//
// Copyright 2016 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.
//
// ContextVk.cpp:
//    Implements the class methods for ContextVk.
//

#include "libANGLE/renderer/vulkan/ContextVk.h"

#include "common/bitset_utils.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/Program.h"
#include "libANGLE/Surface.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/vulkan/BufferVk.h"
#include "libANGLE/renderer/vulkan/CommandGraph.h"
#include "libANGLE/renderer/vulkan/CompilerVk.h"
#include "libANGLE/renderer/vulkan/FenceNVVk.h"
#include "libANGLE/renderer/vulkan/FramebufferVk.h"
#include "libANGLE/renderer/vulkan/MemoryObjectVk.h"
#include "libANGLE/renderer/vulkan/ProgramPipelineVk.h"
#include "libANGLE/renderer/vulkan/ProgramVk.h"
#include "libANGLE/renderer/vulkan/QueryVk.h"
#include "libANGLE/renderer/vulkan/RenderbufferVk.h"
#include "libANGLE/renderer/vulkan/RendererVk.h"
#include "libANGLE/renderer/vulkan/SamplerVk.h"
#include "libANGLE/renderer/vulkan/ShaderVk.h"
#include "libANGLE/renderer/vulkan/SurfaceVk.h"
#include "libANGLE/renderer/vulkan/SyncVk.h"
#include "libANGLE/renderer/vulkan/TextureVk.h"
#include "libANGLE/renderer/vulkan/TransformFeedbackVk.h"
#include "libANGLE/renderer/vulkan/VertexArrayVk.h"

#include "third_party/trace_event/trace_event.h"

namespace rx
{

namespace
{
GLenum DefaultGLErrorCode(VkResult result)
{
    switch (result)
    {
        case VK_ERROR_OUT_OF_HOST_MEMORY:
        case VK_ERROR_OUT_OF_DEVICE_MEMORY:
        case VK_ERROR_TOO_MANY_OBJECTS:
            return GL_OUT_OF_MEMORY;
        default:
            return GL_INVALID_OPERATION;
    }
}

constexpr VkColorComponentFlags kAllColorChannelsMask =
    (VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT |
     VK_COLOR_COMPONENT_A_BIT);

constexpr VkBufferUsageFlags kVertexBufferUsage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
constexpr size_t kDefaultValueSize              = sizeof(gl::VertexAttribCurrentValueData::Values);
constexpr size_t kDefaultBufferSize             = kDefaultValueSize * 16;
}  // anonymous namespace

// std::array only uses aggregate init. Thus we make a helper macro to reduce on code duplication.
#define INIT                                         \
    {                                                \
        kVertexBufferUsage, kDefaultBufferSize, true \
    }

ContextVk::ContextVk(const gl::State &state, gl::ErrorSet *errorSet, RendererVk *renderer)
    : ContextImpl(state, errorSet),
      vk::Context(renderer),
      mCurrentPipeline(nullptr),
      mCurrentDrawMode(gl::PrimitiveMode::InvalidEnum),
      mCurrentWindowSurface(nullptr),
      mVertexArray(nullptr),
      mDrawFramebuffer(nullptr),
      mProgram(nullptr),
      mLastIndexBufferOffset(0),
      mCurrentDrawElementsType(gl::DrawElementsType::InvalidEnum),
      mClearColorMask(kAllColorChannelsMask),
      mFlipYForCurrentSurface(false),
      mDriverUniformsBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, sizeof(DriverUniforms) * 16, true),
      mDriverUniformsDescriptorSet(VK_NULL_HANDLE),
      mDefaultAttribBuffers{{INIT, INIT, INIT, INIT, INIT, INIT, INIT, INIT, INIT, INIT, INIT, INIT,
                             INIT, INIT, INIT, INIT}}
{
    TRACE_EVENT0("gpu.angle", "ContextVk::ContextVk");
    memset(&mClearColorValue, 0, sizeof(mClearColorValue));
    memset(&mClearDepthStencilValue, 0, sizeof(mClearDepthStencilValue));

    mNonIndexedDirtyBitsMask.set();
    mNonIndexedDirtyBitsMask.reset(DIRTY_BIT_INDEX_BUFFER);

    mIndexedDirtyBitsMask.set();

    mNewCommandBufferDirtyBits.set(DIRTY_BIT_PIPELINE);
    mNewCommandBufferDirtyBits.set(DIRTY_BIT_TEXTURES);
    mNewCommandBufferDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
    mNewCommandBufferDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
    mNewCommandBufferDirtyBits.set(DIRTY_BIT_UNIFORM_BUFFERS);
    mNewCommandBufferDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);

    mDirtyBitHandlers[DIRTY_BIT_DEFAULT_ATTRIBS] = &ContextVk::handleDirtyDefaultAttribs;
    mDirtyBitHandlers[DIRTY_BIT_PIPELINE]        = &ContextVk::handleDirtyPipeline;
    mDirtyBitHandlers[DIRTY_BIT_TEXTURES]        = &ContextVk::handleDirtyTextures;
    mDirtyBitHandlers[DIRTY_BIT_VERTEX_BUFFERS]  = &ContextVk::handleDirtyVertexBuffers;
    mDirtyBitHandlers[DIRTY_BIT_INDEX_BUFFER]    = &ContextVk::handleDirtyIndexBuffer;
    mDirtyBitHandlers[DIRTY_BIT_DRIVER_UNIFORMS] = &ContextVk::handleDirtyDriverUniforms;
    mDirtyBitHandlers[DIRTY_BIT_UNIFORM_BUFFERS] = &ContextVk::handleDirtyUniformBuffers;
    mDirtyBitHandlers[DIRTY_BIT_DESCRIPTOR_SETS] = &ContextVk::handleDirtyDescriptorSets;

    mDirtyBits = mNewCommandBufferDirtyBits;
}

#undef INIT

ContextVk::~ContextVk() = default;

void ContextVk::onDestroy(const gl::Context *context)
{
    // Force a flush on destroy.
    (void)finishImpl();

    mDriverUniformsSetLayout.reset();
    mIncompleteTextures.onDestroy(context);
    mDriverUniformsBuffer.destroy(getDevice());
    mDriverUniformsDescriptorPoolBinding.reset();

    for (vk::DynamicDescriptorPool &descriptorPool : mDynamicDescriptorPools)
    {
        descriptorPool.destroy(getDevice());
    }

    for (vk::DynamicBuffer &defaultBuffer : mDefaultAttribBuffers)
    {
        defaultBuffer.destroy(getDevice());
    }

    for (vk::DynamicQueryPool &queryPool : mQueryPools)
    {
        queryPool.destroy(getDevice());
    }
}

angle::Result ContextVk::getIncompleteTexture(const gl::Context *context,
                                              gl::TextureType type,
                                              gl::Texture **textureOut)
{
    // At some point, we'll need to support multisample and we'll pass "this" instead of nullptr
    // and implement the necessary interface.
    return mIncompleteTextures.getIncompleteTexture(context, type, nullptr, textureOut);
}

angle::Result ContextVk::initialize()
{
    TRACE_EVENT0("gpu.angle", "ContextVk::initialize");
    // Note that this may reserve more sets than strictly necessary for a particular layout.
    VkDescriptorPoolSize uniformSetSize = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
                                           GetUniformBufferDescriptorCount()};
    VkDescriptorPoolSize uniformBlockSetSize = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                                                mRenderer->getMaxUniformBlocks()};
    VkDescriptorPoolSize textureSetSize = {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
                                           mRenderer->getMaxActiveTextures()};
    VkDescriptorPoolSize driverSetSize  = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1};
    ANGLE_TRY(mDynamicDescriptorPools[kUniformsDescriptorSetIndex].init(this, &uniformSetSize, 1));
    ANGLE_TRY(mDynamicDescriptorPools[kUniformBlockDescriptorSetIndex].init(
        this, &uniformBlockSetSize, 1));
    ANGLE_TRY(mDynamicDescriptorPools[kTextureDescriptorSetIndex].init(this, &textureSetSize, 1));
    ANGLE_TRY(
        mDynamicDescriptorPools[kDriverUniformsDescriptorSetIndex].init(this, &driverSetSize, 1));

    ANGLE_TRY(mQueryPools[gl::QueryType::AnySamples].init(this, VK_QUERY_TYPE_OCCLUSION,
                                                          vk::kDefaultOcclusionQueryPoolSize));
    ANGLE_TRY(mQueryPools[gl::QueryType::AnySamplesConservative].init(
        this, VK_QUERY_TYPE_OCCLUSION, vk::kDefaultOcclusionQueryPoolSize));
    ANGLE_TRY(mQueryPools[gl::QueryType::Timestamp].init(this, VK_QUERY_TYPE_TIMESTAMP,
                                                         vk::kDefaultTimestampQueryPoolSize));
    ANGLE_TRY(mQueryPools[gl::QueryType::TimeElapsed].init(this, VK_QUERY_TYPE_TIMESTAMP,
                                                           vk::kDefaultTimestampQueryPoolSize));

    size_t minAlignment = static_cast<size_t>(
        mRenderer->getPhysicalDeviceProperties().limits.minUniformBufferOffsetAlignment);
    mDriverUniformsBuffer.init(minAlignment, mRenderer);

    mGraphicsPipelineDesc.reset(new vk::GraphicsPipelineDesc());
    mGraphicsPipelineDesc->initDefaults();

    // Initialize current value/default attribute buffers.
    for (vk::DynamicBuffer &buffer : mDefaultAttribBuffers)
    {
        buffer.init(1, mRenderer);
    }

    return angle::Result::Continue;
}

angle::Result ContextVk::flush(const gl::Context *context)
{
    return flushImpl();
}

angle::Result ContextVk::flushImpl()
{
    const vk::Semaphore *waitSemaphore   = nullptr;
    const vk::Semaphore *signalSemaphore = nullptr;
    if (mCurrentWindowSurface && !mRenderer->getCommandGraph()->empty())
    {
        ANGLE_TRY(mCurrentWindowSurface->generateSemaphoresForFlush(this, &waitSemaphore,
                                                                    &signalSemaphore));
    }

    return mRenderer->flush(this, waitSemaphore, signalSemaphore);
}

angle::Result ContextVk::finish(const gl::Context *context)
{
    return finishImpl();
}

angle::Result ContextVk::finishImpl()
{
    const vk::Semaphore *waitSemaphore   = nullptr;
    const vk::Semaphore *signalSemaphore = nullptr;
    if (mCurrentWindowSurface && !mRenderer->getCommandGraph()->empty())
    {
        ANGLE_TRY(mCurrentWindowSurface->generateSemaphoresForFlush(this, &waitSemaphore,
                                                                    &signalSemaphore));
    }

    return mRenderer->finish(this, waitSemaphore, signalSemaphore);
}

angle::Result ContextVk::setupDraw(const gl::Context *context,
                                   gl::PrimitiveMode mode,
                                   GLint firstVertex,
                                   GLsizei vertexOrIndexCount,
                                   GLsizei instanceCount,
                                   gl::DrawElementsType indexTypeOrNone,
                                   const void *indices,
                                   DirtyBits dirtyBitMask,
                                   vk::CommandBuffer **commandBufferOut)
{
    // Set any dirty bits that depend on draw call parameters or other objects.
    if (mode != mCurrentDrawMode)
    {
        invalidateCurrentPipeline();
        mCurrentDrawMode = mode;
        mGraphicsPipelineDesc->updateTopology(&mGraphicsPipelineTransition, mCurrentDrawMode);
    }

    // Must be called before the command buffer is started. Can call finish.
    if (context->getStateCache().hasAnyActiveClientAttrib())
    {
        ANGLE_TRY(mVertexArray->updateClientAttribs(context, firstVertex, vertexOrIndexCount,
                                                    instanceCount, indexTypeOrNone, indices));
        mDirtyBits.set(DIRTY_BIT_VERTEX_BUFFERS);
    }

    // This could be improved using a dirty bit. But currently it's slower to use a handler
    // function than an inlined if. We should probably replace the dirty bit dispatch table
    // with a switch with inlined handler functions.
    // TODO(jmadill): Use dirty bit. http://anglebug.com/3014
    if (!mCommandBuffer)
    {
        mDirtyBits |= mNewCommandBufferDirtyBits;

        gl::Rectangle scissoredRenderArea = mDrawFramebuffer->getScissoredRenderArea(this);
        if (!mDrawFramebuffer->appendToStartedRenderPass(mRenderer->getCurrentQueueSerial(),
                                                         scissoredRenderArea, &mCommandBuffer))
        {
            ANGLE_TRY(
                mDrawFramebuffer->startNewRenderPass(this, scissoredRenderArea, &mCommandBuffer));
        }
    }

    // We keep a local copy of the command buffer. It's possible that some state changes could
    // trigger a command buffer invalidation. The local copy ensures we retain the reference.
    // Command buffers are pool allocated and only deleted after submit. Thus we know the
    // command buffer will still be valid for the duration of this API call.
    *commandBufferOut = mCommandBuffer;
    ASSERT(*commandBufferOut);

    if (mProgram->dirtyUniforms())
    {
        ANGLE_TRY(mProgram->updateUniforms(this));
        mDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
    }

    DirtyBits dirtyBits = mDirtyBits & dirtyBitMask;

    if (dirtyBits.none())
        return angle::Result::Continue;

    // Flush any relevant dirty bits.
    for (size_t dirtyBit : dirtyBits)
    {
        ANGLE_TRY((this->*mDirtyBitHandlers[dirtyBit])(context, *commandBufferOut));
    }

    mDirtyBits &= ~dirtyBitMask;

    return angle::Result::Continue;
}

angle::Result ContextVk::setupIndexedDraw(const gl::Context *context,
                                          gl::PrimitiveMode mode,
                                          GLsizei indexCount,
                                          GLsizei instanceCount,
                                          gl::DrawElementsType indexType,
                                          const void *indices,
                                          vk::CommandBuffer **commandBufferOut)
{
    if (indexType != mCurrentDrawElementsType)
    {
        mDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
        mCurrentDrawElementsType = indexType;
    }

    const gl::Buffer *elementArrayBuffer = mVertexArray->getState().getElementArrayBuffer();
    if (!elementArrayBuffer)
    {
        mDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
        ANGLE_TRY(mVertexArray->updateIndexTranslation(this, indexCount, indexType, indices));
    }
    else
    {
        if (indices != mLastIndexBufferOffset)
        {
            mDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
            mLastIndexBufferOffset = indices;
            mVertexArray->updateCurrentElementArrayBufferOffset(mLastIndexBufferOffset);
        }

        if (indexType == gl::DrawElementsType::UnsignedByte && mDirtyBits[DIRTY_BIT_INDEX_BUFFER])
        {
            ANGLE_TRY(mVertexArray->updateIndexTranslation(this, indexCount, indexType, indices));
        }
    }

    return setupDraw(context, mode, 0, indexCount, instanceCount, indexType, indices,
                     mIndexedDirtyBitsMask, commandBufferOut);
}

angle::Result ContextVk::setupLineLoopDraw(const gl::Context *context,
                                           gl::PrimitiveMode mode,
                                           GLint firstVertex,
                                           GLsizei vertexOrIndexCount,
                                           gl::DrawElementsType indexTypeOrInvalid,
                                           const void *indices,
                                           vk::CommandBuffer **commandBufferOut)
{
    ANGLE_TRY(mVertexArray->handleLineLoop(this, firstVertex, vertexOrIndexCount,
                                           indexTypeOrInvalid, indices));
    mDirtyBits.set(DIRTY_BIT_INDEX_BUFFER);
    mCurrentDrawElementsType = indexTypeOrInvalid != gl::DrawElementsType::InvalidEnum
                                   ? indexTypeOrInvalid
                                   : gl::DrawElementsType::UnsignedInt;
    return setupDraw(context, mode, firstVertex, vertexOrIndexCount, 1, indexTypeOrInvalid, indices,
                     mIndexedDirtyBitsMask, commandBufferOut);
}

angle::Result ContextVk::handleDirtyDefaultAttribs(const gl::Context *context,
                                                   vk::CommandBuffer *commandBuffer)
{
    ASSERT(mDirtyDefaultAttribsMask.any());

    for (size_t attribIndex : mDirtyDefaultAttribsMask)
    {
        ANGLE_TRY(updateDefaultAttribute(attribIndex));
    }

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

angle::Result ContextVk::handleDirtyPipeline(const gl::Context *context,
                                             vk::CommandBuffer *commandBuffer)
{
    if (!mCurrentPipeline)
    {
        const vk::GraphicsPipelineDesc *descPtr;

        // Draw call shader patching, shader compilation, and pipeline cache query.
        ANGLE_TRY(mProgram->getGraphicsPipeline(this, mCurrentDrawMode, *mGraphicsPipelineDesc,
                                                mProgram->getState().getActiveAttribLocationsMask(),
                                                &descPtr, &mCurrentPipeline));
        mGraphicsPipelineTransition.reset();
    }
    else if (mGraphicsPipelineTransition.any())
    {
        if (!mCurrentPipeline->findTransition(mGraphicsPipelineTransition, *mGraphicsPipelineDesc,
                                              &mCurrentPipeline))
        {
            vk::PipelineHelper *oldPipeline = mCurrentPipeline;

            const vk::GraphicsPipelineDesc *descPtr;

            ANGLE_TRY(mProgram->getGraphicsPipeline(
                this, mCurrentDrawMode, *mGraphicsPipelineDesc,
                mProgram->getState().getActiveAttribLocationsMask(), &descPtr, &mCurrentPipeline));

            oldPipeline->addTransition(mGraphicsPipelineTransition, descPtr, mCurrentPipeline);
        }

        mGraphicsPipelineTransition.reset();
    }
    commandBuffer->bindGraphicsPipeline(mCurrentPipeline->getPipeline());
    // Update the queue serial for the pipeline object.
    ASSERT(mCurrentPipeline && mCurrentPipeline->valid());
    mCurrentPipeline->updateSerial(mRenderer->getCurrentQueueSerial());
    return angle::Result::Continue;
}

angle::Result ContextVk::handleDirtyTextures(const gl::Context *context,
                                             vk::CommandBuffer *commandBuffer)
{
    ANGLE_TRY(updateActiveTextures(context));

    if (mProgram->hasTextures())
    {
        ANGLE_TRY(mProgram->updateTexturesDescriptorSet(this, mDrawFramebuffer->getFramebuffer()));
    }
    return angle::Result::Continue;
}

angle::Result ContextVk::handleDirtyVertexBuffers(const gl::Context *context,
                                                  vk::CommandBuffer *commandBuffer)
{
    uint32_t maxAttrib = mProgram->getState().getMaxActiveAttribLocation();
    const gl::AttribArray<VkBuffer> &bufferHandles = mVertexArray->getCurrentArrayBufferHandles();
    const gl::AttribArray<VkDeviceSize> &bufferOffsets =
        mVertexArray->getCurrentArrayBufferOffsets();

    commandBuffer->bindVertexBuffers(0, maxAttrib, bufferHandles.data(), bufferOffsets.data());

    const gl::AttribArray<vk::BufferHelper *> &arrayBufferResources =
        mVertexArray->getCurrentArrayBuffers();
    vk::FramebufferHelper *framebuffer = mDrawFramebuffer->getFramebuffer();

    for (size_t attribIndex : context->getStateCache().getActiveBufferedAttribsMask())
    {
        vk::BufferHelper *arrayBuffer = arrayBufferResources[attribIndex];
        if (arrayBuffer)
        {
            arrayBuffer->onRead(framebuffer, VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT);
        }
    }

    return angle::Result::Continue;
}

angle::Result ContextVk::handleDirtyIndexBuffer(const gl::Context *context,
                                                vk::CommandBuffer *commandBuffer)
{
    vk::BufferHelper *elementArrayBuffer = mVertexArray->getCurrentElementArrayBuffer();
    ASSERT(elementArrayBuffer != nullptr);

    commandBuffer->bindIndexBuffer(elementArrayBuffer->getBuffer(),
                                   mVertexArray->getCurrentElementArrayBufferOffset(),
                                   gl_vk::kIndexTypeMap[mCurrentDrawElementsType]);

    vk::FramebufferHelper *framebuffer = mDrawFramebuffer->getFramebuffer();
    elementArrayBuffer->onRead(framebuffer, VK_ACCESS_INDEX_READ_BIT);

    return angle::Result::Continue;
}

angle::Result ContextVk::handleDirtyUniformBuffers(const gl::Context *context,
                                                   vk::CommandBuffer *commandBuffer)
{
    if (mProgram->hasUniformBuffers())
    {
        ANGLE_TRY(
            mProgram->updateUniformBuffersDescriptorSet(this, mDrawFramebuffer->getFramebuffer()));
    }
    return angle::Result::Continue;
}

angle::Result ContextVk::handleDirtyDescriptorSets(const gl::Context *context,
                                                   vk::CommandBuffer *commandBuffer)
{
    ANGLE_TRY(mProgram->updateDescriptorSets(this, commandBuffer));

    // Bind the graphics descriptor sets.
    commandBuffer->bindGraphicsDescriptorSets(mProgram->getPipelineLayout(),
                                              kDriverUniformsDescriptorSetIndex, 1,
                                              &mDriverUniformsDescriptorSet, 0, nullptr);
    return angle::Result::Continue;
}

angle::Result ContextVk::drawArrays(const gl::Context *context,
                                    gl::PrimitiveMode mode,
                                    GLint first,
                                    GLsizei count)
{
    vk::CommandBuffer *commandBuffer = nullptr;
    uint32_t clampedVertexCount      = gl::GetClampedVertexCount<uint32_t>(count);

    if (mode == gl::PrimitiveMode::LineLoop)
    {
        ANGLE_TRY(setupLineLoopDraw(context, mode, first, count, gl::DrawElementsType::InvalidEnum,
                                    nullptr, &commandBuffer));
        vk::LineLoopHelper::Draw(clampedVertexCount, commandBuffer);
    }
    else
    {
        ANGLE_TRY(setupDraw(context, mode, first, count, 1, gl::DrawElementsType::InvalidEnum,
                            nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
        commandBuffer->draw(clampedVertexCount, first);
    }

    return angle::Result::Continue;
}

angle::Result ContextVk::drawArraysInstanced(const gl::Context *context,
                                             gl::PrimitiveMode mode,
                                             GLint first,
                                             GLsizei count,
                                             GLsizei instances)
{
    if (mode == gl::PrimitiveMode::LineLoop)
    {
        // TODO - http://anglebug.com/2672
        ANGLE_VK_UNREACHABLE(this);
        return angle::Result::Stop;
    }

    vk::CommandBuffer *commandBuffer = nullptr;
    ANGLE_TRY(setupDraw(context, mode, first, count, instances, gl::DrawElementsType::InvalidEnum,
                        nullptr, mNonIndexedDirtyBitsMask, &commandBuffer));
    commandBuffer->drawInstanced(gl::GetClampedVertexCount<uint32_t>(count), instances, first);
    return angle::Result::Continue;
}

angle::Result ContextVk::drawElements(const gl::Context *context,
                                      gl::PrimitiveMode mode,
                                      GLsizei count,
                                      gl::DrawElementsType type,
                                      const void *indices)
{
    vk::CommandBuffer *commandBuffer = nullptr;
    if (mode == gl::PrimitiveMode::LineLoop)
    {
        ANGLE_TRY(setupLineLoopDraw(context, mode, 0, count, type, indices, &commandBuffer));
        vk::LineLoopHelper::Draw(count, commandBuffer);
    }
    else
    {
        ANGLE_TRY(setupIndexedDraw(context, mode, count, 1, type, indices, &commandBuffer));
        commandBuffer->drawIndexed(count);
    }

    return angle::Result::Continue;
}

angle::Result ContextVk::drawElementsInstanced(const gl::Context *context,
                                               gl::PrimitiveMode mode,
                                               GLsizei count,
                                               gl::DrawElementsType type,
                                               const void *indices,
                                               GLsizei instances)
{
    if (mode == gl::PrimitiveMode::LineLoop)
    {
        // TODO - http://anglebug.com/2672
        ANGLE_VK_UNREACHABLE(this);
        return angle::Result::Stop;
    }

    vk::CommandBuffer *commandBuffer = nullptr;
    ANGLE_TRY(setupIndexedDraw(context, mode, count, instances, type, indices, &commandBuffer));
    commandBuffer->drawIndexedInstanced(count, instances);
    return angle::Result::Continue;
}

angle::Result ContextVk::drawRangeElements(const gl::Context *context,
                                           gl::PrimitiveMode mode,
                                           GLuint start,
                                           GLuint end,
                                           GLsizei count,
                                           gl::DrawElementsType type,
                                           const void *indices)
{
    return drawElements(context, mode, count, type, indices);
}

VkDevice ContextVk::getDevice() const
{
    return mRenderer->getDevice();
}

angle::Result ContextVk::drawArraysIndirect(const gl::Context *context,
                                            gl::PrimitiveMode mode,
                                            const void *indirect)
{
    ANGLE_VK_UNREACHABLE(this);
    return angle::Result::Stop;
}

angle::Result ContextVk::drawElementsIndirect(const gl::Context *context,
                                              gl::PrimitiveMode mode,
                                              gl::DrawElementsType type,
                                              const void *indirect)
{
    ANGLE_VK_UNREACHABLE(this);
    return angle::Result::Stop;
}

gl::GraphicsResetStatus ContextVk::getResetStatus()
{
    if (mRenderer->isDeviceLost())
    {
        // TODO(geofflang): It may be possible to track which context caused the device lost and
        // return either GL_GUILTY_CONTEXT_RESET or GL_INNOCENT_CONTEXT_RESET.
        // http://anglebug.com/2787
        return gl::GraphicsResetStatus::UnknownContextReset;
    }

    return gl::GraphicsResetStatus::NoError;
}

std::string ContextVk::getVendorString() const
{
    UNIMPLEMENTED();
    return std::string();
}

std::string ContextVk::getRendererDescription() const
{
    return mRenderer->getRendererDescription();
}

void ContextVk::insertEventMarker(GLsizei length, const char *marker)
{
    std::string markerStr(marker, length <= 0 ? strlen(marker) : length);
    mRenderer->insertDebugMarker(GL_DEBUG_SOURCE_APPLICATION, static_cast<GLuint>(-1),
                                 std::move(markerStr));
}

void ContextVk::pushGroupMarker(GLsizei length, const char *marker)
{
    std::string markerStr(marker, length <= 0 ? strlen(marker) : length);
    mRenderer->pushDebugMarker(GL_DEBUG_SOURCE_APPLICATION, static_cast<GLuint>(-1),
                               std::move(markerStr));
}

void ContextVk::popGroupMarker()
{
    mRenderer->popDebugMarker();
}

void ContextVk::pushDebugGroup(GLenum source, GLuint id, const std::string &message)
{
    mRenderer->pushDebugMarker(source, id, std::string(message));
}

void ContextVk::popDebugGroup()
{
    mRenderer->popDebugMarker();
}

bool ContextVk::isViewportFlipEnabledForDrawFBO() const
{
    return mFlipViewportForDrawFramebuffer && mFlipYForCurrentSurface;
}

bool ContextVk::isViewportFlipEnabledForReadFBO() const
{
    return mFlipViewportForReadFramebuffer;
}

void ContextVk::updateColorMask(const gl::BlendState &blendState)
{
    mClearColorMask =
        gl_vk::GetColorComponentFlags(blendState.colorMaskRed, blendState.colorMaskGreen,
                                      blendState.colorMaskBlue, blendState.colorMaskAlpha);

    FramebufferVk *framebufferVk = vk::GetImpl(mState.getDrawFramebuffer());
    mGraphicsPipelineDesc->updateColorWriteMask(&mGraphicsPipelineTransition, mClearColorMask,
                                                framebufferVk->getEmulatedAlphaAttachmentMask());
}

void ContextVk::updateSampleMask(const gl::State &glState)
{
    for (uint32_t maskNumber = 0; maskNumber < glState.getMaxSampleMaskWords(); ++maskNumber)
    {
        static_assert(sizeof(uint32_t) == sizeof(GLbitfield), "Vulkan assumes 32-bit sample masks");
        uint32_t mask = glState.isSampleMaskEnabled() ? glState.getSampleMaskWord(maskNumber) : 0;
        mGraphicsPipelineDesc->updateSampleMask(&mGraphicsPipelineTransition, maskNumber, mask);
    }
}

void ContextVk::updateViewport(FramebufferVk *framebufferVk,
                               const gl::Rectangle &viewport,
                               float nearPlane,
                               float farPlane,
                               bool invertViewport)
{
    VkViewport vkViewport;
    gl_vk::GetViewport(viewport, nearPlane, farPlane, invertViewport,
                       framebufferVk->getState().getDimensions().height, &vkViewport);
    mGraphicsPipelineDesc->updateViewport(&mGraphicsPipelineTransition, vkViewport);
    invalidateDriverUniforms();
}

void ContextVk::updateDepthRange(float nearPlane, float farPlane)
{
    invalidateDriverUniforms();
    mGraphicsPipelineDesc->updateDepthRange(&mGraphicsPipelineTransition, nearPlane, farPlane);
}

void ContextVk::updateScissor(const gl::State &glState)
{
    FramebufferVk *framebufferVk = vk::GetImpl(glState.getDrawFramebuffer());
    gl::Rectangle renderArea     = framebufferVk->getCompleteRenderArea();

    // Clip the render area to the viewport.
    gl::Rectangle viewportClippedRenderArea;
    gl::ClipRectangle(renderArea, glState.getViewport(), &viewportClippedRenderArea);

    gl::Rectangle scissoredArea = ClipRectToScissor(getState(), viewportClippedRenderArea, false);
    if (isViewportFlipEnabledForDrawFBO())
    {
        scissoredArea.y = renderArea.height - scissoredArea.y - scissoredArea.height;
    }

    if (getRenderer()->getFeatures().forceNonZeroScissor.enabled && scissoredArea.width == 0 &&
        scissoredArea.height == 0)
    {
        // There is no overlap between the app-set viewport and clippedRect.  This code works
        // around an Intel driver bug that causes the driver to treat a (0,0,0,0) scissor as if
        // scissoring is disabled.  In this case, set the scissor to be just outside of the
        // renderArea.  Remove this work-around when driver version 25.20.100.6519 has been
        // deployed.  http://anglebug.com/3407
        scissoredArea.x      = renderArea.x;
        scissoredArea.y      = renderArea.y;
        scissoredArea.width  = 1;
        scissoredArea.height = 1;
    }
    mGraphicsPipelineDesc->updateScissor(&mGraphicsPipelineTransition,
                                         gl_vk::GetRect(scissoredArea));

    framebufferVk->onScissorChange(this);
}

angle::Result ContextVk::syncState(const gl::Context *context,
                                   const gl::State::DirtyBits &dirtyBits,
                                   const gl::State::DirtyBits &bitMask)
{
    if (dirtyBits.any())
    {
        invalidateVertexAndIndexBuffers();
    }

    const gl::State &glState = context->getState();

    for (size_t dirtyBit : dirtyBits)
    {
        switch (dirtyBit)
        {
            case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED:
            case gl::State::DIRTY_BIT_SCISSOR:
                updateScissor(glState);
                break;
            case gl::State::DIRTY_BIT_VIEWPORT:
            {
                FramebufferVk *framebufferVk = vk::GetImpl(glState.getDrawFramebuffer());
                updateViewport(framebufferVk, glState.getViewport(), glState.getNearPlane(),
                               glState.getFarPlane(), isViewportFlipEnabledForDrawFBO());
                // Update the scissor, which will be constrained to the viewport
                updateScissor(glState);
                break;
            }
            case gl::State::DIRTY_BIT_DEPTH_RANGE:
                updateDepthRange(glState.getNearPlane(), glState.getFarPlane());
                break;
            case gl::State::DIRTY_BIT_BLEND_ENABLED:
                mGraphicsPipelineDesc->updateBlendEnabled(&mGraphicsPipelineTransition,
                                                          glState.isBlendEnabled());
                break;
            case gl::State::DIRTY_BIT_BLEND_COLOR:
                mGraphicsPipelineDesc->updateBlendColor(&mGraphicsPipelineTransition,
                                                        glState.getBlendColor());
                break;
            case gl::State::DIRTY_BIT_BLEND_FUNCS:
                mGraphicsPipelineDesc->updateBlendFuncs(&mGraphicsPipelineTransition,
                                                        glState.getBlendState());
                break;
            case gl::State::DIRTY_BIT_BLEND_EQUATIONS:
                mGraphicsPipelineDesc->updateBlendEquations(&mGraphicsPipelineTransition,
                                                            glState.getBlendState());
                break;
            case gl::State::DIRTY_BIT_COLOR_MASK:
                updateColorMask(glState.getBlendState());
                break;
            case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED:
                mGraphicsPipelineDesc->updateAlphaToCoverageEnable(
                    &mGraphicsPipelineTransition, glState.isSampleAlphaToCoverageEnabled());
                break;
            case gl::State::DIRTY_BIT_SAMPLE_COVERAGE_ENABLED:
                // TODO(syoussefi): glSampleCoverage and `GL_SAMPLE_COVERAGE` have a similar
                // behavior to alphaToCoverage, without native support in Vulkan.  Sample coverage
                // results in a mask that's applied *on top of* alphaToCoverage.  More importantly,
                // glSampleCoverage can choose to invert the applied mask; a feature that's not
                // easily emulatable.  For example, say there are 4 samples {0, 1, 2, 3} and
                // alphaToCoverage (both in GL and Vulkan, as well as sampleCoverage in GL) is
                // implemented such that the alpha value selects the set of samples
                // {0, ..., round(alpha * 4)}.  With glSampleCoverage, an application can blend two
                // object LODs as such the following, covering all samples in a pixel:
                //
                //      glSampleCoverage(0.5, GL_FALSE); // covers samples {0, 1}
                //      drawLOD0();
                //      glSampleCoverage(0.5, GL_TRUE);  // covers samples {2, 3}
                //      drawLOD1();
                //
                // In Vulkan, it's not possible to restrict drawing to samples {2, 3} through
                // alphaToCoverage alone.
                //
                // One way to acheive this behavior is to modify the shader to output to
                // gl_SampleMask with values we emulate for sample coverage, taking inversion
                // into account.
                //
                // http://anglebug.com/3204
                break;
            case gl::State::DIRTY_BIT_SAMPLE_COVERAGE:
                // TODO(syoussefi): See DIRTY_BIT_SAMPLE_COVERAGE_ENABLED.
                // http://anglebug.com/3204
                break;
            case gl::State::DIRTY_BIT_SAMPLE_MASK_ENABLED:
                updateSampleMask(glState);
                break;
            case gl::State::DIRTY_BIT_SAMPLE_MASK:
                updateSampleMask(glState);
                break;
            case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED:
                mGraphicsPipelineDesc->updateDepthTestEnabled(&mGraphicsPipelineTransition,
                                                              glState.getDepthStencilState(),
                                                              glState.getDrawFramebuffer());
                break;
            case gl::State::DIRTY_BIT_DEPTH_FUNC:
                mGraphicsPipelineDesc->updateDepthFunc(&mGraphicsPipelineTransition,
                                                       glState.getDepthStencilState());
                break;
            case gl::State::DIRTY_BIT_DEPTH_MASK:
                mGraphicsPipelineDesc->updateDepthWriteEnabled(&mGraphicsPipelineTransition,
                                                               glState.getDepthStencilState(),
                                                               glState.getDrawFramebuffer());
                break;
            case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED:
                mGraphicsPipelineDesc->updateStencilTestEnabled(&mGraphicsPipelineTransition,
                                                                glState.getDepthStencilState(),
                                                                glState.getDrawFramebuffer());
                break;
            case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT:
                mGraphicsPipelineDesc->updateStencilFrontFuncs(&mGraphicsPipelineTransition,
                                                               glState.getStencilRef(),
                                                               glState.getDepthStencilState());
                break;
            case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK:
                mGraphicsPipelineDesc->updateStencilBackFuncs(&mGraphicsPipelineTransition,
                                                              glState.getStencilBackRef(),
                                                              glState.getDepthStencilState());
                break;
            case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT:
                mGraphicsPipelineDesc->updateStencilFrontOps(&mGraphicsPipelineTransition,
                                                             glState.getDepthStencilState());
                break;
            case gl::State::DIRTY_BIT_STENCIL_OPS_BACK:
                mGraphicsPipelineDesc->updateStencilBackOps(&mGraphicsPipelineTransition,
                                                            glState.getDepthStencilState());
                break;
            case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
                mGraphicsPipelineDesc->updateStencilFrontWriteMask(&mGraphicsPipelineTransition,
                                                                   glState.getDepthStencilState(),
                                                                   glState.getDrawFramebuffer());
                break;
            case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK:
                mGraphicsPipelineDesc->updateStencilBackWriteMask(&mGraphicsPipelineTransition,
                                                                  glState.getDepthStencilState(),
                                                                  glState.getDrawFramebuffer());
                break;
            case gl::State::DIRTY_BIT_CULL_FACE_ENABLED:
            case gl::State::DIRTY_BIT_CULL_FACE:
                mGraphicsPipelineDesc->updateCullMode(&mGraphicsPipelineTransition,
                                                      glState.getRasterizerState());
                break;
            case gl::State::DIRTY_BIT_FRONT_FACE:
                mGraphicsPipelineDesc->updateFrontFace(&mGraphicsPipelineTransition,
                                                       glState.getRasterizerState(),
                                                       isViewportFlipEnabledForDrawFBO());
                break;
            case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED:
                mGraphicsPipelineDesc->updatePolygonOffsetFillEnabled(
                    &mGraphicsPipelineTransition, glState.isPolygonOffsetFillEnabled());
                break;
            case gl::State::DIRTY_BIT_POLYGON_OFFSET:
                mGraphicsPipelineDesc->updatePolygonOffset(&mGraphicsPipelineTransition,
                                                           glState.getRasterizerState());
                break;
            case gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED:
                break;
            case gl::State::DIRTY_BIT_LINE_WIDTH:
                mGraphicsPipelineDesc->updateLineWidth(&mGraphicsPipelineTransition,
                                                       glState.getLineWidth());
                break;
            case gl::State::DIRTY_BIT_PRIMITIVE_RESTART_ENABLED:
                break;
            case gl::State::DIRTY_BIT_CLEAR_COLOR:
                mClearColorValue.color.float32[0] = glState.getColorClearValue().red;
                mClearColorValue.color.float32[1] = glState.getColorClearValue().green;
                mClearColorValue.color.float32[2] = glState.getColorClearValue().blue;
                mClearColorValue.color.float32[3] = glState.getColorClearValue().alpha;
                break;
            case gl::State::DIRTY_BIT_CLEAR_DEPTH:
                mClearDepthStencilValue.depthStencil.depth = glState.getDepthClearValue();
                break;
            case gl::State::DIRTY_BIT_CLEAR_STENCIL:
                mClearDepthStencilValue.depthStencil.stencil =
                    static_cast<uint32_t>(glState.getStencilClearValue());
                break;
            case gl::State::DIRTY_BIT_UNPACK_STATE:
                // This is a no-op, its only important to use the right unpack state when we do
                // setImage or setSubImage in TextureVk, which is plumbed through the frontend call
                break;
            case gl::State::DIRTY_BIT_UNPACK_BUFFER_BINDING:
                break;
            case gl::State::DIRTY_BIT_PACK_STATE:
                // This is a no-op, its only important to use the right pack state when we do
                // call readPixels later on.
                break;
            case gl::State::DIRTY_BIT_PACK_BUFFER_BINDING:
                break;
            case gl::State::DIRTY_BIT_DITHER_ENABLED:
                break;
            case gl::State::DIRTY_BIT_GENERATE_MIPMAP_HINT:
                break;
            case gl::State::DIRTY_BIT_SHADER_DERIVATIVE_HINT:
                break;
            case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING:
                updateFlipViewportReadFramebuffer(context->getState());
                break;
            case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING:
            {
                // FramebufferVk::syncState signals that we should start a new command buffer. But
                // changing the binding can skip FramebufferVk::syncState if the Framebuffer has no
                // dirty bits. Thus we need to explicitly clear the current command buffer to
                // ensure we start a new one. Note that we need a new command buffer because a
                // command graph node can only support one RenderPass configuration at a time.
                onCommandBufferFinished();

                mDrawFramebuffer = vk::GetImpl(glState.getDrawFramebuffer());
                updateFlipViewportDrawFramebuffer(glState);
                updateViewport(mDrawFramebuffer, glState.getViewport(), glState.getNearPlane(),
                               glState.getFarPlane(), isViewportFlipEnabledForDrawFBO());
                updateColorMask(glState.getBlendState());
                updateSampleMask(glState);
                mGraphicsPipelineDesc->updateRasterizationSamples(&mGraphicsPipelineTransition,
                                                                  mDrawFramebuffer->getSamples());
                mGraphicsPipelineDesc->updateCullMode(&mGraphicsPipelineTransition,
                                                      glState.getRasterizerState());
                updateScissor(glState);
                mGraphicsPipelineDesc->updateDepthTestEnabled(&mGraphicsPipelineTransition,
                                                              glState.getDepthStencilState(),
                                                              glState.getDrawFramebuffer());
                mGraphicsPipelineDesc->updateDepthWriteEnabled(&mGraphicsPipelineTransition,
                                                               glState.getDepthStencilState(),
                                                               glState.getDrawFramebuffer());
                mGraphicsPipelineDesc->updateStencilTestEnabled(&mGraphicsPipelineTransition,
                                                                glState.getDepthStencilState(),
                                                                glState.getDrawFramebuffer());
                mGraphicsPipelineDesc->updateStencilFrontWriteMask(&mGraphicsPipelineTransition,
                                                                   glState.getDepthStencilState(),
                                                                   glState.getDrawFramebuffer());
                mGraphicsPipelineDesc->updateStencilBackWriteMask(&mGraphicsPipelineTransition,
                                                                  glState.getDepthStencilState(),
                                                                  glState.getDrawFramebuffer());
                mGraphicsPipelineDesc->updateRenderPassDesc(&mGraphicsPipelineTransition,
                                                            mDrawFramebuffer->getRenderPassDesc());
                break;
            }
            case gl::State::DIRTY_BIT_RENDERBUFFER_BINDING:
                break;
            case gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING:
            {
                mVertexArray = vk::GetImpl(glState.getVertexArray());
                invalidateDefaultAttributes(context->getStateCache().getActiveDefaultAttribsMask());
                break;
            }
            case gl::State::DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING:
                break;
            case gl::State::DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING:
                break;
            case gl::State::DIRTY_BIT_PROGRAM_BINDING:
                mProgram = vk::GetImpl(glState.getProgram());
                break;
            case gl::State::DIRTY_BIT_PROGRAM_EXECUTABLE:
            {
                invalidateCurrentTextures();
                invalidateCurrentUniformBuffers();
                // No additional work is needed here. We will update the pipeline desc later.
                invalidateDefaultAttributes(context->getStateCache().getActiveDefaultAttribsMask());
                bool useVertexBuffer = (mProgram->getState().getMaxActiveAttribLocation());
                mNonIndexedDirtyBitsMask.set(DIRTY_BIT_VERTEX_BUFFERS, useVertexBuffer);
                mIndexedDirtyBitsMask.set(DIRTY_BIT_VERTEX_BUFFERS, useVertexBuffer);
                mCurrentPipeline = nullptr;
                mGraphicsPipelineTransition.reset();
                break;
            }
            case gl::State::DIRTY_BIT_TEXTURE_BINDINGS:
                invalidateCurrentTextures();
                break;
            case gl::State::DIRTY_BIT_SAMPLER_BINDINGS:
                invalidateCurrentTextures();
                break;
            case gl::State::DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING:
                break;
            case gl::State::DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING:
                break;
            case gl::State::DIRTY_BIT_UNIFORM_BUFFER_BINDINGS:
                invalidateCurrentUniformBuffers();
                break;
            case gl::State::DIRTY_BIT_ATOMIC_COUNTER_BUFFER_BINDING:
                break;
            case gl::State::DIRTY_BIT_IMAGE_BINDINGS:
                break;
            case gl::State::DIRTY_BIT_MULTISAMPLING:
                // TODO(syoussefi): this should configure the pipeline to render as if
                // single-sampled, and write the results to all samples of a pixel regardless of
                // coverage. See EXT_multisample_compatibility.  http://anglebug.com/3204
                break;
            case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_ONE:
                // TODO(syoussefi): this is part of EXT_multisample_compatibility.  The alphaToOne
                // Vulkan feature should be enabled to support this extension.
                // http://anglebug.com/3204
                mGraphicsPipelineDesc->updateAlphaToOneEnable(&mGraphicsPipelineTransition,
                                                              glState.isSampleAlphaToOneEnabled());
                break;
            case gl::State::DIRTY_BIT_COVERAGE_MODULATION:
                break;
            case gl::State::DIRTY_BIT_PATH_RENDERING:
                break;
            case gl::State::DIRTY_BIT_FRAMEBUFFER_SRGB:
                break;
            case gl::State::DIRTY_BIT_CURRENT_VALUES:
            {
                invalidateDefaultAttributes(glState.getAndResetDirtyCurrentValues());
                break;
            }
            case gl::State::DIRTY_BIT_PROVOKING_VERTEX:
                break;
            default:
                UNREACHABLE();
                break;
        }
    }

    return angle::Result::Continue;
}

GLint ContextVk::getGPUDisjoint()
{
    // No extension seems to be available to query this information.
    return 0;
}

GLint64 ContextVk::getTimestamp()
{
    uint64_t timestamp = 0;

    (void)mRenderer->getTimestamp(this, &timestamp);

    return static_cast<GLint64>(timestamp);
}

angle::Result ContextVk::onMakeCurrent(const gl::Context *context)
{
    // Flip viewports if FeaturesVk::flipViewportY is enabled and the user did not request that the
    // surface is flipped.
    egl::Surface *drawSurface = context->getCurrentDrawSurface();
    mFlipYForCurrentSurface =
        drawSurface != nullptr && mRenderer->getFeatures().flipViewportY.enabled &&
        !IsMaskFlagSet(drawSurface->getOrientation(), EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);

    if (drawSurface && drawSurface->getType() == EGL_WINDOW_BIT)
    {
        mCurrentWindowSurface = GetImplAs<WindowSurfaceVk>(drawSurface);
    }
    else
    {
        mCurrentWindowSurface = nullptr;
    }

    const gl::State &glState = context->getState();
    updateFlipViewportDrawFramebuffer(glState);
    updateFlipViewportReadFramebuffer(glState);
    invalidateDriverUniforms();

    return angle::Result::Continue;
}

angle::Result ContextVk::onUnMakeCurrent(const gl::Context *context)
{
    ANGLE_TRY(flushImpl());
    mCurrentWindowSurface = nullptr;
    return angle::Result::Continue;
}

void ContextVk::updateFlipViewportDrawFramebuffer(const gl::State &glState)
{
    gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer();
    mFlipViewportForDrawFramebuffer =
        drawFramebuffer->isDefault() && mRenderer->getFeatures().flipViewportY.enabled;
}

void ContextVk::updateFlipViewportReadFramebuffer(const gl::State &glState)
{
    gl::Framebuffer *readFramebuffer = glState.getReadFramebuffer();
    mFlipViewportForReadFramebuffer =
        readFramebuffer->isDefault() && mRenderer->getFeatures().flipViewportY.enabled;
}

gl::Caps ContextVk::getNativeCaps() const
{
    return mRenderer->getNativeCaps();
}

const gl::TextureCapsMap &ContextVk::getNativeTextureCaps() const
{
    return mRenderer->getNativeTextureCaps();
}

const gl::Extensions &ContextVk::getNativeExtensions() const
{
    return mRenderer->getNativeExtensions();
}

const gl::Limitations &ContextVk::getNativeLimitations() const
{
    return mRenderer->getNativeLimitations();
}

CompilerImpl *ContextVk::createCompiler()
{
    return new CompilerVk();
}

ShaderImpl *ContextVk::createShader(const gl::ShaderState &state)
{
    return new ShaderVk(state);
}

ProgramImpl *ContextVk::createProgram(const gl::ProgramState &state)
{
    return new ProgramVk(state);
}

FramebufferImpl *ContextVk::createFramebuffer(const gl::FramebufferState &state)
{
    return FramebufferVk::CreateUserFBO(mRenderer, state);
}

TextureImpl *ContextVk::createTexture(const gl::TextureState &state)
{
    return new TextureVk(state, mRenderer);
}

RenderbufferImpl *ContextVk::createRenderbuffer(const gl::RenderbufferState &state)
{
    return new RenderbufferVk(state);
}

BufferImpl *ContextVk::createBuffer(const gl::BufferState &state)
{
    return new BufferVk(state);
}

VertexArrayImpl *ContextVk::createVertexArray(const gl::VertexArrayState &state)
{
    return new VertexArrayVk(this, state);
}

QueryImpl *ContextVk::createQuery(gl::QueryType type)
{
    return new QueryVk(type);
}

FenceNVImpl *ContextVk::createFenceNV()
{
    return new FenceNVVk();
}

SyncImpl *ContextVk::createSync()
{
    return new SyncVk();
}

TransformFeedbackImpl *ContextVk::createTransformFeedback(const gl::TransformFeedbackState &state)
{
    return new TransformFeedbackVk(state);
}

SamplerImpl *ContextVk::createSampler(const gl::SamplerState &state)
{
    return new SamplerVk(state);
}

ProgramPipelineImpl *ContextVk::createProgramPipeline(const gl::ProgramPipelineState &state)
{
    return new ProgramPipelineVk(state);
}

std::vector<PathImpl *> ContextVk::createPaths(GLsizei)
{
    return std::vector<PathImpl *>();
}

MemoryObjectImpl *ContextVk::createMemoryObject()
{
    return new MemoryObjectVk();
}

void ContextVk::invalidateCurrentTextures()
{
    ASSERT(mProgram);
    if (mProgram->hasTextures())
    {
        mDirtyBits.set(DIRTY_BIT_TEXTURES);
        mDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
    }
}

void ContextVk::invalidateCurrentUniformBuffers()
{
    ASSERT(mProgram);
    if (mProgram->hasUniformBuffers())
    {
        mDirtyBits.set(DIRTY_BIT_UNIFORM_BUFFERS);
        mDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
    }
}

void ContextVk::invalidateDriverUniforms()
{
    mDirtyBits.set(DIRTY_BIT_DRIVER_UNIFORMS);
    mDirtyBits.set(DIRTY_BIT_DESCRIPTOR_SETS);
}

void ContextVk::onFramebufferChange(const vk::RenderPassDesc &renderPassDesc)
{
    // Ensure that the RenderPass description is updated.
    invalidateCurrentPipeline();
    mGraphicsPipelineDesc->updateRenderPassDesc(&mGraphicsPipelineTransition, renderPassDesc);
}

angle::Result ContextVk::dispatchCompute(const gl::Context *context,
                                         GLuint numGroupsX,
                                         GLuint numGroupsY,
                                         GLuint numGroupsZ)
{
    ANGLE_VK_UNREACHABLE(this);
    return angle::Result::Stop;
}

angle::Result ContextVk::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect)
{
    ANGLE_VK_UNREACHABLE(this);
    return angle::Result::Stop;
}

angle::Result ContextVk::memoryBarrier(const gl::Context *context, GLbitfield barriers)
{
    ANGLE_VK_UNREACHABLE(this);
    return angle::Result::Stop;
}

angle::Result ContextVk::memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers)
{
    ANGLE_VK_UNREACHABLE(this);
    return angle::Result::Stop;
}

vk::DynamicDescriptorPool *ContextVk::getDynamicDescriptorPool(uint32_t descriptorSetIndex)
{
    return &mDynamicDescriptorPools[descriptorSetIndex];
}

vk::DynamicQueryPool *ContextVk::getQueryPool(gl::QueryType queryType)
{
    ASSERT(queryType == gl::QueryType::AnySamples ||
           queryType == gl::QueryType::AnySamplesConservative ||
           queryType == gl::QueryType::Timestamp || queryType == gl::QueryType::TimeElapsed);
    ASSERT(mQueryPools[queryType].isValid());
    return &mQueryPools[queryType];
}

const VkClearValue &ContextVk::getClearColorValue() const
{
    return mClearColorValue;
}

const VkClearValue &ContextVk::getClearDepthStencilValue() const
{
    return mClearDepthStencilValue;
}

VkColorComponentFlags ContextVk::getClearColorMask() const
{
    return mClearColorMask;
}

angle::Result ContextVk::handleDirtyDriverUniforms(const gl::Context *context,
                                                   vk::CommandBuffer *commandBuffer)
{
    // Release any previously retained buffers.
    mDriverUniformsBuffer.releaseRetainedBuffers(mRenderer);

    const gl::Rectangle &glViewport = mState.getViewport();
    float halfRenderAreaHeight =
        static_cast<float>(mDrawFramebuffer->getState().getDimensions().height) * 0.5f;

    // Allocate a new region in the dynamic buffer.
    uint8_t *ptr        = nullptr;
    VkBuffer buffer     = VK_NULL_HANDLE;
    VkDeviceSize offset = 0;
    ANGLE_TRY(mDriverUniformsBuffer.allocate(this, sizeof(DriverUniforms), &ptr, &buffer, &offset,
                                             nullptr));
    float scaleY = isViewportFlipEnabledForDrawFBO() ? -1.0f : 1.0f;

    float depthRangeNear = mState.getNearPlane();
    float depthRangeFar  = mState.getFarPlane();
    float depthRangeDiff = depthRangeFar - depthRangeNear;

    // Copy and flush to the device.
    DriverUniforms *driverUniforms = reinterpret_cast<DriverUniforms *>(ptr);
    *driverUniforms                = {
        {static_cast<float>(glViewport.x), static_cast<float>(glViewport.y),
         static_cast<float>(glViewport.width), static_cast<float>(glViewport.height)},
        halfRenderAreaHeight,
        scaleY,
        -scaleY,
        0.0f,
        {depthRangeNear, depthRangeFar, depthRangeDiff, 0.0f}};

    ANGLE_TRY(mDriverUniformsBuffer.flush(this));

    // Get the descriptor set layout.
    if (!mDriverUniformsSetLayout.valid())
    {
        vk::DescriptorSetLayoutDesc desc;
        desc.update(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_ALL_GRAPHICS);

        ANGLE_TRY(mRenderer->getDescriptorSetLayout(this, desc, &mDriverUniformsSetLayout));
    }

    // Allocate a new descriptor set.
    ANGLE_TRY(mDynamicDescriptorPools[kDriverUniformsDescriptorSetIndex].allocateSets(
        this, mDriverUniformsSetLayout.get().ptr(), 1, &mDriverUniformsDescriptorPoolBinding,
        &mDriverUniformsDescriptorSet));

    // Update the driver uniform descriptor set.
    VkDescriptorBufferInfo bufferInfo = {};
    bufferInfo.buffer                 = buffer;
    bufferInfo.offset                 = offset;
    bufferInfo.range                  = sizeof(DriverUniforms);

    VkWriteDescriptorSet writeInfo = {};
    writeInfo.sType                = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
    writeInfo.dstSet               = mDriverUniformsDescriptorSet;
    writeInfo.dstBinding           = 0;
    writeInfo.dstArrayElement      = 0;
    writeInfo.descriptorCount      = 1;
    writeInfo.descriptorType       = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
    writeInfo.pImageInfo           = nullptr;
    writeInfo.pTexelBufferView     = nullptr;
    writeInfo.pBufferInfo          = &bufferInfo;

    vkUpdateDescriptorSets(getDevice(), 1, &writeInfo, 0, nullptr);

    return angle::Result::Continue;
}

void ContextVk::handleError(VkResult errorCode,
                            const char *file,
                            const char *function,
                            unsigned int line)
{
    ASSERT(errorCode != VK_SUCCESS);

    GLenum glErrorCode = DefaultGLErrorCode(errorCode);

    std::stringstream errorStream;
    errorStream << "Internal Vulkan error: " << VulkanResultString(errorCode) << ".";

    if (errorCode == VK_ERROR_DEVICE_LOST)
    {
        WARN() << errorStream.str();
        mRenderer->notifyDeviceLost();
    }

    mErrors->handleError(glErrorCode, errorStream.str().c_str(), file, function, line);
}

angle::Result ContextVk::updateActiveTextures(const gl::Context *context)
{
    const gl::State &glState   = mState;
    const gl::Program *program = glState.getProgram();

    mActiveTextures.fill(nullptr);

    const gl::ActiveTexturePointerArray &textures  = glState.getActiveTexturesCache();
    const gl::ActiveTextureMask &activeTextures    = program->getActiveSamplersMask();
    const gl::ActiveTextureTypeArray &textureTypes = program->getActiveSamplerTypes();

    for (size_t textureUnit : activeTextures)
    {
        gl::Texture *texture        = textures[textureUnit];
        gl::TextureType textureType = textureTypes[textureUnit];

        // Null textures represent incomplete textures.
        if (texture == nullptr)
        {
            ANGLE_TRY(getIncompleteTexture(context, textureType, &texture));
        }

        mActiveTextures[textureUnit] = vk::GetImpl(texture);
    }

    return angle::Result::Continue;
}

const gl::ActiveTextureArray<TextureVk *> &ContextVk::getActiveTextures() const
{
    return mActiveTextures;
}

void ContextVk::invalidateDefaultAttribute(size_t attribIndex)
{
    mDirtyDefaultAttribsMask.set(attribIndex);
    mDirtyBits.set(DIRTY_BIT_DEFAULT_ATTRIBS);
}

void ContextVk::invalidateDefaultAttributes(const gl::AttributesMask &dirtyMask)
{
    if (dirtyMask.any())
    {
        mDirtyDefaultAttribsMask |= dirtyMask;
        mDirtyBits.set(DIRTY_BIT_DEFAULT_ATTRIBS);
    }
}

angle::Result ContextVk::updateDefaultAttribute(size_t attribIndex)
{
    vk::DynamicBuffer &defaultBuffer = mDefaultAttribBuffers[attribIndex];

    defaultBuffer.releaseRetainedBuffers(mRenderer);

    uint8_t *ptr;
    VkBuffer bufferHandle = VK_NULL_HANDLE;
    VkDeviceSize offset   = 0;
    ANGLE_TRY(
        defaultBuffer.allocate(this, kDefaultValueSize, &ptr, &bufferHandle, &offset, nullptr));

    const gl::State &glState = mState;
    const gl::VertexAttribCurrentValueData &defaultValue =
        glState.getVertexAttribCurrentValues()[attribIndex];
    memcpy(ptr, &defaultValue.Values, kDefaultValueSize);

    ANGLE_TRY(defaultBuffer.flush(this));

    mVertexArray->updateDefaultAttrib(this, attribIndex, bufferHandle,
                                      static_cast<uint32_t>(offset));
    return angle::Result::Continue;
}

}  // namespace rx
