }

+

+    if (destTrimmedRect.right > drawBufferWidth)

+    {

+        int xDiff = destTrimmedRect.right - drawBufferWidth;

+        destTrimmedRect.right = drawBufferWidth;

+        sourceTrimmedRect.right -= xDiff;

+    }

+

+    if (destTrimmedRect.top < 0)

+    {

+        int yDiff = 0 - destTrimmedRect.top;

+        destTrimmedRect.top = 0;

+        sourceTrimmedRect.top += yDiff;

+    }

+

+    if (destTrimmedRect.bottom > drawBufferHeight)

+    {

+        int yDiff = destTrimmedRect.bottom - drawBufferHeight;

+        destTrimmedRect.bottom = drawBufferHeight;

+        sourceTrimmedRect.bottom -= yDiff;

+    }

+

+    bool partialBufferCopy = false;

+    if (sourceTrimmedRect.bottom - sourceTrimmedRect.top < readBufferHeight ||

+        sourceTrimmedRect.right - sourceTrimmedRect.left < readBufferWidth || 

+        destTrimmedRect.bottom - destTrimmedRect.top < drawBufferHeight ||

+        destTrimmedRect.right - destTrimmedRect.left < drawBufferWidth ||

+        sourceTrimmedRect.top != 0 || destTrimmedRect.top != 0 || sourceTrimmedRect.left != 0 || destTrimmedRect.left != 0)

+    {

+        partialBufferCopy = true;

+    }

+

+    if (mask & GL_COLOR_BUFFER_BIT)

+    {

+        const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||

+            readFramebuffer->getColorbufferType() == GL_RENDERBUFFER;

+        const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D ||

+            drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER;

+        if (!validReadType || !validDrawType ||

+            readFramebuffer->getColorbuffer()->getD3DFormat() != drawFramebuffer->getColorbuffer()->getD3DFormat())

+        {

+            ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation");

+            return error(GL_INVALID_OPERATION);

+        }

+        

+        if (partialBufferCopy && readFramebuffer->getSamples() != 0)

+        {

+            return error(GL_INVALID_OPERATION);

+        }

+

+        blitRenderTarget = true;

+

+    }

+

+    if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))

+    {

+        Renderbuffer *readDSBuffer = NULL;

+        Renderbuffer *drawDSBuffer = NULL;

+

+        // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have

+        // both a depth and stencil buffer, it will be the same buffer.

+

+        if (mask & GL_DEPTH_BUFFER_BIT)

+        {

+            if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())

+            {

+                if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() ||

+                    readFramebuffer->getDepthbuffer()->getD3DFormat() != drawFramebuffer->getDepthbuffer()->getD3DFormat())

+                {

+                    return error(GL_INVALID_OPERATION);

+                }

+

+                blitDepthStencil = true;

+                readDSBuffer = readFramebuffer->getDepthbuffer();

+                drawDSBuffer = drawFramebuffer->getDepthbuffer();

+            }

+        }

+

+        if (mask & GL_STENCIL_BUFFER_BIT)

+        {

+            if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())

+            {

+                if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() ||

+                    readFramebuffer->getStencilbuffer()->getD3DFormat() != drawFramebuffer->getStencilbuffer()->getD3DFormat())

+                {

+                    return error(GL_INVALID_OPERATION);

+                }

+

+                blitDepthStencil = true;

+                readDSBuffer = readFramebuffer->getStencilbuffer();

+                drawDSBuffer = drawFramebuffer->getStencilbuffer();

+            }

+        }

+

+        if (partialBufferCopy)

+        {

+            ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");

+            return error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted

+        }

+

+        if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) || 

+            (readDSBuffer && readDSBuffer->getSamples() != 0))

+        {

+            return error(GL_INVALID_OPERATION);

+        }

+    }

+

+    if (blitRenderTarget || blitDepthStencil)

+    {

+        mDisplay->endScene();

+

+        if (blitRenderTarget)

+        {

+            IDirect3DSurface9* readRenderTarget = readFramebuffer->getRenderTarget();

+            IDirect3DSurface9* drawRenderTarget = drawFramebuffer->getRenderTarget();

+

+            HRESULT result = mDevice->StretchRect(readRenderTarget, &sourceTrimmedRect, 

+                                                  drawRenderTarget, &destTrimmedRect, D3DTEXF_NONE);

+

+            readRenderTarget->Release();

+            drawRenderTarget->Release();

+

+            if (FAILED(result))

+            {

+                ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);

+                return;

+            }

+        }

+

+        if (blitDepthStencil)

+        {

+            IDirect3DSurface9* readDepthStencil = readFramebuffer->getDepthStencil();

+            IDirect3DSurface9* drawDepthStencil = drawFramebuffer->getDepthStencil();

+

+            HRESULT result = mDevice->StretchRect(readDepthStencil, NULL, drawDepthStencil, NULL, D3DTEXF_NONE);

+

+            readDepthStencil->Release();

+            drawDepthStencil->Release();

+

+            if (FAILED(result))

+            {

+                ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);

+                return;

+            }

+        }

+    }

+}

+

+VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)

+{

+    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)

+    {

+        mVertexDeclCache[i].vertexDeclaration = NULL;

+        mVertexDeclCache[i].lruCount = 0;

+    }

+}

+

+VertexDeclarationCache::~VertexDeclarationCache()

+{

+    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)

+    {

+        if (mVertexDeclCache[i].vertexDeclaration)

+        {

+            mVertexDeclCache[i].vertexDeclaration->Release();

+        }

+    }

+}

+

+GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], Program *program, GLsizei instances, GLsizei *repeatDraw)

+{

+    *repeatDraw = 1;

+

+    int indexedAttribute = MAX_VERTEX_ATTRIBS;

+    int instancedAttribute = MAX_VERTEX_ATTRIBS;

+

+    if (instances > 0)

+    {

+        // Find an indexed attribute to be mapped to D3D stream 0

+        for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)

+        {

+            if (attributes[i].active)

+            {

+                if (indexedAttribute == MAX_VERTEX_ATTRIBS)

+                {

+                    if (attributes[i].divisor == 0)

+                    {

+                        indexedAttribute = i;

+                    }

+                }

+                else if (instancedAttribute == MAX_VERTEX_ATTRIBS)

+                {

+                    if (attributes[i].divisor != 0)

+                    {

+                        instancedAttribute = i;

+                    }

+                }

+                else break;   // Found both an indexed and instanced attribute

+            }

+        }

+

+        if (indexedAttribute == MAX_VERTEX_ATTRIBS)

+        {

+            return GL_INVALID_OPERATION;

+        }

+    }

+

+    D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS + 1];

+    D3DVERTEXELEMENT9 *element = &elements[0];

+

+    ProgramBinary *programBinary = program->getProgramBinary();

+

+    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)

+    {

+        if (attributes[i].active)

+        {

+            int stream = i;

+

+            if (instances > 0)

+            {

+                // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.

+                if (instancedAttribute == MAX_VERTEX_ATTRIBS)

+                {

+                    *repeatDraw = instances;

+                }

+                else

+                {

+                    if (i == indexedAttribute)

+                    {

+                        stream = 0;

+                    }

+                    else if (i == 0)

+                    {

+                        stream = indexedAttribute;

+                    }

+

+                    UINT frequency = 1;

+                    

+                    if (attributes[i].divisor == 0)

+                    {

+                        frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;

+                    }

+                    else

+                    {

+                        frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;

+                    }

+                    

+                    device->SetStreamSourceFreq(stream, frequency);

+                    mInstancingEnabled = true;

+                }

+            }

+

+            if (mAppliedVBs[stream].serial != attributes[i].serial ||

+                mAppliedVBs[stream].stride != attributes[i].stride ||

+                mAppliedVBs[stream].offset != attributes[i].offset)

+            {

+                device->SetStreamSource(stream, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);

+                mAppliedVBs[stream].serial = attributes[i].serial;

+                mAppliedVBs[stream].stride = attributes[i].stride;

+                mAppliedVBs[stream].offset = attributes[i].offset;

+            }

+

+            element->Stream = stream;

+            element->Offset = 0;

+            element->Type = attributes[i].type;

+            element->Method = D3DDECLMETHOD_DEFAULT;

+            element->Usage = D3DDECLUSAGE_TEXCOORD;

+            element->UsageIndex = programBinary->getSemanticIndex(i);

+            element++;

+        }

+    }

+

+    if (instances == 0 || instancedAttribute == MAX_VERTEX_ATTRIBS)

+    {

+        if (mInstancingEnabled)

+        {

+            for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)

+            {

+                device->SetStreamSourceFreq(i, 1);

+            }

+

+            mInstancingEnabled = false;

+        }

+    }

+

+    static const D3DVERTEXELEMENT9 end = D3DDECL_END();

+    *(element++) = end;

+

+    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)

+    {

+        VertexDeclCacheEntry *entry = &mVertexDeclCache[i];

+        if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)

+        {

+            entry->lruCount = ++mMaxLru;

+            if(entry->vertexDeclaration != mLastSetVDecl)

+            {

+                device->SetVertexDeclaration(entry->vertexDeclaration);

+                mLastSetVDecl = entry->vertexDeclaration;

+            }

+

+            return GL_NO_ERROR;

+        }

+    }

+

+    VertexDeclCacheEntry *lastCache = mVertexDeclCache;

+

+    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)

+    {

+        if (mVertexDeclCache[i].lruCount < lastCache->lruCount)

+        {

+            lastCache = &mVertexDeclCache[i];

+        }

+    }

+

+    if (lastCache->vertexDeclaration != NULL)

+    {

+        lastCache->vertexDeclaration->Release();

+        lastCache->vertexDeclaration = NULL;

+        // mLastSetVDecl is set to the replacement, so we don't have to worry

+        // about it.

+    }

+

+    memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));

+    device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);

+    device->SetVertexDeclaration(lastCache->vertexDeclaration);

+    mLastSetVDecl = lastCache->vertexDeclaration;

+    lastCache->lruCount = ++mMaxLru;

+

+    return GL_NO_ERROR;

+}

+

+void VertexDeclarationCache::markStateDirty()

+{

+    for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)

+    {

+        mAppliedVBs[i].serial = 0;

+    }

+

+    mLastSetVDecl = NULL;

+    mInstancingEnabled = true;   // Forces it to be disabled when not used

+}

+

+}

+

+extern "C"

+{

+gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext, bool notifyResets, bool robustAccess)

+{

+    return new gl::Context(config, shareContext, notifyResets, robustAccess);

+}

+

+void glDestroyContext(gl::Context *context)

+{

+    delete context;

+

+    if (context == gl::getContext())

+    {

+        gl::makeCurrent(NULL, NULL, NULL);

+    }

+}

+

+void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)

+{

+    gl::makeCurrent(context, display, surface);

+}

+

+gl::Context *glGetCurrentContext()

+{

+    return gl::getContext();

+}

+}