gl::Error StateManager9::setBlendDepthRasterStates(const gl::State &glState,
                                                   unsigned int sampleMask)
{
    const gl::Framebuffer *framebuffer = glState.getDrawFramebuffer();

    const gl::BlendState &blendState       = glState.getBlendState();
    const gl::ColorF &blendColor           = glState.getBlendColor();
    const gl::RasterizerState &rasterState = glState.getRasterizerState();

    const auto &depthStencilState = glState.getDepthStencilState();
    bool frontFaceCCW             = (glState.getRasterizerState().frontFace == GL_CCW);
    unsigned int maxStencil       = (1 << mCurStencilSize) - 1;

    // All the depth stencil states depends on the front face ccw variable
    if (frontFaceCCW != mCurFrontFaceCCW)
    {
        forceSetDepthStencilState();
        mCurFrontFaceCCW = frontFaceCCW;
    }

    for (auto dirtyBit : angle::IterateBitSet(mDirtyBits))
    {
        switch (dirtyBit)
        {
            case DIRTY_BIT_BLEND_ENABLED:
                setBlendEnabled(blendState.blend);
                break;
            case DIRTY_BIT_BLEND_COLOR:
                setBlendColor(blendState, blendColor);
                break;
            case DIRTY_BIT_BLEND_FUNCS_EQUATIONS:
                setBlendFuncsEquations(blendState);
                break;
            case DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE:
                setSampleAlphaToCoverage(blendState.sampleAlphaToCoverage);
                break;
            case DIRTY_BIT_COLOR_MASK:
                setColorMask(framebuffer, blendState.colorMaskRed, blendState.colorMaskBlue,
                             blendState.colorMaskGreen, blendState.colorMaskAlpha);
                break;
            case DIRTY_BIT_DITHER:
                setDither(blendState.dither);
                break;
            case DIRTY_BIT_CULL_MODE:
                setCullMode(rasterState.cullFace, rasterState.cullMode, rasterState.frontFace);
                break;
            case DIRTY_BIT_DEPTH_BIAS:
                setDepthBias(rasterState.polygonOffsetFill, rasterState.polygonOffsetFactor,
                             rasterState.polygonOffsetUnits);
                break;
            case DIRTY_BIT_STENCIL_DEPTH_MASK:
                setDepthMask(depthStencilState.depthMask);
                break;
            case DIRTY_BIT_STENCIL_DEPTH_FUNC:
                setDepthFunc(depthStencilState.depthTest, depthStencilState.depthFunc);
                break;
            case DIRTY_BIT_STENCIL_TEST_ENABLED:
                setStencilTestEnabled(depthStencilState.stencilTest);
                break;
            case DIRTY_BIT_STENCIL_FUNCS_FRONT:
                setStencilFuncsFront(depthStencilState.stencilFunc, depthStencilState.stencilMask,
                                     glState.getStencilRef(), frontFaceCCW, maxStencil);
                break;
            case DIRTY_BIT_STENCIL_FUNCS_BACK:
                setStencilFuncsBack(depthStencilState.stencilBackFunc,
                                    depthStencilState.stencilBackMask, glState.getStencilBackRef(),
                                    frontFaceCCW, maxStencil);
                break;
            case DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
                setStencilWriteMask(depthStencilState.stencilWritemask, frontFaceCCW);
                break;
            case DIRTY_BIT_STENCIL_WRITEMASK_BACK:
                setStencilBackWriteMask(depthStencilState.stencilBackWritemask, frontFaceCCW);
                break;
            case DIRTY_BIT_STENCIL_OPS_FRONT:
                setStencilOpsFront(depthStencilState.stencilFail,
                                   depthStencilState.stencilPassDepthFail,
                                   depthStencilState.stencilPassDepthPass, frontFaceCCW);
                break;
            case DIRTY_BIT_STENCIL_OPS_BACK:
                setStencilOpsBack(depthStencilState.stencilBackFail,
                                  depthStencilState.stencilBackPassDepthFail,
                                  depthStencilState.stencilBackPassDepthPass, frontFaceCCW);
                break;
            default:
                break;
        }
    }

    if (sampleMask != mCurSampleMask)
    {
        setSampleMask(sampleMask);
    }

    return gl::Error(GL_NO_ERROR);
}
void StateManager9::syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits)
{
    for (auto dirtyBit : angle::IterateBitSet(dirtyBits))
    {
        switch (dirtyBit)
        {
            case gl::State::DIRTY_BIT_BLEND_ENABLED:
                if (state.getBlendState().blend != mCurBlendState.blend)
                {
                    mDirtyBits.set(DIRTY_BIT_BLEND_ENABLED);
                    // BlendColor and funcs and equations has to be set if blend is enabled
                    mDirtyBits.set(DIRTY_BIT_BLEND_COLOR);
                    mDirtyBits.set(DIRTY_BIT_BLEND_FUNCS_EQUATIONS);
                }
                break;
            case gl::State::DIRTY_BIT_BLEND_FUNCS:
            {
                const gl::BlendState &blendState = state.getBlendState();
                if (blendState.sourceBlendRGB != mCurBlendState.sourceBlendRGB ||
                    blendState.destBlendRGB != mCurBlendState.destBlendRGB ||
                    blendState.sourceBlendAlpha != mCurBlendState.sourceBlendAlpha ||
                    blendState.destBlendAlpha != mCurBlendState.destBlendAlpha)
                {
                    mDirtyBits.set(DIRTY_BIT_BLEND_FUNCS_EQUATIONS);
                    // BlendColor depends on the values of blend funcs
                    mDirtyBits.set(DIRTY_BIT_BLEND_COLOR);
                }
                break;
            }
            case gl::State::DIRTY_BIT_BLEND_EQUATIONS:
            {
                const gl::BlendState &blendState = state.getBlendState();
                if (blendState.blendEquationRGB != mCurBlendState.blendEquationRGB ||
                    blendState.blendEquationAlpha != mCurBlendState.blendEquationAlpha)
                {
                    mDirtyBits.set(DIRTY_BIT_BLEND_FUNCS_EQUATIONS);
                }
                break;
            }
            case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED:
                if (state.getBlendState().sampleAlphaToCoverage !=
                    mCurBlendState.sampleAlphaToCoverage)
                {
                    mDirtyBits.set(DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE);
                }
                break;
            case gl::State::DIRTY_BIT_COLOR_MASK:
            {
                const gl::BlendState &blendState = state.getBlendState();
                if (blendState.colorMaskRed != mCurBlendState.colorMaskRed ||
                    blendState.colorMaskGreen != mCurBlendState.colorMaskGreen ||
                    blendState.colorMaskBlue != mCurBlendState.colorMaskBlue ||
                    blendState.colorMaskAlpha != mCurBlendState.colorMaskAlpha)
                {
                    mDirtyBits.set(DIRTY_BIT_COLOR_MASK);
                }
                break;
            }
            case gl::State::DIRTY_BIT_DITHER_ENABLED:
                if (state.getBlendState().dither != mCurBlendState.dither)
                {
                    mDirtyBits.set(DIRTY_BIT_DITHER);
                }
                break;
            case gl::State::DIRTY_BIT_BLEND_COLOR:
                if (state.getBlendColor() != mCurBlendColor)
                {
                    mDirtyBits.set(DIRTY_BIT_BLEND_COLOR);
                }
                break;
            case gl::State::DIRTY_BIT_CULL_FACE_ENABLED:
                if (state.getRasterizerState().cullFace != mCurRasterState.cullFace)
                {
                    mDirtyBits.set(DIRTY_BIT_CULL_MODE);
                }
                break;
            case gl::State::DIRTY_BIT_CULL_FACE:
                if (state.getRasterizerState().cullMode != mCurRasterState.cullMode)
                {
                    mDirtyBits.set(DIRTY_BIT_CULL_MODE);
                }
                break;
            case gl::State::DIRTY_BIT_FRONT_FACE:
                if (state.getRasterizerState().frontFace != mCurRasterState.frontFace)
                {
                    mDirtyBits.set(DIRTY_BIT_CULL_MODE);

                    // Viewport state depends on rasterizer.frontface
                    mDirtyBits.set(DIRTY_BIT_VIEWPORT);
                }
                break;
            case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED:
                if (state.getRasterizerState().polygonOffsetFill !=
                    mCurRasterState.polygonOffsetFill)
                {
                    mDirtyBits.set(DIRTY_BIT_DEPTH_BIAS);
                }
                break;
            case gl::State::DIRTY_BIT_POLYGON_OFFSET:
            {
                const gl::RasterizerState &rasterizerState = state.getRasterizerState();
                if (rasterizerState.polygonOffsetFactor != mCurRasterState.polygonOffsetFactor ||
                    rasterizerState.polygonOffsetUnits != mCurRasterState.polygonOffsetUnits)
                {
                    mDirtyBits.set(DIRTY_BIT_DEPTH_BIAS);
                }
            }
            case gl::State::DIRTY_BIT_DEPTH_MASK:
                if (state.getDepthStencilState().depthMask != mCurDepthStencilState.depthMask)
                {
                    mDirtyBits.set(DIRTY_BIT_STENCIL_DEPTH_MASK);
                }
                break;
            case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED:
                if (state.getDepthStencilState().depthTest != mCurDepthStencilState.depthTest)
                {
                    mDirtyBits.set(DIRTY_BIT_STENCIL_DEPTH_FUNC);
                }
                break;
            case gl::State::DIRTY_BIT_DEPTH_FUNC:
                if (state.getDepthStencilState().depthFunc != mCurDepthStencilState.depthFunc)
                {
                    mDirtyBits.set(DIRTY_BIT_STENCIL_DEPTH_FUNC);
                }
                break;
            case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED:
                if (state.getDepthStencilState().stencilTest != mCurDepthStencilState.stencilTest)
                {
                    mDirtyBits.set(DIRTY_BIT_STENCIL_TEST_ENABLED);
                    // If we enable the stencil test, all of these must be set
                    mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_BACK);
                    mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_FRONT);
                    mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_FRONT);
                    mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_BACK);
                    mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_FRONT);
                    mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_BACK);
                }
                break;
            case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT:
            {
                const gl::DepthStencilState &depthStencilState = state.getDepthStencilState();
                if (depthStencilState.stencilFunc != mCurDepthStencilState.stencilFunc ||
                    depthStencilState.stencilMask != mCurDepthStencilState.stencilMask ||
                    state.getStencilRef() != mCurStencilRef)
                {
                    mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_FRONT);
                }
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK:
            {
                const gl::DepthStencilState &depthStencilState = state.getDepthStencilState();
                if (depthStencilState.stencilBackFunc != mCurDepthStencilState.stencilBackFunc ||
                    depthStencilState.stencilBackMask != mCurDepthStencilState.stencilBackMask ||
                    state.getStencilBackRef() != mCurStencilBackRef)
                {
                    mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_BACK);
                }
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
                if (state.getDepthStencilState().stencilWritemask !=
                    mCurDepthStencilState.stencilWritemask)
                {
                    mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_FRONT);
                }
                break;
            case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK:
                if (state.getDepthStencilState().stencilBackWritemask !=
                    mCurDepthStencilState.stencilBackWritemask)
                {
                    mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_BACK);
                }
                break;
            case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT:
            {
                const gl::DepthStencilState &depthStencilState = state.getDepthStencilState();
                if (depthStencilState.stencilFail != mCurDepthStencilState.stencilFail ||
                    depthStencilState.stencilPassDepthFail !=
                        mCurDepthStencilState.stencilPassDepthFail ||
                    depthStencilState.stencilPassDepthPass !=
                        mCurDepthStencilState.stencilPassDepthPass)
                {
                    mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_FRONT);
                }
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_OPS_BACK:
            {
                const gl::DepthStencilState &depthStencilState = state.getDepthStencilState();
                if (depthStencilState.stencilBackFail != mCurDepthStencilState.stencilBackFail ||
                    depthStencilState.stencilBackPassDepthFail !=
                        mCurDepthStencilState.stencilBackPassDepthFail ||
                    depthStencilState.stencilBackPassDepthPass !=
                        mCurDepthStencilState.stencilBackPassDepthPass)
                {
                    mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_BACK);
                }
                break;
            }
            case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED:
                if (state.isScissorTestEnabled() != mCurScissorEnabled)
                {
                    mDirtyBits.set(DIRTY_BIT_SCISSOR_ENABLED);
                    // If scissor is enabled, we have to set the scissor rect
                    mDirtyBits.set(DIRTY_BIT_SCISSOR_RECT);
                }
                break;
            case gl::State::DIRTY_BIT_SCISSOR:
                if (state.getScissor() != mCurScissorRect)
                {
                    mDirtyBits.set(DIRTY_BIT_SCISSOR_RECT);
                }
                break;
            case gl::State::DIRTY_BIT_DEPTH_RANGE:
                if (state.getNearPlane() != mCurNear || state.getFarPlane() != mCurFar)
                {
                    mDirtyBits.set(DIRTY_BIT_VIEWPORT);
                }
                break;
            case gl::State::DIRTY_BIT_VIEWPORT:
                if (state.getViewport() != mCurViewport)
                {
                    mDirtyBits.set(DIRTY_BIT_VIEWPORT);
                }
                break;
            default:
                break;
        }
    }
}
gl::Error StateManager11::setDepthStencilState(const gl::State &glState)
{
    const auto &fbo = *glState.getDrawFramebuffer();

    // Disable the depth test/depth write if we are using a stencil-only attachment.
    // This is because ANGLE emulates stencil-only with D24S8 on D3D11 - we should neither read
    // nor write to the unused depth part of this emulated texture.
    bool disableDepth = (!fbo.hasDepth() && fbo.hasStencil());

    // Similarly we disable the stencil portion of the DS attachment if the app only binds depth.
    bool disableStencil = (fbo.hasDepth() && !fbo.hasStencil());

    // CurDisableDepth/Stencil are reset automatically after we call forceSetDepthStencilState.
    if (!mDepthStencilStateIsDirty && mCurDisableDepth.valid() &&
        disableDepth == mCurDisableDepth.value() && mCurDisableStencil.valid() &&
        disableStencil == mCurDisableStencil.value())
    {
        return gl::Error(GL_NO_ERROR);
    }

    const auto &depthStencilState = glState.getDepthStencilState();
    int stencilRef                = glState.getStencilRef();
    int stencilBackRef            = glState.getStencilBackRef();

    // get the maximum size of the stencil ref
    unsigned int maxStencil = 0;
    if (depthStencilState.stencilTest && mCurStencilSize > 0)
    {
        maxStencil = (1 << mCurStencilSize) - 1;
    }
    ASSERT((depthStencilState.stencilWritemask & maxStencil) ==
           (depthStencilState.stencilBackWritemask & maxStencil));
    ASSERT(stencilRef == stencilBackRef);
    ASSERT((depthStencilState.stencilMask & maxStencil) ==
           (depthStencilState.stencilBackMask & maxStencil));

    ID3D11DepthStencilState *dxDepthStencilState = NULL;
    gl::Error error = mRenderer->getStateCache().getDepthStencilState(
        depthStencilState, disableDepth, disableStencil, &dxDepthStencilState);
    if (error.isError())
    {
        return error;
    }

    ASSERT(dxDepthStencilState);

    // Max D3D11 stencil reference value is 0xFF,
    // corresponding to the max 8 bits in a stencil buffer
    // GL specifies we should clamp the ref value to the
    // nearest bit depth when doing stencil ops
    static_assert(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF,
                  "Unexpected value of D3D11_DEFAULT_STENCIL_READ_MASK");
    static_assert(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF,
                  "Unexpected value of D3D11_DEFAULT_STENCIL_WRITE_MASK");
    UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);

    mRenderer->getDeviceContext()->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);

    mCurDepthStencilState = depthStencilState;
    mCurStencilRef        = stencilRef;
    mCurStencilBackRef    = stencilBackRef;
    mCurDisableDepth      = disableDepth;
    mCurDisableStencil    = disableStencil;

    mDepthStencilStateIsDirty = false;

    return gl::Error(GL_NO_ERROR);
}
void StateManagerGL::syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits)
{
    // TODO(jmadill): Investigate only syncing vertex state for active attributes
    for (auto dirtyBit : angle::IterateBitSet(dirtyBits | mLocalDirtyBits))
    {
        switch (dirtyBit)
        {
            case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED:
                setScissorTestEnabled(state.isScissorTestEnabled());
                break;
            case gl::State::DIRTY_BIT_SCISSOR:
                setScissor(state.getScissor());
                break;
            case gl::State::DIRTY_BIT_VIEWPORT:
                setViewport(state.getViewport());
                break;
            case gl::State::DIRTY_BIT_DEPTH_RANGE:
                setDepthRange(state.getNearPlane(), state.getFarPlane());
                break;
            case gl::State::DIRTY_BIT_BLEND_ENABLED:
                setBlendEnabled(state.isBlendEnabled());
                break;
            case gl::State::DIRTY_BIT_BLEND_COLOR:
                setBlendColor(state.getBlendColor());
                break;
            case gl::State::DIRTY_BIT_BLEND_FUNCS:
            {
                const auto &blendState = state.getBlendState();
                setBlendFuncs(blendState.sourceBlendRGB, blendState.destBlendRGB,
                              blendState.sourceBlendAlpha, blendState.destBlendAlpha);
                break;
            }
            case gl::State::DIRTY_BIT_BLEND_EQUATIONS:
            {
                const auto &blendState = state.getBlendState();
                setBlendEquations(blendState.blendEquationRGB, blendState.blendEquationAlpha);
                break;
            }
            case gl::State::DIRTY_BIT_COLOR_MASK:
            {
                const auto &blendState = state.getBlendState();
                setColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
                             blendState.colorMaskBlue, blendState.colorMaskAlpha);
                break;
            }
            case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED:
                setSampleAlphaToCoverageEnabled(state.isSampleAlphaToCoverageEnabled());
                break;
            case gl::State::DIRTY_BIT_SAMPLE_COVERAGE_ENABLED:
                setSampleCoverageEnabled(state.isSampleCoverageEnabled());
                break;
            case gl::State::DIRTY_BIT_SAMPLE_COVERAGE:
                setSampleCoverage(state.getSampleCoverageValue(), state.getSampleCoverageInvert());
                break;
            case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED:
                setDepthTestEnabled(state.isDepthTestEnabled());
                break;
            case gl::State::DIRTY_BIT_DEPTH_FUNC:
                setDepthFunc(state.getDepthStencilState().depthFunc);
                break;
            case gl::State::DIRTY_BIT_DEPTH_MASK:
                setDepthMask(state.getDepthStencilState().depthMask);
                break;
            case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED:
                setStencilTestEnabled(state.isStencilTestEnabled());
                break;
            case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT:
            {
                const auto &depthStencilState = state.getDepthStencilState();
                setStencilFrontFuncs(depthStencilState.stencilFunc, state.getStencilRef(),
                                     depthStencilState.stencilMask);
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK:
            {
                const auto &depthStencilState = state.getDepthStencilState();
                setStencilBackFuncs(depthStencilState.stencilBackFunc, state.getStencilBackRef(),
                                    depthStencilState.stencilBackMask);
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT:
            {
                const auto &depthStencilState = state.getDepthStencilState();
                setStencilFrontOps(depthStencilState.stencilFail,
                                   depthStencilState.stencilPassDepthFail,
                                   depthStencilState.stencilPassDepthPass);
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_OPS_BACK:
            {
                const auto &depthStencilState = state.getDepthStencilState();
                setStencilBackOps(depthStencilState.stencilBackFail,
                                  depthStencilState.stencilBackPassDepthFail,
                                  depthStencilState.stencilBackPassDepthPass);
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
                setStencilFrontWritemask(state.getDepthStencilState().stencilWritemask);
                break;
            case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK:
                setStencilBackWritemask(state.getDepthStencilState().stencilBackWritemask);
                break;
            case gl::State::DIRTY_BIT_CULL_FACE_ENABLED:
                setCullFaceEnabled(state.isCullFaceEnabled());
                break;
            case gl::State::DIRTY_BIT_CULL_FACE:
                setCullFace(state.getRasterizerState().cullMode);
                break;
            case gl::State::DIRTY_BIT_FRONT_FACE:
                setFrontFace(state.getRasterizerState().frontFace);
                break;
            case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED:
                setPolygonOffsetFillEnabled(state.isPolygonOffsetFillEnabled());
                break;
            case gl::State::DIRTY_BIT_POLYGON_OFFSET:
            {
                const auto &rasterizerState = state.getRasterizerState();
                setPolygonOffset(rasterizerState.polygonOffsetFactor,
                                 rasterizerState.polygonOffsetUnits);
                break;
            }
            case gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED:
                setRasterizerDiscardEnabled(state.isRasterizerDiscardEnabled());
                break;
            case gl::State::DIRTY_BIT_LINE_WIDTH:
                setLineWidth(state.getLineWidth());
                break;
            case gl::State::DIRTY_BIT_PRIMITIVE_RESTART_ENABLED:
                setPrimitiveRestartEnabled(state.isPrimitiveRestartEnabled());
                break;
            case gl::State::DIRTY_BIT_CLEAR_COLOR:
                setClearColor(state.getColorClearValue());
                break;
            case gl::State::DIRTY_BIT_CLEAR_DEPTH:
                setClearDepth(state.getDepthClearValue());
                break;
            case gl::State::DIRTY_BIT_CLEAR_STENCIL:
                setClearStencil(state.getStencilClearValue());
                break;
            case gl::State::DIRTY_BIT_UNPACK_ALIGNMENT:
                // TODO(jmadill): split this
                setPixelUnpackState(state.getUnpackState());
                break;
            case gl::State::DIRTY_BIT_UNPACK_ROW_LENGTH:
                // TODO(jmadill): split this
                setPixelUnpackState(state.getUnpackState());
                break;
            case gl::State::DIRTY_BIT_UNPACK_IMAGE_HEIGHT:
                // TODO(jmadill): split this
                setPixelUnpackState(state.getUnpackState());
                break;
            case gl::State::DIRTY_BIT_UNPACK_SKIP_IMAGES:
                // TODO(jmadill): split this
                setPixelUnpackState(state.getUnpackState());
                break;
            case gl::State::DIRTY_BIT_UNPACK_SKIP_ROWS:
                // TODO(jmadill): split this
                setPixelUnpackState(state.getUnpackState());
                break;
            case gl::State::DIRTY_BIT_UNPACK_SKIP_PIXELS:
                // TODO(jmadill): split this
                setPixelUnpackState(state.getUnpackState());
                break;
            case gl::State::DIRTY_BIT_PACK_ALIGNMENT:
                // TODO(jmadill): split this
                setPixelPackState(state.getPackState());
                break;
            case gl::State::DIRTY_BIT_PACK_REVERSE_ROW_ORDER:
                // TODO(jmadill): split this
                setPixelPackState(state.getPackState());
                break;
            case gl::State::DIRTY_BIT_PACK_ROW_LENGTH:
                // TODO(jmadill): split this
                setPixelPackState(state.getPackState());
                break;
            case gl::State::DIRTY_BIT_PACK_SKIP_ROWS:
                // TODO(jmadill): split this
                setPixelPackState(state.getPackState());
                break;
            case gl::State::DIRTY_BIT_PACK_SKIP_PIXELS:
                // TODO(jmadill): split this
                setPixelPackState(state.getPackState());
                break;
            case gl::State::DIRTY_BIT_DITHER_ENABLED:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_GENERATE_MIPMAP_HINT:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_SHADER_DERIVATIVE_HINT:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_OBJECT:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_OBJECT:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_RENDERBUFFER_BINDING:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_VERTEX_ARRAY_OBJECT:
                state.getVertexArray()->syncImplState();
                break;
            case gl::State::DIRTY_BIT_PROGRAM_BINDING:
                // TODO(jmadill): implement this
                break;
            case gl::State::DIRTY_BIT_PROGRAM_OBJECT:
                // TODO(jmadill): implement this
                break;
            default:
            {
                ASSERT(dirtyBit >= gl::State::DIRTY_BIT_CURRENT_VALUE_0 &&
                       dirtyBit < gl::State::DIRTY_BIT_CURRENT_VALUE_MAX);
                size_t attribIndex =
                    static_cast<size_t>(dirtyBit) - gl::State::DIRTY_BIT_CURRENT_VALUE_0;
                setAttributeCurrentData(attribIndex, state.getVertexAttribCurrentValue(
                                                         static_cast<unsigned int>(attribIndex)));
                break;
            }
        }

        mLocalDirtyBits.reset();
    }
}
void StateManager11::syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits)
{
    if (!dirtyBits.any())
    {
        return;
    }

    for (auto dirtyBit : angle::IterateBitSet(dirtyBits))
    {
        switch (dirtyBit)
        {
            case gl::State::DIRTY_BIT_BLEND_EQUATIONS:
            {
                const gl::BlendState &blendState = state.getBlendState();
                if (blendState.blendEquationRGB != mCurBlendState.blendEquationRGB ||
                    blendState.blendEquationAlpha != mCurBlendState.blendEquationAlpha)
                {
                    mBlendStateIsDirty = true;
                }
                break;
            }
            case gl::State::DIRTY_BIT_BLEND_FUNCS:
            {
                const gl::BlendState &blendState = state.getBlendState();
                if (blendState.sourceBlendRGB != mCurBlendState.sourceBlendRGB ||
                    blendState.destBlendRGB != mCurBlendState.destBlendRGB ||
                    blendState.sourceBlendAlpha != mCurBlendState.sourceBlendAlpha ||
                    blendState.destBlendAlpha != mCurBlendState.destBlendAlpha)
                {
                    mBlendStateIsDirty = true;
                }
                break;
            }
            case gl::State::DIRTY_BIT_BLEND_ENABLED:
                if (state.getBlendState().blend != mCurBlendState.blend)
                {
                    mBlendStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED:
                if (state.getBlendState().sampleAlphaToCoverage !=
                    mCurBlendState.sampleAlphaToCoverage)
                {
                    mBlendStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_DITHER_ENABLED:
                if (state.getBlendState().dither != mCurBlendState.dither)
                {
                    mBlendStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_COLOR_MASK:
            {
                const gl::BlendState &blendState = state.getBlendState();
                if (blendState.colorMaskRed != mCurBlendState.colorMaskRed ||
                    blendState.colorMaskGreen != mCurBlendState.colorMaskGreen ||
                    blendState.colorMaskBlue != mCurBlendState.colorMaskBlue ||
                    blendState.colorMaskAlpha != mCurBlendState.colorMaskAlpha)
                {
                    mBlendStateIsDirty = true;
                }
                break;
            }
            case gl::State::DIRTY_BIT_BLEND_COLOR:
                if (state.getBlendColor() != mCurBlendColor)
                {
                    mBlendStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_DEPTH_MASK:
                if (state.getDepthStencilState().depthMask != mCurDepthStencilState.depthMask)
                {
                    mDepthStencilStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED:
                if (state.getDepthStencilState().depthTest != mCurDepthStencilState.depthTest)
                {
                    mDepthStencilStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_DEPTH_FUNC:
                if (state.getDepthStencilState().depthFunc != mCurDepthStencilState.depthFunc)
                {
                    mDepthStencilStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED:
                if (state.getDepthStencilState().stencilTest != mCurDepthStencilState.stencilTest)
                {
                    mDepthStencilStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT:
            {
                const gl::DepthStencilState &depthStencil = state.getDepthStencilState();
                if (depthStencil.stencilFunc != mCurDepthStencilState.stencilFunc ||
                    depthStencil.stencilMask != mCurDepthStencilState.stencilMask ||
                    state.getStencilRef() != mCurStencilRef)
                {
                    mDepthStencilStateIsDirty = true;
                }
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK:
            {
                const gl::DepthStencilState &depthStencil = state.getDepthStencilState();
                if (depthStencil.stencilBackFunc != mCurDepthStencilState.stencilBackFunc ||
                    depthStencil.stencilBackMask != mCurDepthStencilState.stencilBackMask ||
                    state.getStencilBackRef() != mCurStencilBackRef)
                {
                    mDepthStencilStateIsDirty = true;
                }
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
                if (state.getDepthStencilState().stencilWritemask !=
                    mCurDepthStencilState.stencilWritemask)
                {
                    mDepthStencilStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK:
                if (state.getDepthStencilState().stencilBackWritemask !=
                    mCurDepthStencilState.stencilBackWritemask)
                {
                    mDepthStencilStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT:
            {
                const gl::DepthStencilState &depthStencil = state.getDepthStencilState();
                if (depthStencil.stencilFail != mCurDepthStencilState.stencilFail ||
                    depthStencil.stencilPassDepthFail !=
                        mCurDepthStencilState.stencilPassDepthFail ||
                    depthStencil.stencilPassDepthPass != mCurDepthStencilState.stencilPassDepthPass)
                {
                    mDepthStencilStateIsDirty = true;
                }
                break;
            }
            case gl::State::DIRTY_BIT_STENCIL_OPS_BACK:
            {
                const gl::DepthStencilState &depthStencil = state.getDepthStencilState();
                if (depthStencil.stencilBackFail != mCurDepthStencilState.stencilBackFail ||
                    depthStencil.stencilBackPassDepthFail !=
                        mCurDepthStencilState.stencilBackPassDepthFail ||
                    depthStencil.stencilBackPassDepthPass !=
                        mCurDepthStencilState.stencilBackPassDepthPass)
                {
                    mDepthStencilStateIsDirty = true;
                }
                break;
            }
            case gl::State::DIRTY_BIT_CULL_FACE_ENABLED:
                if (state.getRasterizerState().cullFace != mCurRasterState.cullFace)
                {
                    mRasterizerStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_CULL_FACE:
                if (state.getRasterizerState().cullMode != mCurRasterState.cullMode)
                {
                    mRasterizerStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_FRONT_FACE:
                if (state.getRasterizerState().frontFace != mCurRasterState.frontFace)
                {
                    mRasterizerStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED:
                if (state.getRasterizerState().polygonOffsetFill !=
                    mCurRasterState.polygonOffsetFill)
                {
                    mRasterizerStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_POLYGON_OFFSET:
            {
                const gl::RasterizerState &rasterState = state.getRasterizerState();
                if (rasterState.polygonOffsetFactor != mCurRasterState.polygonOffsetFactor ||
                    rasterState.polygonOffsetUnits != mCurRasterState.polygonOffsetUnits)
                {
                    mRasterizerStateIsDirty = true;
                }
                break;
            }
            case gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED:
                if (state.getRasterizerState().rasterizerDiscard !=
                    mCurRasterState.rasterizerDiscard)
                {
                    mRasterizerStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_SCISSOR:
                if (state.getScissor() != mCurScissorRect)
                {
                    mScissorStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED:
                if (state.isScissorTestEnabled() != mCurScissorEnabled)
                {
                    mScissorStateIsDirty = true;
                    // Rasterizer state update needs mCurScissorsEnabled and updates when it changes
                    mRasterizerStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_DEPTH_RANGE:
                if (state.getNearPlane() != mCurNear || state.getFarPlane() != mCurFar)
                {
                    mViewportStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_VIEWPORT:
                if (state.getViewport() != mCurViewport)
                {
                    mViewportStateIsDirty = true;
                }
                break;
            case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING:
                mRenderTargetIsDirty = true;
                break;
            default:
                if (dirtyBit >= gl::State::DIRTY_BIT_CURRENT_VALUE_0 &&
                    dirtyBit < gl::State::DIRTY_BIT_CURRENT_VALUE_MAX)
                {
                    size_t attribIndex =
                        static_cast<size_t>(dirtyBit - gl::State::DIRTY_BIT_CURRENT_VALUE_0);
                    mDirtyCurrentValueAttribs.set(attribIndex);
                }
                break;
        }
    }
}