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1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL ES Utilities
3  * ------------------------------------------------
4  *
5  * Copyright 2014 The Android Open Source Project
6  *
7  * Licensed under the Apache License, Version 2.0 (the "License");
8  * you may not use this file except in compliance with the License.
9  * You may obtain a copy of the License at
10  *
11  *      http://www.apache.org/licenses/LICENSE-2.0
12  *
13  * Unless required by applicable law or agreed to in writing, software
14  * distributed under the License is distributed on an "AS IS" BASIS,
15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16  * See the License for the specific language governing permissions and
17  * limitations under the License.
18  *
19  *//*!
20  * \file
21  * \brief OpenGL State Reset.
22  *//*--------------------------------------------------------------------*/
23 
24 #include "gluStateReset.hpp"
25 #include "gluContextInfo.hpp"
26 #include "gluRenderContext.hpp"
27 #include "tcuRenderTarget.hpp"
28 #include "glwFunctions.hpp"
29 #include "glwEnums.hpp"
30 #include "deUniquePtr.hpp"
31 
32 namespace glu
33 {
34 namespace
35 {
36 enum
37 {
38 	MAX_ERROR_COUNT = 10
39 };
40 
resetErrors(const glw::Functions & gl)41 void resetErrors (const glw::Functions& gl)
42 {
43 	size_t errorNdx = 0;
44 
45 	for (errorNdx = 0; errorNdx < MAX_ERROR_COUNT; errorNdx++)
46 	{
47 		if (gl.getError() == GL_NONE)
48 			break;
49 	}
50 
51 	if (errorNdx == MAX_ERROR_COUNT)
52 		TCU_FAIL("Couldn't reset error state");
53 }
54 
55 }
56 
resetStateES(const RenderContext & renderCtx,const ContextInfo & ctxInfo)57 void resetStateES (const RenderContext& renderCtx, const ContextInfo& ctxInfo)
58 {
59 	const glw::Functions&	gl	= renderCtx.getFunctions();
60 	const ContextType		type	= renderCtx.getType();
61 
62 	// Reset error state
63 	resetErrors(gl);
64 
65 	DE_ASSERT(isContextTypeES(type));
66 
67 	// Vertex attrib array state.
68 	{
69 		int numVertexAttribArrays = 0;
70 		gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays);
71 
72 		gl.bindBuffer	(GL_ARRAY_BUFFER,			0);
73 		gl.bindBuffer	(GL_ELEMENT_ARRAY_BUFFER,	0);
74 
75 		if (contextSupports(type, ApiType::es(3,0)))
76 		{
77 			gl.bindVertexArray	(0);
78 			gl.disable			(GL_PRIMITIVE_RESTART_FIXED_INDEX);
79 		}
80 
81 		if (contextSupports(type, ApiType::es(3,1)))
82 			gl.bindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
83 
84 		for (int ndx = 0; ndx < numVertexAttribArrays; ndx++)
85 		{
86 			gl.disableVertexAttribArray	(ndx);
87 			gl.vertexAttribPointer		(ndx, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL);
88 
89 			if (contextSupports(type, ApiType::es(3,0)))
90 				gl.vertexAttribDivisor(ndx, 0);
91 		}
92 
93 		GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex attrib array state reset failed");
94 	}
95 
96 	// Transformation state.
97 	{
98 		const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget();
99 
100 		gl.viewport		(0, 0, renderTarget.getWidth(), renderTarget.getHeight());
101 		gl.depthRangef	(0.0f, 1.0f);
102 
103 		if (contextSupports(type, ApiType::es(3,0)))
104 			gl.bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
105 
106 		GLU_EXPECT_NO_ERROR(gl.getError(), "Transformation state reset failed");
107 	}
108 
109 	// Rasterization state
110 	{
111 		gl.lineWidth	(1.0f);
112 		gl.disable		(GL_CULL_FACE);
113 		gl.cullFace		(GL_BACK);
114 		gl.frontFace	(GL_CCW);
115 		gl.polygonOffset(0.0f, 0.0f);
116 		gl.disable		(GL_POLYGON_OFFSET_FILL);
117 
118 		if (contextSupports(type, ApiType::es(3,0)))
119 			gl.disable(GL_RASTERIZER_DISCARD);
120 
121 		GLU_EXPECT_NO_ERROR(gl.getError(), "Rasterization state reset failed");
122 	}
123 
124 	// Multisampling state
125 	{
126 		gl.disable			(GL_SAMPLE_ALPHA_TO_COVERAGE);
127 		gl.disable			(GL_SAMPLE_COVERAGE);
128 		gl.sampleCoverage	(1.0f, GL_FALSE);
129 
130 		if (contextSupports(type, ApiType::es(3,1)))
131 		{
132 			int numSampleMaskWords = 0;
133 			gl.getIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numSampleMaskWords);
134 
135 			gl.disable(GL_SAMPLE_MASK);
136 
137 			for (int ndx = 0; ndx < numSampleMaskWords; ndx++)
138 				gl.sampleMaski(ndx, ~0u);
139 		}
140 
141 		GLU_EXPECT_NO_ERROR(gl.getError(), "Multisampling state reset failed");
142 	}
143 
144 	// Texture state.
145 	// \todo [2013-04-08 pyry] Reset all levels?
146 	{
147 		const float	borderColor[]		= { 0.0f, 0.0f, 0.0f, 0.0f };
148 		int			numTexUnits			= 0;
149 		const bool	supportsBorderClamp	= ctxInfo.isExtensionSupported("GL_EXT_texture_border_clamp") || contextSupports(type, ApiType::es(3,2));
150 
151 		gl.getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits);
152 
153 		for (int ndx = 0; ndx < numTexUnits; ndx++)
154 		{
155 			gl.activeTexture(GL_TEXTURE0 + ndx);
156 
157 			// Reset 2D texture.
158 			gl.bindTexture(GL_TEXTURE_2D, 0);
159 			gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
160 			gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,		GL_NEAREST_MIPMAP_LINEAR);
161 			gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,		GL_LINEAR);
162 			gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,			GL_REPEAT);
163 			gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,			GL_REPEAT);
164 
165 			if (contextSupports(type, ApiType::es(3,0)))
166 			{
167 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R,		GL_RED);
168 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
169 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
170 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
171 				gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD,			-1000.0f);
172 				gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD,			1000.0f);
173 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL,		0);
174 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL,		1000);
175 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
176 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
177 			}
178 
179 			if (contextSupports(type, ApiType::es(3,1)))
180 				gl.texParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
181 
182 			if (supportsBorderClamp)
183 				gl.texParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
184 
185 			// Reset cube map texture.
186 			gl.bindTexture(GL_TEXTURE_CUBE_MAP, 0);
187 			gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
188 			gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
189 			gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
190 			gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
191 			gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
192 			gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
193 			gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER,	GL_NEAREST_MIPMAP_LINEAR);
194 			gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER,	GL_LINEAR);
195 			gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,		GL_REPEAT);
196 			gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,		GL_REPEAT);
197 
198 			if (contextSupports(type, ApiType::es(3,0)))
199 			{
200 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_R,		GL_RED);
201 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
202 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
203 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
204 				gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_LOD,		-1000.0f);
205 				gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LOD,		1000.0f);
206 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL,	0);
207 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL,		1000);
208 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
209 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
210 			}
211 
212 			if (contextSupports(type, ApiType::es(3,1)))
213 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
214 
215 			if (supportsBorderClamp)
216 				gl.texParameterfv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
217 
218 			if (contextSupports(type, ApiType::es(3,0)))
219 			{
220 				// Reset 2D array texture.
221 				gl.bindTexture(GL_TEXTURE_2D_ARRAY, 0);
222 				gl.texImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
223 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,	GL_NEAREST_MIPMAP_LINEAR);
224 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,	GL_LINEAR);
225 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S,		GL_REPEAT);
226 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T,		GL_REPEAT);
227 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R,		GL_RED);
228 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
229 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
230 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
231 				gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_LOD,		-1000.0f);
232 				gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LOD,		1000.0f);
233 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL,	0);
234 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL,		1000);
235 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
236 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
237 
238 				if (supportsBorderClamp)
239 					gl.texParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
240 			}
241 
242 			if (contextSupports(type, ApiType::es(3,1)))
243 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
244 
245 			if (contextSupports(type, ApiType::es(3,0)))
246 			{
247 				// Reset 3D texture.
248 				gl.bindTexture(GL_TEXTURE_3D, 0);
249 				gl.texImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
250 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER,		GL_NEAREST_MIPMAP_LINEAR);
251 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER,		GL_LINEAR);
252 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S,			GL_REPEAT);
253 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T,			GL_REPEAT);
254 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R,			GL_REPEAT);
255 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R,		GL_RED);
256 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
257 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
258 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
259 				gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD,			-1000.0f);
260 				gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAX_LOD,			1000.0f);
261 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL,		0);
262 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL,		1000);
263 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
264 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
265 
266 				if (supportsBorderClamp)
267 					gl.texParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
268 			}
269 
270 			if (contextSupports(type, ApiType::es(3,1)))
271 				gl.texParameteri(GL_TEXTURE_3D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
272 
273 			if (contextSupports(type, ApiType::es(3,1)))
274 			{
275 				// Reset multisample textures.
276 				gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
277 				gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_R,	GL_RED);
278 				gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_G,	GL_GREEN);
279 				gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_B,	GL_BLUE);
280 				gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_A,	GL_ALPHA);
281 				gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BASE_LEVEL,	0);
282 				gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL,	1000);
283 			}
284 
285 			if (ctxInfo.isExtensionSupported("GL_OES_texture_storage_multisample_2d_array"))
286 			{
287 				gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
288 				gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_R,		GL_RED);
289 				gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
290 				gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
291 				gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
292 				gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BASE_LEVEL,	0);
293 				gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_MAX_LEVEL,		1000);
294 			}
295 
296 			if (ctxInfo.isExtensionSupported("GL_EXT_texture_cube_map_array"))
297 			{
298 				// Reset cube array texture.
299 				gl.bindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0);
300 				gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER,		GL_NEAREST_MIPMAP_LINEAR);
301 				gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER,		GL_LINEAR);
302 				gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S,			GL_REPEAT);
303 				gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T,			GL_REPEAT);
304 				gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_R,		GL_RED);
305 				gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
306 				gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
307 				gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
308 				gl.texParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_LOD,			-1000.0f);
309 				gl.texParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LOD,			1000.0f);
310 				gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BASE_LEVEL,		0);
311 				gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL,		1000);
312 				gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
313 				gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
314 
315 				if (supportsBorderClamp)
316 					gl.texParameterfv(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]);
317 			}
318 		}
319 
320 		gl.activeTexture(GL_TEXTURE0);
321 
322 		if (contextSupports(type, ApiType::es(3,0)))
323 		{
324 			for (int ndx = 0; ndx < numTexUnits; ndx++)
325 				gl.bindSampler(ndx, 0);
326 		}
327 
328 		GLU_EXPECT_NO_ERROR(gl.getError(), "Texture state reset failed");
329 	}
330 
331 	// Resetting state using non-indexed variants should be enough, but some
332 	// implementations have bugs so we need to make sure indexed state gets
333 	// set back to initial values.
334 	if (ctxInfo.isExtensionSupported("GL_EXT_draw_buffers_indexed"))
335 	{
336 		int numDrawBuffers = 0;
337 
338 		gl.getIntegerv(GL_MAX_DRAW_BUFFERS, &numDrawBuffers);
339 
340 		for (int drawBufferNdx = 0; drawBufferNdx < numDrawBuffers; drawBufferNdx++)
341 		{
342 			gl.disablei			(GL_BLEND, drawBufferNdx);
343 			gl.blendFunci		(drawBufferNdx, GL_ONE, GL_ZERO);
344 			gl.blendEquationi	(drawBufferNdx, GL_FUNC_ADD);
345 			gl.colorMaski		(drawBufferNdx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
346 		}
347 
348 		GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to reset indexed draw buffer state");
349 	}
350 
351 	// Pixel operations.
352 	{
353 		const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget();
354 
355 		gl.disable		(GL_SCISSOR_TEST);
356 		gl.scissor		(0, 0, renderTarget.getWidth(), renderTarget.getHeight());
357 
358 		gl.disable		(GL_STENCIL_TEST);
359 		gl.stencilFunc	(GL_ALWAYS, 0, ~0u);
360 		gl.stencilOp	(GL_KEEP, GL_KEEP, GL_KEEP);
361 
362 		gl.disable		(GL_DEPTH_TEST);
363 		gl.depthFunc	(GL_LESS);
364 
365 		gl.disable		(GL_BLEND);
366 		gl.blendFunc	(GL_ONE, GL_ZERO);
367 		gl.blendEquation(GL_FUNC_ADD);
368 		gl.blendColor	(0.0f, 0.0f, 0.0f, 0.0f);
369 
370 		gl.enable		(GL_DITHER);
371 
372 		GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel operation state reset failed");
373 	}
374 
375 	// Framebuffer control.
376 	{
377 		gl.colorMask		(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
378 		gl.depthMask		(GL_TRUE);
379 		gl.stencilMask		(~0u);
380 
381 		gl.clearColor		(0.0f, 0.0f, 0.0f, 0.0f);
382 		gl.clearDepthf		(1.0f);
383 		gl.clearStencil		(0);
384 
385 		GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer control state reset failed");
386 	}
387 
388 	// Framebuffer state.
389 	{
390 		// \note Actually spec explictly says 0 but on some platforms (iOS) no default framebuffer exists.
391 		const deUint32		defaultFbo		= renderCtx.getDefaultFramebuffer();
392 		const deUint32		drawBuffer		= defaultFbo != 0 ? GL_COLOR_ATTACHMENT0 : GL_BACK;
393 		const deUint32		readBuffer		= defaultFbo != 0 ? GL_COLOR_ATTACHMENT0 : GL_BACK;
394 
395 		gl.bindFramebuffer(GL_FRAMEBUFFER, defaultFbo);
396 
397 		if (contextSupports(type, ApiType::es(3,0)))
398 		{
399 			gl.drawBuffers	(1, &drawBuffer);
400 			gl.readBuffer	(readBuffer);
401 		}
402 
403 		GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer state reset failed");
404 	}
405 
406 	// Renderbuffer state.
407 	{
408 		gl.bindRenderbuffer(GL_RENDERBUFFER, 0);
409 		GLU_EXPECT_NO_ERROR(gl.getError(), "Renderbuffer state reset failed");
410 	}
411 
412 	// Pixel transfer state.
413 	{
414 		gl.pixelStorei(GL_UNPACK_ALIGNMENT,		4);
415 		gl.pixelStorei(GL_PACK_ALIGNMENT,		4);
416 
417 		if (contextSupports(type, ApiType::es(3,0)))
418 		{
419 			gl.pixelStorei(GL_UNPACK_IMAGE_HEIGHT,	0);
420 			gl.pixelStorei(GL_UNPACK_SKIP_IMAGES,	0);
421 			gl.pixelStorei(GL_UNPACK_ROW_LENGTH,	0);
422 			gl.pixelStorei(GL_UNPACK_SKIP_ROWS,		0);
423 			gl.pixelStorei(GL_UNPACK_SKIP_PIXELS,	0);
424 
425 			gl.pixelStorei(GL_PACK_ROW_LENGTH,		0);
426 			gl.pixelStorei(GL_PACK_SKIP_ROWS,		0);
427 			gl.pixelStorei(GL_PACK_SKIP_PIXELS,		0);
428 
429 			gl.bindBuffer(GL_PIXEL_PACK_BUFFER,		0);
430 			gl.bindBuffer(GL_PIXEL_UNPACK_BUFFER,	0);
431 		}
432 
433 		GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel transfer state reset failed");
434 	}
435 
436 	// Program object state.
437 	{
438 		gl.useProgram(0);
439 
440 		if (contextSupports(type, ApiType::es(3,0)))
441 		{
442 			int maxUniformBufferBindings = 0;
443 			gl.getIntegerv	(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings);
444 			gl.bindBuffer	(GL_UNIFORM_BUFFER,	0);
445 
446 			for (int ndx = 0; ndx < maxUniformBufferBindings; ndx++)
447 				gl.bindBufferBase(GL_UNIFORM_BUFFER, ndx, 0);
448 		}
449 
450 		if (contextSupports(type, ApiType::es(3,1)))
451 		{
452 			gl.bindProgramPipeline(0);
453 
454 			{
455 				int maxAtomicCounterBufferBindings = 0;
456 				gl.getIntegerv	(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &maxAtomicCounterBufferBindings);
457 				gl.bindBuffer	(GL_ATOMIC_COUNTER_BUFFER, 0);
458 
459 				for (int ndx = 0; ndx < maxAtomicCounterBufferBindings; ndx++)
460 					gl.bindBufferBase(GL_ATOMIC_COUNTER_BUFFER, ndx, 0);
461 			}
462 
463 			{
464 				int maxShaderStorageBufferBindings = 0;
465 				gl.getIntegerv	(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxShaderStorageBufferBindings);
466 				gl.bindBuffer	(GL_SHADER_STORAGE_BUFFER, 0);
467 
468 				for (int ndx = 0; ndx < maxShaderStorageBufferBindings; ndx++)
469 					gl.bindBufferBase(GL_SHADER_STORAGE_BUFFER, ndx, 0);
470 			}
471 		}
472 
473 		GLU_EXPECT_NO_ERROR(gl.getError(), "Program object state reset failed");
474 	}
475 
476 	// Vertex shader state.
477 	{
478 		int numVertexAttribArrays = 0;
479 		gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays);
480 
481 		for (int ndx = 0; ndx < numVertexAttribArrays; ndx++)
482 			gl.vertexAttrib4f(ndx, 0.0f, 0.0f, 0.0f, 1.0f);
483 
484 		GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex shader state reset failed");
485 	}
486 
487 	// Transform feedback state.
488 	if (contextSupports(type, ApiType::es(3,0)))
489 	{
490 		int				numTransformFeedbackSeparateAttribs	= 0;
491 		glw::GLboolean	transformFeedbackActive				= 0;
492 		gl.getIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,	&numTransformFeedbackSeparateAttribs);
493 		gl.getBooleanv(GL_TRANSFORM_FEEDBACK_ACTIVE,				&transformFeedbackActive);
494 
495 		if (transformFeedbackActive)
496 			gl.endTransformFeedback();
497 
498 		gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
499 
500 		for (int ndx = 0; ndx < numTransformFeedbackSeparateAttribs; ndx++)
501 			gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, ndx, 0);
502 
503 		GLU_EXPECT_NO_ERROR(gl.getError(), "Transform feedback state reset failed");
504 	}
505 
506 	// Asynchronous query state.
507 	if (contextSupports(type, ApiType::es(3,0)))
508 	{
509 		static const deUint32 targets[] = { GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN };
510 
511 		for (int i = 0; i < DE_LENGTH_OF_ARRAY(targets); i++)
512 		{
513 			int queryActive = 0;
514 			gl.getQueryiv(targets[i], GL_CURRENT_QUERY, &queryActive);
515 
516 			if (queryActive != 0)
517 				gl.endQuery(targets[i]);
518 		}
519 
520 		GLU_EXPECT_NO_ERROR(gl.getError(), "Asynchronous query state reset failed");
521 	}
522 
523 	// Hints.
524 	{
525 		gl.hint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);
526 
527 		if (contextSupports(type, ApiType::es(3,0)))
528 			gl.hint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_DONT_CARE);
529 
530 		GLU_EXPECT_NO_ERROR(gl.getError(), "Hints reset failed");
531 	}
532 
533 	// Compute.
534 	if (contextSupports(type, ApiType::es(3,1)))
535 	{
536 		gl.bindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0);
537 		GLU_EXPECT_NO_ERROR(gl.getError(), "Compute dispatch state reset failed");
538 	}
539 
540 	// Buffer copy state.
541 	if (contextSupports(type, ApiType::es(3,0)))
542 	{
543 		gl.bindBuffer(GL_COPY_READ_BUFFER,	0);
544 		gl.bindBuffer(GL_COPY_WRITE_BUFFER,	0);
545 
546 		GLU_EXPECT_NO_ERROR(gl.getError(), "Buffer copy state reset failed");
547 	}
548 
549 	// Images.
550 	if (contextSupports(type, ApiType::es(3,1)))
551 	{
552 		int numImageUnits = 0;
553 		gl.getIntegerv(GL_MAX_IMAGE_UNITS, &numImageUnits);
554 
555 		for (int ndx = 0; ndx < numImageUnits; ndx++)
556 			gl.bindImageTexture(ndx, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
557 
558 		GLU_EXPECT_NO_ERROR(gl.getError(), "Image state reset failed");
559 	}
560 
561 	// Sample shading state.
562 	if (contextSupports(type, ApiType::es(3,1)) && ctxInfo.isExtensionSupported("GL_OES_sample_shading"))
563 	{
564 		gl.minSampleShading(0.0f);
565 		gl.disable(GL_SAMPLE_SHADING);
566 
567 		GLU_EXPECT_NO_ERROR(gl.getError(), "Sample shading state reset failed");
568 	}
569 
570 	// Debug state
571 	if (ctxInfo.isExtensionSupported("GL_KHR_debug"))
572 	{
573 		const bool entrypointsPresent =	gl.debugMessageControl	!= DE_NULL	&&
574 										gl.debugMessageCallback	!= DE_NULL	&&
575 										gl.popDebugGroup		!= DE_NULL;
576 
577 		// some drivers advertise GL_KHR_debug but give out null pointers. Silently ignore.
578 		if (entrypointsPresent)
579 		{
580 			int stackDepth = 0;
581 			gl.getIntegerv(GL_DEBUG_GROUP_STACK_DEPTH, &stackDepth);
582 			for (int ndx = 1; ndx < stackDepth; ++ndx)
583 				gl.popDebugGroup();
584 
585 			gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, DE_NULL, true);
586 			gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, DE_NULL, false);
587 			gl.debugMessageCallback(DE_NULL, DE_NULL);
588 
589 			if (type.getFlags() & glu::CONTEXT_DEBUG)
590 				gl.enable(GL_DEBUG_OUTPUT);
591 			else
592 				gl.disable(GL_DEBUG_OUTPUT);
593 			gl.disable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
594 
595 			GLU_EXPECT_NO_ERROR(gl.getError(), "Debug state reset failed");
596 		}
597 	}
598 
599 	// Primitive bounding box state.
600 	if (ctxInfo.isExtensionSupported("GL_EXT_primitive_bounding_box"))
601 	{
602 		gl.primitiveBoundingBox(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
603 		GLU_EXPECT_NO_ERROR(gl.getError(), "Primitive bounding box state reset failed");
604 	}
605 
606 	// Tessellation state
607 	if (ctxInfo.isExtensionSupported("GL_EXT_tessellation_shader"))
608 	{
609 		gl.patchParameteri(GL_PATCH_VERTICES, 3);
610 		GLU_EXPECT_NO_ERROR(gl.getError(), "Tessellation patch vertices state reset failed");
611 	}
612 
613 	// Advanced coherent blending
614 	if (ctxInfo.isExtensionSupported("GL_KHR_blend_equation_advanced_coherent"))
615 	{
616 		gl.enable(GL_BLEND_ADVANCED_COHERENT_KHR);
617 		GLU_EXPECT_NO_ERROR(gl.getError(), "Blend equation advanced coherent state reset failed");
618 	}
619 
620 	// Texture buffer
621 	if (ctxInfo.isExtensionSupported("GL_EXT_texture_buffer"))
622 	{
623 		gl.bindTexture(GL_TEXTURE_BUFFER, 0);
624 		gl.bindBuffer(GL_TEXTURE_BUFFER, 0);
625 		GLU_EXPECT_NO_ERROR(gl.getError(), "Texture buffer state reset failed");
626 	}
627 }
628 
resetStateGLCore(const RenderContext & renderCtx,const ContextInfo & ctxInfo)629 void resetStateGLCore (const RenderContext& renderCtx, const ContextInfo& ctxInfo)
630 {
631 	const glw::Functions&	gl		= renderCtx.getFunctions();
632 	const ContextType		type	= renderCtx.getType();
633 
634 	// Reset error state
635 	resetErrors(gl);
636 
637 	// Vertex attrib array state.
638 	{
639 		gl.bindVertexArray	(0);
640 		gl.bindBuffer		(GL_ARRAY_BUFFER,			0);
641 		gl.bindBuffer		(GL_ELEMENT_ARRAY_BUFFER,	0);
642 
643 		if (contextSupports(type, ApiType::core(3,1)))
644 		{
645 			gl.disable				(GL_PRIMITIVE_RESTART);
646 			gl.primitiveRestartIndex(0);
647 		}
648 
649 		GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex attrib array state reset failed");
650 	}
651 
652 	// Transformation state.
653 	{
654 		const tcu::RenderTarget&	renderTarget		= renderCtx.getRenderTarget();
655 		int							numUserClipPlanes	= 0;
656 
657 		gl.getIntegerv(GL_MAX_CLIP_DISTANCES, &numUserClipPlanes);
658 
659 		gl.viewport		(0, 0, renderTarget.getWidth(), renderTarget.getHeight());
660 		gl.depthRange	(0.0, 1.0);
661 
662 		for (int ndx = 0; ndx < numUserClipPlanes; ndx++)
663 			gl.disable(GL_CLIP_DISTANCE0+ndx);
664 
665 		if (contextSupports(type, ApiType::core(3,2)))
666 			gl.disable(GL_DEPTH_CLAMP);
667 
668 		//gl.bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
669 
670 		GLU_EXPECT_NO_ERROR(gl.getError(), "Transformation state reset failed");
671 	}
672 
673 	// Coloring
674 	{
675 		gl.clampColor(GL_CLAMP_READ_COLOR, GL_FIXED_ONLY);
676 
677 		if (contextSupports(type, ApiType::core(3,2)))
678 			gl.provokingVertex(GL_LAST_VERTEX_CONVENTION);
679 
680 		GLU_EXPECT_NO_ERROR(gl.getError(), "Coloring state reset failed");
681 	}
682 
683 	// Rasterization state
684 	{
685 		gl.disable			(GL_RASTERIZER_DISCARD);
686 		gl.pointSize		(1.0f);
687 		gl.pointParameterf	(GL_POINT_FADE_THRESHOLD_SIZE,	1.0f);
688 		gl.pointParameteri	(GL_POINT_SPRITE_COORD_ORIGIN,	GL_UPPER_LEFT);
689 		gl.lineWidth		(1.0f);
690 		gl.disable			(GL_LINE_SMOOTH);
691 		gl.disable			(GL_CULL_FACE);
692 		gl.cullFace			(GL_BACK);
693 		gl.frontFace		(GL_CCW);
694 		gl.disable			(GL_POLYGON_SMOOTH);
695 		gl.polygonOffset	(0.0f, 0.0f);
696 		gl.disable			(GL_POLYGON_OFFSET_POINT);
697 		gl.disable			(GL_POLYGON_OFFSET_LINE);
698 		gl.disable			(GL_POLYGON_OFFSET_FILL);
699 
700 		GLU_EXPECT_NO_ERROR(gl.getError(), "Rasterization state reset failed");
701 	}
702 
703 	// Multisampling state
704 	{
705 		gl.enable			(GL_MULTISAMPLE);
706 		gl.disable			(GL_SAMPLE_ALPHA_TO_COVERAGE);
707 		gl.disable			(GL_SAMPLE_ALPHA_TO_ONE);
708 		gl.disable			(GL_SAMPLE_COVERAGE);
709 		gl.sampleCoverage	(1.0f, GL_FALSE);
710 
711 		if (contextSupports(type, ApiType::core(3,2)))
712 		{
713 			int numSampleMaskWords = 0;
714 			gl.getIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numSampleMaskWords);
715 
716 			gl.disable(GL_SAMPLE_MASK);
717 
718 			for (int ndx = 0; ndx < numSampleMaskWords; ndx++)
719 				gl.sampleMaski(ndx, ~0u);
720 		}
721 
722 		GLU_EXPECT_NO_ERROR(gl.getError(), "Multisampling state reset failed");
723 	}
724 
725 	// Texture state.
726 	// \todo [2013-04-08 pyry] Reset all levels?
727 	{
728 		const float	borderColor[]	= { 0.0f, 0.0f, 0.0f, 0.0f };
729 		int			numTexUnits		= 0;
730 		gl.getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits);
731 
732 		gl.bindBuffer(GL_TEXTURE_BUFFER, 0);
733 
734 		for (int ndx = 0; ndx < numTexUnits; ndx++)
735 		{
736 			gl.activeTexture(GL_TEXTURE0 + ndx);
737 
738 			// Reset 1D texture.
739 			gl.bindTexture		(GL_TEXTURE_1D, 0);
740 			gl.texImage1D		(GL_TEXTURE_1D, 0, GL_RGBA, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
741 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER,		GL_LINEAR_MIPMAP_NEAREST);
742 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER,		GL_LINEAR);
743 			gl.texParameterfv	(GL_TEXTURE_1D, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
744 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S,			GL_REPEAT);
745 			gl.texParameterf	(GL_TEXTURE_1D, GL_TEXTURE_MIN_LOD,			-1000.0f);
746 			gl.texParameterf	(GL_TEXTURE_1D, GL_TEXTURE_MAX_LOD,			1000.0f);
747 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_BASE_LEVEL,		0);
748 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL,		1000);
749 			gl.texParameterf	(GL_TEXTURE_1D, GL_TEXTURE_LOD_BIAS,		0.0f);
750 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
751 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
752 
753 			if (contextSupports(type, ApiType::core(3,3)))
754 			{
755 				gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_R,		GL_RED);
756 				gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
757 				gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
758 				gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
759 			}
760 
761 			// Reset 2D texture.
762 			gl.bindTexture		(GL_TEXTURE_2D, 0);
763 			gl.texImage2D		(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
764 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,		GL_LINEAR_MIPMAP_NEAREST);
765 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,		GL_LINEAR);
766 			gl.texParameterfv	(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
767 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,			GL_REPEAT);
768 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,			GL_REPEAT);
769 			gl.texParameterf	(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD,			-1000.0f);
770 			gl.texParameterf	(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD,			1000.0f);
771 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL,		0);
772 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL,		1000);
773 			gl.texParameterf	(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS,		0.0f);
774 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
775 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
776 
777 			if (contextSupports(type, ApiType::core(3,3)))
778 			{
779 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R,		GL_RED);
780 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
781 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
782 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
783 			}
784 
785 			// Reset cube map texture.
786 			gl.bindTexture		(GL_TEXTURE_CUBE_MAP, 0);
787 			gl.texImage2D		(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
788 			gl.texImage2D		(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
789 			gl.texImage2D		(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
790 			gl.texImage2D		(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
791 			gl.texImage2D		(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
792 			gl.texImage2D		(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
793 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER,	GL_LINEAR_MIPMAP_NEAREST);
794 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER,	GL_LINEAR);
795 			gl.texParameterfv	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
796 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,		GL_REPEAT);
797 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,		GL_REPEAT);
798 			gl.texParameterf	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_LOD,		-1000.0f);
799 			gl.texParameterf	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LOD,		1000.0f);
800 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL,	0);
801 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL,		1000);
802 			gl.texParameterf	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS,		0.0f);
803 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
804 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
805 
806 			if (contextSupports(type, ApiType::core(3,3)))
807 			{
808 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_R,		GL_RED);
809 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
810 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
811 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
812 			}
813 
814 			// Reset 1D array texture.
815 			gl.bindTexture		(GL_TEXTURE_1D_ARRAY, 0);
816 			gl.texImage2D		(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
817 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER,	GL_LINEAR_MIPMAP_NEAREST);
818 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER,	GL_LINEAR);
819 			gl.texParameterfv	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
820 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S,		GL_REPEAT);
821 			gl.texParameterf	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_LOD,		-1000.0f);
822 			gl.texParameterf	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAX_LOD,		1000.0f);
823 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BASE_LEVEL,	0);
824 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAX_LEVEL,		1000);
825 			gl.texParameterf	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_LOD_BIAS,		0.0f);
826 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
827 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
828 
829 			if (contextSupports(type, ApiType::core(3,3)))
830 			{
831 				gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_R,		GL_RED);
832 				gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
833 				gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
834 				gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
835 			}
836 
837 			// Reset 2D array texture.
838 			gl.bindTexture		(GL_TEXTURE_2D_ARRAY, 0);
839 			gl.texImage3D		(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
840 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,	GL_LINEAR_MIPMAP_NEAREST);
841 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,	GL_LINEAR);
842 			gl.texParameterfv	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
843 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S,		GL_REPEAT);
844 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T,		GL_REPEAT);
845 			gl.texParameterf	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_LOD,		-1000.0f);
846 			gl.texParameterf	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LOD,		1000.0f);
847 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL,	0);
848 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL,		1000);
849 			gl.texParameterf	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_LOD_BIAS,		0.0f);
850 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
851 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
852 
853 			if (contextSupports(type, ApiType::core(3,3)))
854 			{
855 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R,		GL_RED);
856 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
857 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
858 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
859 			}
860 
861 			// Reset 3D texture.
862 			gl.bindTexture		(GL_TEXTURE_3D, 0);
863 			gl.texImage3D		(GL_TEXTURE_3D, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
864 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER,		GL_LINEAR_MIPMAP_NEAREST);
865 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER,		GL_LINEAR);
866 			gl.texParameterfv	(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
867 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S,			GL_REPEAT);
868 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T,			GL_REPEAT);
869 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R,			GL_REPEAT);
870 			gl.texParameterf	(GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD,			-1000.0f);
871 			gl.texParameterf	(GL_TEXTURE_3D, GL_TEXTURE_MAX_LOD,			1000.0f);
872 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL,		0);
873 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL,		1000);
874 			gl.texParameterf	(GL_TEXTURE_3D, GL_TEXTURE_LOD_BIAS,		0.0f);
875 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
876 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
877 
878 			if (contextSupports(type, ApiType::core(3,3)))
879 			{
880 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R,		GL_RED);
881 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
882 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
883 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
884 			}
885 
886 			if (contextSupports(type, ApiType::core(3,1)))
887 			{
888 				// Reset rectangle texture.
889 				gl.bindTexture		(GL_TEXTURE_RECTANGLE, 0);
890 				gl.texImage2D		(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
891 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER,	GL_LINEAR);
892 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER,	GL_LINEAR);
893 				gl.texParameterfv	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
894 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S,		GL_CLAMP_TO_EDGE);
895 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T,		GL_CLAMP_TO_EDGE);
896 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_BASE_LEVEL,	0);
897 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAX_LEVEL,	1000);
898 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
899 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
900 				// \todo [2013-06-17 pyry] Drivers don't accept GL_MIN_LOD, GL_MAX_LOD for rectangle textures. Is that okay?
901 
902 				if (contextSupports(type, ApiType::core(3,3)))
903 				{
904 					gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_R,	GL_RED);
905 					gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_G,	GL_GREEN);
906 					gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_B,	GL_BLUE);
907 					gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_A,	GL_ALPHA);
908 				}
909 
910 				// Reset buffer texture.
911 				gl.bindTexture	(GL_TEXTURE_BUFFER, 0);
912 				gl.texBuffer	(GL_TEXTURE_BUFFER, GL_R8, 0);
913 				// \todo [2013-05-04 pyry] Which parameters apply to buffer textures?
914 			}
915 
916 			if (contextSupports(type, ApiType::core(3,2)))
917 			{
918 				// Reset 2D multisample texture.
919 				gl.bindTexture				(GL_TEXTURE_2D_MULTISAMPLE, 0);
920 				gl.texImage2DMultisample	(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 0, 0, GL_TRUE);
921 
922 				// Reset 2D multisample array texture.
923 				gl.bindTexture				(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
924 				gl.texImage3DMultisample	(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 0, 0, 0, GL_TRUE);
925 			}
926 		}
927 
928 		gl.activeTexture(GL_TEXTURE0);
929 
930 		if (contextSupports(type, ApiType::core(3,3)))
931 		{
932 			for (int ndx = 0; ndx < numTexUnits; ndx++)
933 				gl.bindSampler(ndx, 0);
934 
935 			gl.disable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
936 		}
937 
938 		GLU_EXPECT_NO_ERROR(gl.getError(), "Texture state reset failed");
939 	}
940 
941 	// Pixel operations.
942 	{
943 		const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget();
944 
945 		gl.disable		(GL_SCISSOR_TEST);
946 		gl.scissor		(0, 0, renderTarget.getWidth(), renderTarget.getHeight());
947 
948 		gl.disable		(GL_STENCIL_TEST);
949 		gl.stencilFunc	(GL_ALWAYS, 0, ~0u);
950 		gl.stencilOp	(GL_KEEP, GL_KEEP, GL_KEEP);
951 
952 		gl.disable		(GL_DEPTH_TEST);
953 		gl.depthFunc	(GL_LESS);
954 
955 		gl.disable		(GL_BLEND);
956 		gl.blendFunc	(GL_ONE, GL_ZERO);
957 		gl.blendEquation(GL_FUNC_ADD);
958 		gl.blendColor	(0.0f, 0.0f, 0.0f, 0.0f);
959 
960 		gl.disable		(GL_FRAMEBUFFER_SRGB);
961 		gl.enable		(GL_DITHER);
962 
963 		gl.disable		(GL_COLOR_LOGIC_OP);
964 		gl.logicOp		(GL_COPY);
965 
966 		GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel operation state reset failed");
967 	}
968 
969 	// Framebuffer control.
970 	{
971 		gl.colorMask		(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
972 		gl.depthMask		(GL_TRUE);
973 		gl.stencilMask		(~0u);
974 
975 		gl.clearColor		(0.0f, 0.0f, 0.0f, 0.0f);
976 		gl.clearDepth		(1.0);
977 		gl.clearStencil		(0);
978 
979 		GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer control state reset failed");
980 	}
981 
982 	// Framebuffer state.
983 	{
984 		// \todo [2013-04-05 pyry] Single-buffered rendering: use GL_FRONT
985 		deUint32	framebuffer		= renderCtx.getDefaultFramebuffer();
986 		deUint32	drawReadBuffer	= framebuffer == 0 ? GL_BACK : GL_COLOR_ATTACHMENT0;
987 
988 		gl.bindFramebuffer	(GL_FRAMEBUFFER, renderCtx.getDefaultFramebuffer());
989 		gl.drawBuffer		(drawReadBuffer);
990 		gl.readBuffer		(drawReadBuffer);
991 
992 		GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer state reset failed");
993 	}
994 
995 	// Renderbuffer state.
996 	{
997 		gl.bindRenderbuffer(GL_RENDERBUFFER, 0);
998 		GLU_EXPECT_NO_ERROR(gl.getError(), "Renderbuffer state reset failed");
999 	}
1000 
1001 	// Pixel transfer state.
1002 	{
1003 		gl.pixelStorei	(GL_UNPACK_SWAP_BYTES,		GL_FALSE);
1004 		gl.pixelStorei	(GL_UNPACK_LSB_FIRST,		GL_FALSE);
1005 		gl.pixelStorei	(GL_UNPACK_IMAGE_HEIGHT,	0);
1006 		gl.pixelStorei	(GL_UNPACK_SKIP_IMAGES,		0);
1007 		gl.pixelStorei	(GL_UNPACK_ROW_LENGTH,		0);
1008 		gl.pixelStorei	(GL_UNPACK_SKIP_ROWS,		0);
1009 		gl.pixelStorei	(GL_UNPACK_SKIP_PIXELS,		0);
1010 		gl.pixelStorei	(GL_UNPACK_ALIGNMENT,		4);
1011 
1012 		gl.pixelStorei	(GL_PACK_SWAP_BYTES,		GL_FALSE);
1013 		gl.pixelStorei	(GL_PACK_LSB_FIRST,			GL_FALSE);
1014 		gl.pixelStorei	(GL_PACK_IMAGE_HEIGHT,		0);
1015 		gl.pixelStorei	(GL_PACK_SKIP_IMAGES,		0);
1016 		gl.pixelStorei	(GL_PACK_ROW_LENGTH,		0);
1017 		gl.pixelStorei	(GL_PACK_SKIP_ROWS,			0);
1018 		gl.pixelStorei	(GL_PACK_SKIP_PIXELS,		0);
1019 		gl.pixelStorei	(GL_PACK_ALIGNMENT,			4);
1020 
1021 		gl.bindBuffer	(GL_PIXEL_PACK_BUFFER,		0);
1022 		gl.bindBuffer	(GL_PIXEL_UNPACK_BUFFER,	0);
1023 
1024 		GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel transfer state reset failed");
1025 	}
1026 
1027 	// Program object state.
1028 	{
1029 		gl.useProgram(0);
1030 
1031 		if (contextSupports(type, ApiType::core(3,1)))
1032 		{
1033 			int maxUniformBufferBindings = 0;
1034 			gl.getIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings);
1035 
1036 			gl.bindBuffer(GL_UNIFORM_BUFFER, 0);
1037 
1038 			for (int ndx = 0; ndx < maxUniformBufferBindings; ndx++)
1039 				gl.bindBufferBase(GL_UNIFORM_BUFFER, ndx, 0);
1040 		}
1041 
1042 		GLU_EXPECT_NO_ERROR(gl.getError(), "Program object state reset failed");
1043 	}
1044 
1045 	// Vertex shader state.
1046 	{
1047 		int numVertexAttribArrays = 0;
1048 		gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays);
1049 
1050 		for (int ndx = 0; ndx < numVertexAttribArrays; ndx++)
1051 			gl.vertexAttrib4f(ndx, 0.0f, 0.0f, 0.0f, 1.0f);
1052 
1053 		gl.disable(GL_VERTEX_PROGRAM_POINT_SIZE);
1054 
1055 		GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex shader state reset failed");
1056 	}
1057 
1058 	// Transform feedback state.
1059 	{
1060 		int numTransformFeedbackSeparateAttribs = 0;
1061 		gl.getIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &numTransformFeedbackSeparateAttribs);
1062 
1063 		if (contextSupports(type, ApiType::core(4,0)))
1064 		{
1065 			glw::GLboolean transformFeedbackActive = 0;
1066 			gl.getBooleanv(GL_TRANSFORM_FEEDBACK_ACTIVE, &transformFeedbackActive);
1067 
1068 			if (transformFeedbackActive)
1069 				gl.endTransformFeedback();
1070 		}
1071 
1072 		gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
1073 
1074 		for (int ndx = 0; ndx < numTransformFeedbackSeparateAttribs; ndx++)
1075 			gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, ndx, 0);
1076 
1077 		GLU_EXPECT_NO_ERROR(gl.getError(), "Transform feedback state reset failed");
1078 	}
1079 
1080 	// Asynchronous query state.
1081 	{
1082 		deUint32	queryTargets[8];
1083 		int			numTargets		= 0;
1084 
1085 		queryTargets[numTargets++] = GL_PRIMITIVES_GENERATED;
1086 		queryTargets[numTargets++] = GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1087 		queryTargets[numTargets++] = GL_SAMPLES_PASSED;
1088 
1089 		DE_ASSERT(numTargets <= DE_LENGTH_OF_ARRAY(queryTargets));
1090 
1091 		for (int i = 0; i < numTargets; i++)
1092 		{
1093 			int queryActive = 0;
1094 			gl.getQueryiv(queryTargets[i], GL_CURRENT_QUERY, &queryActive);
1095 
1096 			if (queryActive != 0)
1097 				gl.endQuery(queryTargets[i]);
1098 		}
1099 
1100 		GLU_EXPECT_NO_ERROR(gl.getError(), "Asynchronous query state reset failed");
1101 	}
1102 
1103 	// Hints.
1104 	{
1105 		gl.hint(GL_LINE_SMOOTH_HINT,				GL_DONT_CARE);
1106 		gl.hint(GL_POLYGON_SMOOTH_HINT,				GL_DONT_CARE);
1107 		gl.hint(GL_TEXTURE_COMPRESSION_HINT,		GL_DONT_CARE);
1108 		gl.hint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT,	GL_DONT_CARE);
1109 
1110 		GLU_EXPECT_NO_ERROR(gl.getError(), "Hints reset failed");
1111 	}
1112 
1113 	// Buffer copy state.
1114 	if (contextSupports(type, ApiType::core(3,1)))
1115 	{
1116 		gl.bindBuffer(GL_COPY_READ_BUFFER,	0);
1117 		gl.bindBuffer(GL_COPY_WRITE_BUFFER,	0);
1118 
1119 		GLU_EXPECT_NO_ERROR(gl.getError(), "Buffer copy state reset failed");
1120 	}
1121 
1122 	// Debug state
1123 	if (ctxInfo.isExtensionSupported("GL_KHR_debug"))
1124 	{
1125 		const bool entrypointsPresent =	gl.debugMessageControl	!= DE_NULL	&&
1126 										gl.debugMessageCallback	!= DE_NULL;
1127 
1128 		// some drivers advertise GL_KHR_debug but give out null pointers. Silently ignore.
1129 		if (entrypointsPresent)
1130 		{
1131 			gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, DE_NULL, true);
1132 			gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, DE_NULL, false);
1133 			gl.debugMessageCallback(DE_NULL, DE_NULL);
1134 
1135 			if (type.getFlags() & glu::CONTEXT_DEBUG)
1136 				gl.enable(GL_DEBUG_OUTPUT);
1137 			else
1138 				gl.disable(GL_DEBUG_OUTPUT);
1139 		}
1140 	}
1141 }
1142 
resetState(const RenderContext & renderCtx,const ContextInfo & ctxInfo)1143 void resetState (const RenderContext& renderCtx, const ContextInfo& ctxInfo)
1144 {
1145 	if (isContextTypeES(renderCtx.getType()))
1146 		resetStateES(renderCtx, ctxInfo);
1147 	else if (isContextTypeGLCore(renderCtx.getType()))
1148 		resetStateGLCore(renderCtx, ctxInfo);
1149 	else
1150 		throw tcu::InternalError("State reset requested for unsupported context type");
1151 }
1152 
1153 } // glu
1154