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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 		if (ctxInfo.isExtensionSupported("GL_EXT_sRGB_write_control"))
373 		{
374 			gl.enable		(GL_FRAMEBUFFER_SRGB);
375 		}
376 
377 		GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel operation state reset failed");
378 	}
379 
380 	// Framebuffer control.
381 	{
382 		gl.colorMask		(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
383 		gl.depthMask		(GL_TRUE);
384 		gl.stencilMask		(~0u);
385 
386 		gl.clearColor		(0.0f, 0.0f, 0.0f, 0.0f);
387 		gl.clearDepthf		(1.0f);
388 		gl.clearStencil		(0);
389 
390 		GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer control state reset failed");
391 	}
392 
393 	// Framebuffer state.
394 	{
395 		// \note Actually spec explictly says 0 but on some platforms (iOS) no default framebuffer exists.
396 		const deUint32		defaultFbo		= renderCtx.getDefaultFramebuffer();
397 		const deUint32		drawBuffer		= defaultFbo != 0 ? GL_COLOR_ATTACHMENT0 : GL_BACK;
398 		const deUint32		readBuffer		= defaultFbo != 0 ? GL_COLOR_ATTACHMENT0 : GL_BACK;
399 
400 		gl.bindFramebuffer(GL_FRAMEBUFFER, defaultFbo);
401 
402 		if (contextSupports(type, ApiType::es(3,0)))
403 		{
404 			gl.drawBuffers	(1, &drawBuffer);
405 			gl.readBuffer	(readBuffer);
406 		}
407 
408 		GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer state reset failed");
409 	}
410 
411 	// Renderbuffer state.
412 	{
413 		gl.bindRenderbuffer(GL_RENDERBUFFER, 0);
414 		GLU_EXPECT_NO_ERROR(gl.getError(), "Renderbuffer state reset failed");
415 	}
416 
417 	// Pixel transfer state.
418 	{
419 		gl.pixelStorei(GL_UNPACK_ALIGNMENT,		4);
420 		gl.pixelStorei(GL_PACK_ALIGNMENT,		4);
421 
422 		if (contextSupports(type, ApiType::es(3,0)))
423 		{
424 			gl.pixelStorei(GL_UNPACK_IMAGE_HEIGHT,	0);
425 			gl.pixelStorei(GL_UNPACK_SKIP_IMAGES,	0);
426 			gl.pixelStorei(GL_UNPACK_ROW_LENGTH,	0);
427 			gl.pixelStorei(GL_UNPACK_SKIP_ROWS,		0);
428 			gl.pixelStorei(GL_UNPACK_SKIP_PIXELS,	0);
429 
430 			gl.pixelStorei(GL_PACK_ROW_LENGTH,		0);
431 			gl.pixelStorei(GL_PACK_SKIP_ROWS,		0);
432 			gl.pixelStorei(GL_PACK_SKIP_PIXELS,		0);
433 
434 			gl.bindBuffer(GL_PIXEL_PACK_BUFFER,		0);
435 			gl.bindBuffer(GL_PIXEL_UNPACK_BUFFER,	0);
436 		}
437 
438 		GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel transfer state reset failed");
439 	}
440 
441 	// Program object state.
442 	{
443 		gl.useProgram(0);
444 
445 		if (contextSupports(type, ApiType::es(3,0)))
446 		{
447 			int maxUniformBufferBindings = 0;
448 			gl.getIntegerv	(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings);
449 			gl.bindBuffer	(GL_UNIFORM_BUFFER,	0);
450 
451 			for (int ndx = 0; ndx < maxUniformBufferBindings; ndx++)
452 				gl.bindBufferBase(GL_UNIFORM_BUFFER, ndx, 0);
453 		}
454 
455 		if (contextSupports(type, ApiType::es(3,1)))
456 		{
457 			gl.bindProgramPipeline(0);
458 
459 			{
460 				int maxAtomicCounterBufferBindings = 0;
461 				gl.getIntegerv	(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &maxAtomicCounterBufferBindings);
462 				gl.bindBuffer	(GL_ATOMIC_COUNTER_BUFFER, 0);
463 
464 				for (int ndx = 0; ndx < maxAtomicCounterBufferBindings; ndx++)
465 					gl.bindBufferBase(GL_ATOMIC_COUNTER_BUFFER, ndx, 0);
466 			}
467 
468 			{
469 				int maxShaderStorageBufferBindings = 0;
470 				gl.getIntegerv	(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxShaderStorageBufferBindings);
471 				gl.bindBuffer	(GL_SHADER_STORAGE_BUFFER, 0);
472 
473 				for (int ndx = 0; ndx < maxShaderStorageBufferBindings; ndx++)
474 					gl.bindBufferBase(GL_SHADER_STORAGE_BUFFER, ndx, 0);
475 			}
476 		}
477 
478 		GLU_EXPECT_NO_ERROR(gl.getError(), "Program object state reset failed");
479 	}
480 
481 	// Vertex shader state.
482 	{
483 		int numVertexAttribArrays = 0;
484 		gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays);
485 
486 		for (int ndx = 0; ndx < numVertexAttribArrays; ndx++)
487 			gl.vertexAttrib4f(ndx, 0.0f, 0.0f, 0.0f, 1.0f);
488 
489 		GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex shader state reset failed");
490 	}
491 
492 	// Transform feedback state.
493 	if (contextSupports(type, ApiType::es(3,0)))
494 	{
495 		int				numTransformFeedbackSeparateAttribs	= 0;
496 		glw::GLboolean	transformFeedbackActive				= 0;
497 		gl.getIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,	&numTransformFeedbackSeparateAttribs);
498 		gl.getBooleanv(GL_TRANSFORM_FEEDBACK_ACTIVE,				&transformFeedbackActive);
499 
500 		if (transformFeedbackActive)
501 			gl.endTransformFeedback();
502 
503 		gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
504 
505 		for (int ndx = 0; ndx < numTransformFeedbackSeparateAttribs; ndx++)
506 			gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, ndx, 0);
507 
508 		GLU_EXPECT_NO_ERROR(gl.getError(), "Transform feedback state reset failed");
509 	}
510 
511 	// Asynchronous query state.
512 	if (contextSupports(type, ApiType::es(3,0)))
513 	{
514 		static const deUint32 targets[] = { GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN };
515 
516 		for (int i = 0; i < DE_LENGTH_OF_ARRAY(targets); i++)
517 		{
518 			int queryActive = 0;
519 			gl.getQueryiv(targets[i], GL_CURRENT_QUERY, &queryActive);
520 
521 			if (queryActive != 0)
522 				gl.endQuery(targets[i]);
523 		}
524 
525 		GLU_EXPECT_NO_ERROR(gl.getError(), "Asynchronous query state reset failed");
526 	}
527 
528 	// Hints.
529 	{
530 		gl.hint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);
531 
532 		if (contextSupports(type, ApiType::es(3,0)))
533 			gl.hint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_DONT_CARE);
534 
535 		GLU_EXPECT_NO_ERROR(gl.getError(), "Hints reset failed");
536 	}
537 
538 	// Compute.
539 	if (contextSupports(type, ApiType::es(3,1)))
540 	{
541 		gl.bindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0);
542 		GLU_EXPECT_NO_ERROR(gl.getError(), "Compute dispatch state reset failed");
543 	}
544 
545 	// Buffer copy state.
546 	if (contextSupports(type, ApiType::es(3,0)))
547 	{
548 		gl.bindBuffer(GL_COPY_READ_BUFFER,	0);
549 		gl.bindBuffer(GL_COPY_WRITE_BUFFER,	0);
550 
551 		GLU_EXPECT_NO_ERROR(gl.getError(), "Buffer copy state reset failed");
552 	}
553 
554 	// Images.
555 	if (contextSupports(type, ApiType::es(3,1)))
556 	{
557 		int numImageUnits = 0;
558 		gl.getIntegerv(GL_MAX_IMAGE_UNITS, &numImageUnits);
559 
560 		for (int ndx = 0; ndx < numImageUnits; ndx++)
561 			gl.bindImageTexture(ndx, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
562 
563 		GLU_EXPECT_NO_ERROR(gl.getError(), "Image state reset failed");
564 	}
565 
566 	// Sample shading state.
567 	if (contextSupports(type, ApiType::es(3,1)) && ctxInfo.isExtensionSupported("GL_OES_sample_shading"))
568 	{
569 		gl.minSampleShading(0.0f);
570 		gl.disable(GL_SAMPLE_SHADING);
571 
572 		GLU_EXPECT_NO_ERROR(gl.getError(), "Sample shading state reset failed");
573 	}
574 
575 	// Debug state
576 	if (ctxInfo.isExtensionSupported("GL_KHR_debug"))
577 	{
578 		const bool entrypointsPresent =	gl.debugMessageControl	!= DE_NULL	&&
579 										gl.debugMessageCallback	!= DE_NULL	&&
580 										gl.popDebugGroup		!= DE_NULL;
581 
582 		// some drivers advertise GL_KHR_debug but give out null pointers. Silently ignore.
583 		if (entrypointsPresent)
584 		{
585 			int stackDepth = 0;
586 			gl.getIntegerv(GL_DEBUG_GROUP_STACK_DEPTH, &stackDepth);
587 			for (int ndx = 1; ndx < stackDepth; ++ndx)
588 				gl.popDebugGroup();
589 
590 			gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, DE_NULL, true);
591 			gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, DE_NULL, false);
592 			gl.debugMessageCallback(DE_NULL, DE_NULL);
593 
594 			if (type.getFlags() & glu::CONTEXT_DEBUG)
595 				gl.enable(GL_DEBUG_OUTPUT);
596 			else
597 				gl.disable(GL_DEBUG_OUTPUT);
598 			gl.disable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
599 
600 			GLU_EXPECT_NO_ERROR(gl.getError(), "Debug state reset failed");
601 		}
602 	}
603 
604 	// Primitive bounding box state.
605 	if (ctxInfo.isExtensionSupported("GL_EXT_primitive_bounding_box"))
606 	{
607 		gl.primitiveBoundingBox(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
608 		GLU_EXPECT_NO_ERROR(gl.getError(), "Primitive bounding box state reset failed");
609 	}
610 
611 	// Tessellation state
612 	if (ctxInfo.isExtensionSupported("GL_EXT_tessellation_shader"))
613 	{
614 		gl.patchParameteri(GL_PATCH_VERTICES, 3);
615 		GLU_EXPECT_NO_ERROR(gl.getError(), "Tessellation patch vertices state reset failed");
616 	}
617 
618 	// Advanced coherent blending
619 	if (ctxInfo.isExtensionSupported("GL_KHR_blend_equation_advanced_coherent"))
620 	{
621 		gl.enable(GL_BLEND_ADVANCED_COHERENT_KHR);
622 		GLU_EXPECT_NO_ERROR(gl.getError(), "Blend equation advanced coherent state reset failed");
623 	}
624 
625 	// Texture buffer
626 	if (ctxInfo.isExtensionSupported("GL_EXT_texture_buffer"))
627 	{
628 		gl.bindTexture(GL_TEXTURE_BUFFER, 0);
629 		gl.bindBuffer(GL_TEXTURE_BUFFER, 0);
630 		GLU_EXPECT_NO_ERROR(gl.getError(), "Texture buffer state reset failed");
631 	}
632 }
633 
resetStateGLCore(const RenderContext & renderCtx,const ContextInfo & ctxInfo)634 void resetStateGLCore (const RenderContext& renderCtx, const ContextInfo& ctxInfo)
635 {
636 	const glw::Functions&	gl		= renderCtx.getFunctions();
637 	const ContextType		type	= renderCtx.getType();
638 
639 	// Reset error state
640 	resetErrors(gl);
641 
642 	// Vertex attrib array state.
643 	{
644 		gl.bindVertexArray	(0);
645 		gl.bindBuffer		(GL_ARRAY_BUFFER,			0);
646 		gl.bindBuffer		(GL_ELEMENT_ARRAY_BUFFER,	0);
647 
648 		if (contextSupports(type, ApiType::core(3,1)))
649 		{
650 			gl.disable				(GL_PRIMITIVE_RESTART);
651 			gl.primitiveRestartIndex(0);
652 		}
653 
654 		GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex attrib array state reset failed");
655 	}
656 
657 	// Transformation state.
658 	{
659 		const tcu::RenderTarget&	renderTarget		= renderCtx.getRenderTarget();
660 		int							numUserClipPlanes	= 0;
661 
662 		gl.getIntegerv(GL_MAX_CLIP_DISTANCES, &numUserClipPlanes);
663 
664 		gl.viewport		(0, 0, renderTarget.getWidth(), renderTarget.getHeight());
665 		gl.depthRange	(0.0, 1.0);
666 
667 		for (int ndx = 0; ndx < numUserClipPlanes; ndx++)
668 			gl.disable(GL_CLIP_DISTANCE0+ndx);
669 
670 		if (contextSupports(type, ApiType::core(3,2)))
671 			gl.disable(GL_DEPTH_CLAMP);
672 
673 		//gl.bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
674 
675 		GLU_EXPECT_NO_ERROR(gl.getError(), "Transformation state reset failed");
676 	}
677 
678 	// Coloring
679 	{
680 		gl.clampColor(GL_CLAMP_READ_COLOR, GL_FIXED_ONLY);
681 
682 		if (contextSupports(type, ApiType::core(3,2)))
683 			gl.provokingVertex(GL_LAST_VERTEX_CONVENTION);
684 
685 		GLU_EXPECT_NO_ERROR(gl.getError(), "Coloring state reset failed");
686 	}
687 
688 	// Rasterization state
689 	{
690 		gl.disable			(GL_RASTERIZER_DISCARD);
691 		gl.pointSize		(1.0f);
692 		gl.pointParameterf	(GL_POINT_FADE_THRESHOLD_SIZE,	1.0f);
693 		gl.pointParameteri	(GL_POINT_SPRITE_COORD_ORIGIN,	GL_UPPER_LEFT);
694 		gl.lineWidth		(1.0f);
695 		gl.disable			(GL_LINE_SMOOTH);
696 		gl.disable			(GL_CULL_FACE);
697 		gl.cullFace			(GL_BACK);
698 		gl.frontFace		(GL_CCW);
699 		gl.disable			(GL_POLYGON_SMOOTH);
700 		gl.polygonOffset	(0.0f, 0.0f);
701 		gl.disable			(GL_POLYGON_OFFSET_POINT);
702 		gl.disable			(GL_POLYGON_OFFSET_LINE);
703 		gl.disable			(GL_POLYGON_OFFSET_FILL);
704 
705 		GLU_EXPECT_NO_ERROR(gl.getError(), "Rasterization state reset failed");
706 	}
707 
708 	// Multisampling state
709 	{
710 		gl.enable			(GL_MULTISAMPLE);
711 		gl.disable			(GL_SAMPLE_ALPHA_TO_COVERAGE);
712 		gl.disable			(GL_SAMPLE_ALPHA_TO_ONE);
713 		gl.disable			(GL_SAMPLE_COVERAGE);
714 		gl.sampleCoverage	(1.0f, GL_FALSE);
715 
716 		if (contextSupports(type, ApiType::core(3,2)))
717 		{
718 			int numSampleMaskWords = 0;
719 			gl.getIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numSampleMaskWords);
720 
721 			gl.disable(GL_SAMPLE_MASK);
722 
723 			for (int ndx = 0; ndx < numSampleMaskWords; ndx++)
724 				gl.sampleMaski(ndx, ~0u);
725 		}
726 
727 		GLU_EXPECT_NO_ERROR(gl.getError(), "Multisampling state reset failed");
728 	}
729 
730 	// Texture state.
731 	// \todo [2013-04-08 pyry] Reset all levels?
732 	{
733 		const float	borderColor[]	= { 0.0f, 0.0f, 0.0f, 0.0f };
734 		int			numTexUnits		= 0;
735 		gl.getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits);
736 
737 		gl.bindBuffer(GL_TEXTURE_BUFFER, 0);
738 
739 		for (int ndx = 0; ndx < numTexUnits; ndx++)
740 		{
741 			gl.activeTexture(GL_TEXTURE0 + ndx);
742 
743 			// Reset 1D texture.
744 			gl.bindTexture		(GL_TEXTURE_1D, 0);
745 			gl.texImage1D		(GL_TEXTURE_1D, 0, GL_RGBA, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
746 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER,		GL_LINEAR_MIPMAP_NEAREST);
747 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER,		GL_LINEAR);
748 			gl.texParameterfv	(GL_TEXTURE_1D, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
749 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S,			GL_REPEAT);
750 			gl.texParameterf	(GL_TEXTURE_1D, GL_TEXTURE_MIN_LOD,			-1000.0f);
751 			gl.texParameterf	(GL_TEXTURE_1D, GL_TEXTURE_MAX_LOD,			1000.0f);
752 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_BASE_LEVEL,		0);
753 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL,		1000);
754 			gl.texParameterf	(GL_TEXTURE_1D, GL_TEXTURE_LOD_BIAS,		0.0f);
755 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
756 			gl.texParameteri	(GL_TEXTURE_1D, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
757 
758 			if (contextSupports(type, ApiType::core(3,3)))
759 			{
760 				gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_R,		GL_RED);
761 				gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
762 				gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
763 				gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
764 			}
765 
766 			// Reset 2D texture.
767 			gl.bindTexture		(GL_TEXTURE_2D, 0);
768 			gl.texImage2D		(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
769 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,		GL_LINEAR_MIPMAP_NEAREST);
770 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,		GL_LINEAR);
771 			gl.texParameterfv	(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
772 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,			GL_REPEAT);
773 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,			GL_REPEAT);
774 			gl.texParameterf	(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD,			-1000.0f);
775 			gl.texParameterf	(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD,			1000.0f);
776 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL,		0);
777 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL,		1000);
778 			gl.texParameterf	(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS,		0.0f);
779 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
780 			gl.texParameteri	(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
781 
782 			if (contextSupports(type, ApiType::core(3,3)))
783 			{
784 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R,		GL_RED);
785 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
786 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
787 				gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
788 			}
789 
790 			// Reset cube map texture.
791 			gl.bindTexture		(GL_TEXTURE_CUBE_MAP, 0);
792 			gl.texImage2D		(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
793 			gl.texImage2D		(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
794 			gl.texImage2D		(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
795 			gl.texImage2D		(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
796 			gl.texImage2D		(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
797 			gl.texImage2D		(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
798 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER,	GL_LINEAR_MIPMAP_NEAREST);
799 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER,	GL_LINEAR);
800 			gl.texParameterfv	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
801 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,		GL_REPEAT);
802 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,		GL_REPEAT);
803 			gl.texParameterf	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_LOD,		-1000.0f);
804 			gl.texParameterf	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LOD,		1000.0f);
805 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL,	0);
806 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL,		1000);
807 			gl.texParameterf	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS,		0.0f);
808 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
809 			gl.texParameteri	(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
810 
811 			if (contextSupports(type, ApiType::core(3,3)))
812 			{
813 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_R,		GL_RED);
814 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
815 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
816 				gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
817 			}
818 
819 			// Reset 1D array texture.
820 			gl.bindTexture		(GL_TEXTURE_1D_ARRAY, 0);
821 			gl.texImage2D		(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
822 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER,	GL_LINEAR_MIPMAP_NEAREST);
823 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER,	GL_LINEAR);
824 			gl.texParameterfv	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
825 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S,		GL_REPEAT);
826 			gl.texParameterf	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_LOD,		-1000.0f);
827 			gl.texParameterf	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAX_LOD,		1000.0f);
828 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BASE_LEVEL,	0);
829 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAX_LEVEL,		1000);
830 			gl.texParameterf	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_LOD_BIAS,		0.0f);
831 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
832 			gl.texParameteri	(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
833 
834 			if (contextSupports(type, ApiType::core(3,3)))
835 			{
836 				gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_R,		GL_RED);
837 				gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
838 				gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
839 				gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
840 			}
841 
842 			// Reset 2D array texture.
843 			gl.bindTexture		(GL_TEXTURE_2D_ARRAY, 0);
844 			gl.texImage3D		(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
845 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,	GL_LINEAR_MIPMAP_NEAREST);
846 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,	GL_LINEAR);
847 			gl.texParameterfv	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
848 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S,		GL_REPEAT);
849 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T,		GL_REPEAT);
850 			gl.texParameterf	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_LOD,		-1000.0f);
851 			gl.texParameterf	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LOD,		1000.0f);
852 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL,	0);
853 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL,		1000);
854 			gl.texParameterf	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_LOD_BIAS,		0.0f);
855 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
856 			gl.texParameteri	(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
857 
858 			if (contextSupports(type, ApiType::core(3,3)))
859 			{
860 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R,		GL_RED);
861 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
862 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
863 				gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
864 			}
865 
866 			// Reset 3D texture.
867 			gl.bindTexture		(GL_TEXTURE_3D, 0);
868 			gl.texImage3D		(GL_TEXTURE_3D, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
869 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER,		GL_LINEAR_MIPMAP_NEAREST);
870 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER,		GL_LINEAR);
871 			gl.texParameterfv	(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
872 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S,			GL_REPEAT);
873 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T,			GL_REPEAT);
874 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R,			GL_REPEAT);
875 			gl.texParameterf	(GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD,			-1000.0f);
876 			gl.texParameterf	(GL_TEXTURE_3D, GL_TEXTURE_MAX_LOD,			1000.0f);
877 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL,		0);
878 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL,		1000);
879 			gl.texParameterf	(GL_TEXTURE_3D, GL_TEXTURE_LOD_BIAS,		0.0f);
880 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
881 			gl.texParameteri	(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
882 
883 			if (contextSupports(type, ApiType::core(3,3)))
884 			{
885 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R,		GL_RED);
886 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G,		GL_GREEN);
887 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B,		GL_BLUE);
888 				gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A,		GL_ALPHA);
889 			}
890 
891 			if (contextSupports(type, ApiType::core(3,1)))
892 			{
893 				// Reset rectangle texture.
894 				gl.bindTexture		(GL_TEXTURE_RECTANGLE, 0);
895 				gl.texImage2D		(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL);
896 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER,	GL_LINEAR);
897 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER,	GL_LINEAR);
898 				gl.texParameterfv	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_BORDER_COLOR,	&borderColor[0]);
899 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S,		GL_CLAMP_TO_EDGE);
900 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T,		GL_CLAMP_TO_EDGE);
901 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_BASE_LEVEL,	0);
902 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAX_LEVEL,	1000);
903 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_MODE,	GL_NONE);
904 				gl.texParameteri	(GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_FUNC,	GL_LEQUAL);
905 				// \todo [2013-06-17 pyry] Drivers don't accept GL_MIN_LOD, GL_MAX_LOD for rectangle textures. Is that okay?
906 
907 				if (contextSupports(type, ApiType::core(3,3)))
908 				{
909 					gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_R,	GL_RED);
910 					gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_G,	GL_GREEN);
911 					gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_B,	GL_BLUE);
912 					gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_A,	GL_ALPHA);
913 				}
914 
915 				// Reset buffer texture.
916 				gl.bindTexture	(GL_TEXTURE_BUFFER, 0);
917 				gl.texBuffer	(GL_TEXTURE_BUFFER, GL_R8, 0);
918 				// \todo [2013-05-04 pyry] Which parameters apply to buffer textures?
919 			}
920 
921 			if (contextSupports(type, ApiType::core(3,2)))
922 			{
923 				// Reset 2D multisample texture.
924 				gl.bindTexture				(GL_TEXTURE_2D_MULTISAMPLE, 0);
925 				gl.texImage2DMultisample	(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 0, 0, GL_TRUE);
926 
927 				// Reset 2D multisample array texture.
928 				gl.bindTexture				(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
929 				gl.texImage3DMultisample	(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 0, 0, 0, GL_TRUE);
930 			}
931 		}
932 
933 		gl.activeTexture(GL_TEXTURE0);
934 
935 		if (contextSupports(type, ApiType::core(3,3)))
936 		{
937 			for (int ndx = 0; ndx < numTexUnits; ndx++)
938 				gl.bindSampler(ndx, 0);
939 
940 			gl.disable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
941 		}
942 
943 		GLU_EXPECT_NO_ERROR(gl.getError(), "Texture state reset failed");
944 	}
945 
946 	// Pixel operations.
947 	{
948 		const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget();
949 
950 		gl.disable		(GL_SCISSOR_TEST);
951 		gl.scissor		(0, 0, renderTarget.getWidth(), renderTarget.getHeight());
952 
953 		gl.disable		(GL_STENCIL_TEST);
954 		gl.stencilFunc	(GL_ALWAYS, 0, ~0u);
955 		gl.stencilOp	(GL_KEEP, GL_KEEP, GL_KEEP);
956 
957 		gl.disable		(GL_DEPTH_TEST);
958 		gl.depthFunc	(GL_LESS);
959 
960 		gl.disable		(GL_BLEND);
961 		gl.blendFunc	(GL_ONE, GL_ZERO);
962 		gl.blendEquation(GL_FUNC_ADD);
963 		gl.blendColor	(0.0f, 0.0f, 0.0f, 0.0f);
964 
965 		gl.disable		(GL_FRAMEBUFFER_SRGB);
966 		gl.enable		(GL_DITHER);
967 
968 		gl.disable		(GL_COLOR_LOGIC_OP);
969 		gl.logicOp		(GL_COPY);
970 
971 		GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel operation state reset failed");
972 	}
973 
974 	// Framebuffer control.
975 	{
976 		gl.colorMask		(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
977 		gl.depthMask		(GL_TRUE);
978 		gl.stencilMask		(~0u);
979 
980 		gl.clearColor		(0.0f, 0.0f, 0.0f, 0.0f);
981 		gl.clearDepth		(1.0);
982 		gl.clearStencil		(0);
983 
984 		GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer control state reset failed");
985 	}
986 
987 	// Framebuffer state.
988 	{
989 		// \todo [2013-04-05 pyry] Single-buffered rendering: use GL_FRONT
990 		deUint32	framebuffer		= renderCtx.getDefaultFramebuffer();
991 		deUint32	drawReadBuffer	= framebuffer == 0 ? GL_BACK : GL_COLOR_ATTACHMENT0;
992 
993 		gl.bindFramebuffer	(GL_FRAMEBUFFER, renderCtx.getDefaultFramebuffer());
994 		gl.drawBuffer		(drawReadBuffer);
995 		gl.readBuffer		(drawReadBuffer);
996 
997 		GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer state reset failed");
998 	}
999 
1000 	// Renderbuffer state.
1001 	{
1002 		gl.bindRenderbuffer(GL_RENDERBUFFER, 0);
1003 		GLU_EXPECT_NO_ERROR(gl.getError(), "Renderbuffer state reset failed");
1004 	}
1005 
1006 	// Pixel transfer state.
1007 	{
1008 		gl.pixelStorei	(GL_UNPACK_SWAP_BYTES,		GL_FALSE);
1009 		gl.pixelStorei	(GL_UNPACK_LSB_FIRST,		GL_FALSE);
1010 		gl.pixelStorei	(GL_UNPACK_IMAGE_HEIGHT,	0);
1011 		gl.pixelStorei	(GL_UNPACK_SKIP_IMAGES,		0);
1012 		gl.pixelStorei	(GL_UNPACK_ROW_LENGTH,		0);
1013 		gl.pixelStorei	(GL_UNPACK_SKIP_ROWS,		0);
1014 		gl.pixelStorei	(GL_UNPACK_SKIP_PIXELS,		0);
1015 		gl.pixelStorei	(GL_UNPACK_ALIGNMENT,		4);
1016 
1017 		gl.pixelStorei	(GL_PACK_SWAP_BYTES,		GL_FALSE);
1018 		gl.pixelStorei	(GL_PACK_LSB_FIRST,			GL_FALSE);
1019 		gl.pixelStorei	(GL_PACK_IMAGE_HEIGHT,		0);
1020 		gl.pixelStorei	(GL_PACK_SKIP_IMAGES,		0);
1021 		gl.pixelStorei	(GL_PACK_ROW_LENGTH,		0);
1022 		gl.pixelStorei	(GL_PACK_SKIP_ROWS,			0);
1023 		gl.pixelStorei	(GL_PACK_SKIP_PIXELS,		0);
1024 		gl.pixelStorei	(GL_PACK_ALIGNMENT,			4);
1025 
1026 		gl.bindBuffer	(GL_PIXEL_PACK_BUFFER,		0);
1027 		gl.bindBuffer	(GL_PIXEL_UNPACK_BUFFER,	0);
1028 
1029 		GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel transfer state reset failed");
1030 	}
1031 
1032 	// Program object state.
1033 	{
1034 		gl.useProgram(0);
1035 
1036 		if (contextSupports(type, ApiType::core(3,1)))
1037 		{
1038 			int maxUniformBufferBindings = 0;
1039 			gl.getIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings);
1040 
1041 			gl.bindBuffer(GL_UNIFORM_BUFFER, 0);
1042 
1043 			for (int ndx = 0; ndx < maxUniformBufferBindings; ndx++)
1044 				gl.bindBufferBase(GL_UNIFORM_BUFFER, ndx, 0);
1045 		}
1046 
1047 		GLU_EXPECT_NO_ERROR(gl.getError(), "Program object state reset failed");
1048 	}
1049 
1050 	// Vertex shader state.
1051 	{
1052 		int numVertexAttribArrays = 0;
1053 		gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays);
1054 
1055 		for (int ndx = 0; ndx < numVertexAttribArrays; ndx++)
1056 			gl.vertexAttrib4f(ndx, 0.0f, 0.0f, 0.0f, 1.0f);
1057 
1058 		gl.disable(GL_VERTEX_PROGRAM_POINT_SIZE);
1059 
1060 		GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex shader state reset failed");
1061 	}
1062 
1063 	// Transform feedback state.
1064 	{
1065 		int numTransformFeedbackSeparateAttribs = 0;
1066 		gl.getIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &numTransformFeedbackSeparateAttribs);
1067 
1068 		if (contextSupports(type, ApiType::core(4,0)))
1069 		{
1070 			glw::GLboolean transformFeedbackActive = 0;
1071 			gl.getBooleanv(GL_TRANSFORM_FEEDBACK_ACTIVE, &transformFeedbackActive);
1072 
1073 			if (transformFeedbackActive)
1074 				gl.endTransformFeedback();
1075 		}
1076 
1077 		gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
1078 
1079 		for (int ndx = 0; ndx < numTransformFeedbackSeparateAttribs; ndx++)
1080 			gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, ndx, 0);
1081 
1082 		GLU_EXPECT_NO_ERROR(gl.getError(), "Transform feedback state reset failed");
1083 	}
1084 
1085 	// Asynchronous query state.
1086 	{
1087 		deUint32	queryTargets[8];
1088 		int			numTargets		= 0;
1089 
1090 		queryTargets[numTargets++] = GL_PRIMITIVES_GENERATED;
1091 		queryTargets[numTargets++] = GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1092 		queryTargets[numTargets++] = GL_SAMPLES_PASSED;
1093 
1094 		DE_ASSERT(numTargets <= DE_LENGTH_OF_ARRAY(queryTargets));
1095 
1096 		for (int i = 0; i < numTargets; i++)
1097 		{
1098 			int queryActive = 0;
1099 			gl.getQueryiv(queryTargets[i], GL_CURRENT_QUERY, &queryActive);
1100 
1101 			if (queryActive != 0)
1102 				gl.endQuery(queryTargets[i]);
1103 		}
1104 
1105 		GLU_EXPECT_NO_ERROR(gl.getError(), "Asynchronous query state reset failed");
1106 	}
1107 
1108 	// Hints.
1109 	{
1110 		gl.hint(GL_LINE_SMOOTH_HINT,				GL_DONT_CARE);
1111 		gl.hint(GL_POLYGON_SMOOTH_HINT,				GL_DONT_CARE);
1112 		gl.hint(GL_TEXTURE_COMPRESSION_HINT,		GL_DONT_CARE);
1113 		gl.hint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT,	GL_DONT_CARE);
1114 
1115 		GLU_EXPECT_NO_ERROR(gl.getError(), "Hints reset failed");
1116 	}
1117 
1118 	// Buffer copy state.
1119 	if (contextSupports(type, ApiType::core(3,1)))
1120 	{
1121 		gl.bindBuffer(GL_COPY_READ_BUFFER,	0);
1122 		gl.bindBuffer(GL_COPY_WRITE_BUFFER,	0);
1123 
1124 		GLU_EXPECT_NO_ERROR(gl.getError(), "Buffer copy state reset failed");
1125 	}
1126 
1127 	// Debug state
1128 	if (ctxInfo.isExtensionSupported("GL_KHR_debug"))
1129 	{
1130 		const bool entrypointsPresent =	gl.debugMessageControl	!= DE_NULL	&&
1131 										gl.debugMessageCallback	!= DE_NULL;
1132 
1133 		// some drivers advertise GL_KHR_debug but give out null pointers. Silently ignore.
1134 		if (entrypointsPresent)
1135 		{
1136 			gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, DE_NULL, true);
1137 			gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, DE_NULL, false);
1138 			gl.debugMessageCallback(DE_NULL, DE_NULL);
1139 
1140 			if (type.getFlags() & glu::CONTEXT_DEBUG)
1141 				gl.enable(GL_DEBUG_OUTPUT);
1142 			else
1143 				gl.disable(GL_DEBUG_OUTPUT);
1144 		}
1145 	}
1146 }
1147 
resetState(const RenderContext & renderCtx,const ContextInfo & ctxInfo)1148 void resetState (const RenderContext& renderCtx, const ContextInfo& ctxInfo)
1149 {
1150 	if (isContextTypeES(renderCtx.getType()))
1151 		resetStateES(renderCtx, ctxInfo);
1152 	else if (isContextTypeGLCore(renderCtx.getType()))
1153 		resetStateGLCore(renderCtx, ctxInfo);
1154 	else
1155 		throw tcu::InternalError("State reset requested for unsupported context type");
1156 }
1157 
1158 } // glu
1159