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[android-x86/external-swiftshader.git] / src / OpenGL / libGLESv2 / Context.cpp
1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 // Context.cpp: Implements the es2::Context class, managing all GL state and performing
16 // rendering operations. It is the GLES2 specific implementation of EGLContext.
17
18 #include "Context.h"
19
20 #include "main.h"
21 #include "mathutil.h"
22 #include "utilities.h"
23 #include "ResourceManager.h"
24 #include "Buffer.h"
25 #include "Fence.h"
26 #include "Framebuffer.h"
27 #include "Program.h"
28 #include "Query.h"
29 #include "Renderbuffer.h"
30 #include "Sampler.h"
31 #include "Shader.h"
32 #include "Texture.h"
33 #include "TransformFeedback.h"
34 #include "VertexArray.h"
35 #include "VertexDataManager.h"
36 #include "IndexDataManager.h"
37 #include "libEGL/Display.h"
38 #include "libEGL/EGLSurface.h"
39 #include "Common/Half.hpp"
40
41 #include <EGL/eglext.h>
42
43 #include <algorithm>
44
45 namespace es2
46 {
47 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion)
48         : egl::Context(display), clientVersion(clientVersion)
49 {
50         sw::Context *context = new sw::Context();
51         device = new es2::Device(context);
52
53         setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
54
55         mState.depthClearValue = 1.0f;
56         mState.stencilClearValue = 0;
57
58         mState.cullFaceEnabled = false;
59         mState.cullMode = GL_BACK;
60         mState.frontFace = GL_CCW;
61         mState.depthTestEnabled = false;
62         mState.depthFunc = GL_LESS;
63         mState.blendEnabled = false;
64         mState.sourceBlendRGB = GL_ONE;
65         mState.sourceBlendAlpha = GL_ONE;
66         mState.destBlendRGB = GL_ZERO;
67         mState.destBlendAlpha = GL_ZERO;
68         mState.blendEquationRGB = GL_FUNC_ADD;
69         mState.blendEquationAlpha = GL_FUNC_ADD;
70         mState.blendColor.red = 0;
71         mState.blendColor.green = 0;
72         mState.blendColor.blue = 0;
73         mState.blendColor.alpha = 0;
74         mState.stencilTestEnabled = false;
75         mState.stencilFunc = GL_ALWAYS;
76         mState.stencilRef = 0;
77         mState.stencilMask = 0xFFFFFFFFu;
78         mState.stencilWritemask = 0xFFFFFFFFu;
79         mState.stencilBackFunc = GL_ALWAYS;
80         mState.stencilBackRef = 0;
81         mState.stencilBackMask = 0xFFFFFFFFu;
82         mState.stencilBackWritemask = 0xFFFFFFFFu;
83         mState.stencilFail = GL_KEEP;
84         mState.stencilPassDepthFail = GL_KEEP;
85         mState.stencilPassDepthPass = GL_KEEP;
86         mState.stencilBackFail = GL_KEEP;
87         mState.stencilBackPassDepthFail = GL_KEEP;
88         mState.stencilBackPassDepthPass = GL_KEEP;
89         mState.polygonOffsetFillEnabled = false;
90         mState.polygonOffsetFactor = 0.0f;
91         mState.polygonOffsetUnits = 0.0f;
92         mState.sampleAlphaToCoverageEnabled = false;
93         mState.sampleCoverageEnabled = false;
94         mState.sampleCoverageValue = 1.0f;
95         mState.sampleCoverageInvert = false;
96         mState.scissorTestEnabled = false;
97         mState.ditherEnabled = true;
98         mState.primitiveRestartFixedIndexEnabled = false;
99         mState.rasterizerDiscardEnabled = false;
100         mState.generateMipmapHint = GL_DONT_CARE;
101         mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
102
103         mState.lineWidth = 1.0f;
104
105         mState.viewportX = 0;
106         mState.viewportY = 0;
107         mState.viewportWidth = 0;
108         mState.viewportHeight = 0;
109         mState.zNear = 0.0f;
110         mState.zFar = 1.0f;
111
112         mState.scissorX = 0;
113         mState.scissorY = 0;
114         mState.scissorWidth = 0;
115         mState.scissorHeight = 0;
116
117         mState.colorMaskRed = true;
118         mState.colorMaskGreen = true;
119         mState.colorMaskBlue = true;
120         mState.colorMaskAlpha = true;
121         mState.depthMask = true;
122
123         if(shareContext)
124         {
125                 mResourceManager = shareContext->mResourceManager;
126                 mResourceManager->addRef();
127         }
128         else
129         {
130                 mResourceManager = new ResourceManager();
131         }
132
133         // [OpenGL ES 2.0.24] section 3.7 page 83:
134         // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
135         // and cube map texture state vectors respectively associated with them.
136         // In order that access to these initial textures not be lost, they are treated as texture
137         // objects all of whose names are 0.
138
139         mTexture2DZero = new Texture2D(0);
140         mTexture3DZero = new Texture3D(0);
141         mTexture2DArrayZero = new Texture2DArray(0);
142         mTextureCubeMapZero = new TextureCubeMap(0);
143         mTextureExternalZero = new TextureExternal(0);
144
145         mState.activeSampler = 0;
146         bindVertexArray(0);
147         bindArrayBuffer(0);
148         bindElementArrayBuffer(0);
149         bindTextureCubeMap(0);
150         bindTexture2D(0);
151         bindReadFramebuffer(0);
152         bindDrawFramebuffer(0);
153         bindRenderbuffer(0);
154         bindGenericUniformBuffer(0);
155         bindTransformFeedback(0);
156
157         mState.currentProgram = 0;
158
159         mState.packAlignment = 4;
160         mState.unpackInfo.alignment = 4;
161         mState.packRowLength = 0;
162         mState.packImageHeight = 0;
163         mState.packSkipPixels = 0;
164         mState.packSkipRows = 0;
165         mState.packSkipImages = 0;
166         mState.unpackInfo.rowLength = 0;
167         mState.unpackInfo.imageHeight = 0;
168         mState.unpackInfo.skipPixels = 0;
169         mState.unpackInfo.skipRows = 0;
170         mState.unpackInfo.skipImages = 0;
171
172         mVertexDataManager = nullptr;
173         mIndexDataManager = nullptr;
174
175         mInvalidEnum = false;
176         mInvalidValue = false;
177         mInvalidOperation = false;
178         mOutOfMemory = false;
179         mInvalidFramebufferOperation = false;
180
181         mHasBeenCurrent = false;
182
183         markAllStateDirty();
184 }
185
186 Context::~Context()
187 {
188         if(mState.currentProgram != 0)
189         {
190                 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
191                 if(programObject)
192                 {
193                         programObject->release();
194                 }
195                 mState.currentProgram = 0;
196         }
197
198         while(!mFramebufferNameSpace.empty())
199         {
200                 deleteFramebuffer(mFramebufferNameSpace.firstName());
201         }
202
203         while(!mFenceNameSpace.empty())
204         {
205                 deleteFence(mFenceNameSpace.firstName());
206         }
207
208         while(!mQueryNameSpace.empty())
209         {
210                 deleteQuery(mQueryNameSpace.firstName());
211         }
212
213         while(!mVertexArrayNameSpace.empty())
214         {
215                 deleteVertexArray(mVertexArrayNameSpace.lastName());
216         }
217
218         while(!mTransformFeedbackNameSpace.empty())
219         {
220                 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
221         }
222
223         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
224         {
225                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
226                 {
227                         mState.samplerTexture[type][sampler] = nullptr;
228                 }
229         }
230
231         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
232         {
233                 mState.vertexAttribute[i].mBoundBuffer = nullptr;
234         }
235
236         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
237         {
238                 mState.activeQuery[i] = nullptr;
239         }
240
241         mState.arrayBuffer = nullptr;
242         mState.copyReadBuffer = nullptr;
243         mState.copyWriteBuffer = nullptr;
244         mState.pixelPackBuffer = nullptr;
245         mState.pixelUnpackBuffer = nullptr;
246         mState.genericUniformBuffer = nullptr;
247         mState.renderbuffer = nullptr;
248
249         for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
250         {
251                 mState.sampler[i] = nullptr;
252         }
253
254         mTexture2DZero = nullptr;
255         mTexture3DZero = nullptr;
256         mTexture2DArrayZero = nullptr;
257         mTextureCubeMapZero = nullptr;
258         mTextureExternalZero = nullptr;
259
260         delete mVertexDataManager;
261         delete mIndexDataManager;
262
263         mResourceManager->release();
264         delete device;
265 }
266
267 void Context::makeCurrent(egl::Surface *surface)
268 {
269         if(!mHasBeenCurrent)
270         {
271                 mVertexDataManager = new VertexDataManager(this);
272                 mIndexDataManager = new IndexDataManager();
273
274                 mState.viewportX = 0;
275                 mState.viewportY = 0;
276                 mState.viewportWidth = surface->getWidth();
277                 mState.viewportHeight = surface->getHeight();
278
279                 mState.scissorX = 0;
280                 mState.scissorY = 0;
281                 mState.scissorWidth = surface->getWidth();
282                 mState.scissorHeight = surface->getHeight();
283
284                 mHasBeenCurrent = true;
285         }
286
287         // Wrap the existing resources into GL objects and assign them to the '0' names
288         egl::Image *defaultRenderTarget = surface->getRenderTarget();
289         egl::Image *depthStencil = surface->getDepthStencil();
290
291         Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
292         DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
293         Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
294
295         setFramebufferZero(framebufferZero);
296
297         if(defaultRenderTarget)
298         {
299                 defaultRenderTarget->release();
300         }
301
302         if(depthStencil)
303         {
304                 depthStencil->release();
305         }
306
307         markAllStateDirty();
308 }
309
310 EGLint Context::getClientVersion() const
311 {
312         return clientVersion;
313 }
314
315 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
316 void Context::markAllStateDirty()
317 {
318         mAppliedProgramSerial = 0;
319
320         mDepthStateDirty = true;
321         mMaskStateDirty = true;
322         mBlendStateDirty = true;
323         mStencilStateDirty = true;
324         mPolygonOffsetStateDirty = true;
325         mSampleStateDirty = true;
326         mDitherStateDirty = true;
327         mFrontFaceDirty = true;
328 }
329
330 void Context::setClearColor(float red, float green, float blue, float alpha)
331 {
332         mState.colorClearValue.red = red;
333         mState.colorClearValue.green = green;
334         mState.colorClearValue.blue = blue;
335         mState.colorClearValue.alpha = alpha;
336 }
337
338 void Context::setClearDepth(float depth)
339 {
340         mState.depthClearValue = depth;
341 }
342
343 void Context::setClearStencil(int stencil)
344 {
345         mState.stencilClearValue = stencil;
346 }
347
348 void Context::setCullFaceEnabled(bool enabled)
349 {
350         mState.cullFaceEnabled = enabled;
351 }
352
353 bool Context::isCullFaceEnabled() const
354 {
355         return mState.cullFaceEnabled;
356 }
357
358 void Context::setCullMode(GLenum mode)
359 {
360    mState.cullMode = mode;
361 }
362
363 void Context::setFrontFace(GLenum front)
364 {
365         if(mState.frontFace != front)
366         {
367                 mState.frontFace = front;
368                 mFrontFaceDirty = true;
369         }
370 }
371
372 void Context::setDepthTestEnabled(bool enabled)
373 {
374         if(mState.depthTestEnabled != enabled)
375         {
376                 mState.depthTestEnabled = enabled;
377                 mDepthStateDirty = true;
378         }
379 }
380
381 bool Context::isDepthTestEnabled() const
382 {
383         return mState.depthTestEnabled;
384 }
385
386 void Context::setDepthFunc(GLenum depthFunc)
387 {
388         if(mState.depthFunc != depthFunc)
389         {
390                 mState.depthFunc = depthFunc;
391                 mDepthStateDirty = true;
392         }
393 }
394
395 void Context::setDepthRange(float zNear, float zFar)
396 {
397         mState.zNear = zNear;
398         mState.zFar = zFar;
399 }
400
401 void Context::setBlendEnabled(bool enabled)
402 {
403         if(mState.blendEnabled != enabled)
404         {
405                 mState.blendEnabled = enabled;
406                 mBlendStateDirty = true;
407         }
408 }
409
410 bool Context::isBlendEnabled() const
411 {
412         return mState.blendEnabled;
413 }
414
415 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
416 {
417         if(mState.sourceBlendRGB != sourceRGB ||
418            mState.sourceBlendAlpha != sourceAlpha ||
419            mState.destBlendRGB != destRGB ||
420            mState.destBlendAlpha != destAlpha)
421         {
422                 mState.sourceBlendRGB = sourceRGB;
423                 mState.destBlendRGB = destRGB;
424                 mState.sourceBlendAlpha = sourceAlpha;
425                 mState.destBlendAlpha = destAlpha;
426                 mBlendStateDirty = true;
427         }
428 }
429
430 void Context::setBlendColor(float red, float green, float blue, float alpha)
431 {
432         if(mState.blendColor.red != red ||
433            mState.blendColor.green != green ||
434            mState.blendColor.blue != blue ||
435            mState.blendColor.alpha != alpha)
436         {
437                 mState.blendColor.red = red;
438                 mState.blendColor.green = green;
439                 mState.blendColor.blue = blue;
440                 mState.blendColor.alpha = alpha;
441                 mBlendStateDirty = true;
442         }
443 }
444
445 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
446 {
447         if(mState.blendEquationRGB != rgbEquation ||
448            mState.blendEquationAlpha != alphaEquation)
449         {
450                 mState.blendEquationRGB = rgbEquation;
451                 mState.blendEquationAlpha = alphaEquation;
452                 mBlendStateDirty = true;
453         }
454 }
455
456 void Context::setStencilTestEnabled(bool enabled)
457 {
458         if(mState.stencilTestEnabled != enabled)
459         {
460                 mState.stencilTestEnabled = enabled;
461                 mStencilStateDirty = true;
462         }
463 }
464
465 bool Context::isStencilTestEnabled() const
466 {
467         return mState.stencilTestEnabled;
468 }
469
470 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
471 {
472         if(mState.stencilFunc != stencilFunc ||
473            mState.stencilRef != stencilRef ||
474            mState.stencilMask != stencilMask)
475         {
476                 mState.stencilFunc = stencilFunc;
477                 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
478                 mState.stencilMask = stencilMask;
479                 mStencilStateDirty = true;
480         }
481 }
482
483 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
484 {
485         if(mState.stencilBackFunc != stencilBackFunc ||
486            mState.stencilBackRef != stencilBackRef ||
487            mState.stencilBackMask != stencilBackMask)
488         {
489                 mState.stencilBackFunc = stencilBackFunc;
490                 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
491                 mState.stencilBackMask = stencilBackMask;
492                 mStencilStateDirty = true;
493         }
494 }
495
496 void Context::setStencilWritemask(GLuint stencilWritemask)
497 {
498         if(mState.stencilWritemask != stencilWritemask)
499         {
500                 mState.stencilWritemask = stencilWritemask;
501                 mStencilStateDirty = true;
502         }
503 }
504
505 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
506 {
507         if(mState.stencilBackWritemask != stencilBackWritemask)
508         {
509                 mState.stencilBackWritemask = stencilBackWritemask;
510                 mStencilStateDirty = true;
511         }
512 }
513
514 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
515 {
516         if(mState.stencilFail != stencilFail ||
517            mState.stencilPassDepthFail != stencilPassDepthFail ||
518            mState.stencilPassDepthPass != stencilPassDepthPass)
519         {
520                 mState.stencilFail = stencilFail;
521                 mState.stencilPassDepthFail = stencilPassDepthFail;
522                 mState.stencilPassDepthPass = stencilPassDepthPass;
523                 mStencilStateDirty = true;
524         }
525 }
526
527 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
528 {
529         if(mState.stencilBackFail != stencilBackFail ||
530            mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
531            mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
532         {
533                 mState.stencilBackFail = stencilBackFail;
534                 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
535                 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
536                 mStencilStateDirty = true;
537         }
538 }
539
540 void Context::setPolygonOffsetFillEnabled(bool enabled)
541 {
542         if(mState.polygonOffsetFillEnabled != enabled)
543         {
544                 mState.polygonOffsetFillEnabled = enabled;
545                 mPolygonOffsetStateDirty = true;
546         }
547 }
548
549 bool Context::isPolygonOffsetFillEnabled() const
550 {
551         return mState.polygonOffsetFillEnabled;
552 }
553
554 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
555 {
556         if(mState.polygonOffsetFactor != factor ||
557            mState.polygonOffsetUnits != units)
558         {
559                 mState.polygonOffsetFactor = factor;
560                 mState.polygonOffsetUnits = units;
561                 mPolygonOffsetStateDirty = true;
562         }
563 }
564
565 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
566 {
567         if(mState.sampleAlphaToCoverageEnabled != enabled)
568         {
569                 mState.sampleAlphaToCoverageEnabled = enabled;
570                 mSampleStateDirty = true;
571         }
572 }
573
574 bool Context::isSampleAlphaToCoverageEnabled() const
575 {
576         return mState.sampleAlphaToCoverageEnabled;
577 }
578
579 void Context::setSampleCoverageEnabled(bool enabled)
580 {
581         if(mState.sampleCoverageEnabled != enabled)
582         {
583                 mState.sampleCoverageEnabled = enabled;
584                 mSampleStateDirty = true;
585         }
586 }
587
588 bool Context::isSampleCoverageEnabled() const
589 {
590         return mState.sampleCoverageEnabled;
591 }
592
593 void Context::setSampleCoverageParams(GLclampf value, bool invert)
594 {
595         if(mState.sampleCoverageValue != value ||
596            mState.sampleCoverageInvert != invert)
597         {
598                 mState.sampleCoverageValue = value;
599                 mState.sampleCoverageInvert = invert;
600                 mSampleStateDirty = true;
601         }
602 }
603
604 void Context::setScissorTestEnabled(bool enabled)
605 {
606         mState.scissorTestEnabled = enabled;
607 }
608
609 bool Context::isScissorTestEnabled() const
610 {
611         return mState.scissorTestEnabled;
612 }
613
614 void Context::setDitherEnabled(bool enabled)
615 {
616         if(mState.ditherEnabled != enabled)
617         {
618                 mState.ditherEnabled = enabled;
619                 mDitherStateDirty = true;
620         }
621 }
622
623 bool Context::isDitherEnabled() const
624 {
625         return mState.ditherEnabled;
626 }
627
628 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
629 {
630         mState.primitiveRestartFixedIndexEnabled = enabled;
631 }
632
633 bool Context::isPrimitiveRestartFixedIndexEnabled() const
634 {
635         return mState.primitiveRestartFixedIndexEnabled;
636 }
637
638 void Context::setRasterizerDiscardEnabled(bool enabled)
639 {
640         mState.rasterizerDiscardEnabled = enabled;
641 }
642
643 bool Context::isRasterizerDiscardEnabled() const
644 {
645         return mState.rasterizerDiscardEnabled;
646 }
647
648 void Context::setLineWidth(GLfloat width)
649 {
650         mState.lineWidth = width;
651         device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
652 }
653
654 void Context::setGenerateMipmapHint(GLenum hint)
655 {
656         mState.generateMipmapHint = hint;
657 }
658
659 void Context::setFragmentShaderDerivativeHint(GLenum hint)
660 {
661         mState.fragmentShaderDerivativeHint = hint;
662         // TODO: Propagate the hint to shader translator so we can write
663         // ddx, ddx_coarse, or ddx_fine depending on the hint.
664         // Ignore for now. It is valid for implementations to ignore hint.
665 }
666
667 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
668 {
669         mState.viewportX = x;
670         mState.viewportY = y;
671         mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);     // GL_MAX_VIEWPORT_DIMS[0]
672         mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE);   // GL_MAX_VIEWPORT_DIMS[1]
673 }
674
675 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
676 {
677         mState.scissorX = x;
678         mState.scissorY = y;
679         mState.scissorWidth = width;
680         mState.scissorHeight = height;
681 }
682
683 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
684 {
685         if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
686            mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
687         {
688                 mState.colorMaskRed = red;
689                 mState.colorMaskGreen = green;
690                 mState.colorMaskBlue = blue;
691                 mState.colorMaskAlpha = alpha;
692                 mMaskStateDirty = true;
693         }
694 }
695
696 unsigned int Context::getColorMask() const
697 {
698         return (mState.colorMaskRed ? 0x1 : 0) |
699                (mState.colorMaskGreen ? 0x2 : 0) |
700                (mState.colorMaskBlue ? 0x4 : 0) |
701                (mState.colorMaskAlpha ? 0x8 : 0);
702 }
703
704 void Context::setDepthMask(bool mask)
705 {
706         if(mState.depthMask != mask)
707         {
708                 mState.depthMask = mask;
709                 mMaskStateDirty = true;
710         }
711 }
712
713 void Context::setActiveSampler(unsigned int active)
714 {
715         mState.activeSampler = active;
716 }
717
718 GLuint Context::getReadFramebufferName() const
719 {
720         return mState.readFramebuffer;
721 }
722
723 GLuint Context::getDrawFramebufferName() const
724 {
725         return mState.drawFramebuffer;
726 }
727
728 GLuint Context::getRenderbufferName() const
729 {
730         return mState.renderbuffer.name();
731 }
732
733 void Context::setFramebufferReadBuffer(GLuint buf)
734 {
735         getReadFramebuffer()->setReadBuffer(buf);
736 }
737
738 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
739 {
740         Framebuffer *drawFramebuffer = getDrawFramebuffer();
741
742         for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
743         {
744                 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
745         }
746 }
747
748 GLuint Context::getReadFramebufferColorIndex() const
749 {
750         GLenum buf = getReadFramebuffer()->getReadBuffer();
751         switch(buf)
752         {
753         case GL_BACK:
754                 return 0;
755         case GL_NONE:
756                 return GL_INVALID_INDEX;
757         default:
758                 return buf - GL_COLOR_ATTACHMENT0;
759 }
760 }
761
762 GLuint Context::getArrayBufferName() const
763 {
764         return mState.arrayBuffer.name();
765 }
766
767 GLuint Context::getElementArrayBufferName() const
768 {
769         Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
770         return elementArrayBuffer ? elementArrayBuffer->name : 0;
771 }
772
773 GLuint Context::getActiveQuery(GLenum target) const
774 {
775         Query *queryObject = nullptr;
776
777         switch(target)
778         {
779         case GL_ANY_SAMPLES_PASSED_EXT:
780                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
781                 break;
782         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
783                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
784                 break;
785         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
786                 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
787                 break;
788         default:
789                 ASSERT(false);
790         }
791
792         if(queryObject)
793         {
794                 return queryObject->name;
795         }
796
797         return 0;
798 }
799
800 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
801 {
802         getCurrentVertexArray()->enableAttribute(attribNum, enabled);
803 }
804
805 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
806 {
807         getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
808 }
809
810 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
811 {
812         return getCurrentVertexArray()->getVertexAttribute(attribNum);
813 }
814
815 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
816                                    GLsizei stride, const void *pointer)
817 {
818         getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
819 }
820
821 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
822 {
823         return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
824 }
825
826 const VertexAttributeArray &Context::getVertexArrayAttributes()
827 {
828         return getCurrentVertexArray()->getVertexAttributes();
829 }
830
831 const VertexAttributeArray &Context::getCurrentVertexAttributes()
832 {
833         return mState.vertexAttribute;
834 }
835
836 void Context::setPackAlignment(GLint alignment)
837 {
838         mState.packAlignment = alignment;
839 }
840
841 void Context::setUnpackAlignment(GLint alignment)
842 {
843         mState.unpackInfo.alignment = alignment;
844 }
845
846 const egl::Image::UnpackInfo& Context::getUnpackInfo() const
847 {
848         return mState.unpackInfo;
849 }
850
851 void Context::setPackRowLength(GLint rowLength)
852 {
853         mState.packRowLength = rowLength;
854 }
855
856 void Context::setPackImageHeight(GLint imageHeight)
857 {
858         mState.packImageHeight = imageHeight;
859 }
860
861 void Context::setPackSkipPixels(GLint skipPixels)
862 {
863         mState.packSkipPixels = skipPixels;
864 }
865
866 void Context::setPackSkipRows(GLint skipRows)
867 {
868         mState.packSkipRows = skipRows;
869 }
870
871 void Context::setPackSkipImages(GLint skipImages)
872 {
873         mState.packSkipImages = skipImages;
874 }
875
876 void Context::setUnpackRowLength(GLint rowLength)
877 {
878         mState.unpackInfo.rowLength = rowLength;
879 }
880
881 void Context::setUnpackImageHeight(GLint imageHeight)
882 {
883         mState.unpackInfo.imageHeight = imageHeight;
884 }
885
886 void Context::setUnpackSkipPixels(GLint skipPixels)
887 {
888         mState.unpackInfo.skipPixels = skipPixels;
889 }
890
891 void Context::setUnpackSkipRows(GLint skipRows)
892 {
893         mState.unpackInfo.skipRows = skipRows;
894 }
895
896 void Context::setUnpackSkipImages(GLint skipImages)
897 {
898         mState.unpackInfo.skipImages = skipImages;
899 }
900
901 GLuint Context::createBuffer()
902 {
903         return mResourceManager->createBuffer();
904 }
905
906 GLuint Context::createProgram()
907 {
908         return mResourceManager->createProgram();
909 }
910
911 GLuint Context::createShader(GLenum type)
912 {
913         return mResourceManager->createShader(type);
914 }
915
916 GLuint Context::createTexture()
917 {
918         return mResourceManager->createTexture();
919 }
920
921 GLuint Context::createRenderbuffer()
922 {
923         return mResourceManager->createRenderbuffer();
924 }
925
926 // Returns an unused framebuffer name
927 GLuint Context::createFramebuffer()
928 {
929         return mFramebufferNameSpace.allocate();
930 }
931
932 GLuint Context::createFence()
933 {
934         return mFenceNameSpace.allocate(new Fence());
935 }
936
937 // Returns an unused query name
938 GLuint Context::createQuery()
939 {
940         return mQueryNameSpace.allocate();
941 }
942
943 // Returns an unused vertex array name
944 GLuint Context::createVertexArray()
945 {
946         return mVertexArrayNameSpace.allocate();
947 }
948
949 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
950 {
951         GLuint handle = mResourceManager->createFenceSync(condition, flags);
952
953         return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
954 }
955
956 // Returns an unused transform feedback name
957 GLuint Context::createTransformFeedback()
958 {
959         return mTransformFeedbackNameSpace.allocate();
960 }
961
962 // Returns an unused sampler name
963 GLuint Context::createSampler()
964 {
965         return mResourceManager->createSampler();
966 }
967
968 void Context::deleteBuffer(GLuint buffer)
969 {
970         detachBuffer(buffer);
971
972         mResourceManager->deleteBuffer(buffer);
973 }
974
975 void Context::deleteShader(GLuint shader)
976 {
977         mResourceManager->deleteShader(shader);
978 }
979
980 void Context::deleteProgram(GLuint program)
981 {
982         mResourceManager->deleteProgram(program);
983 }
984
985 void Context::deleteTexture(GLuint texture)
986 {
987         detachTexture(texture);
988
989         mResourceManager->deleteTexture(texture);
990 }
991
992 void Context::deleteRenderbuffer(GLuint renderbuffer)
993 {
994         if(mResourceManager->getRenderbuffer(renderbuffer))
995         {
996                 detachRenderbuffer(renderbuffer);
997         }
998
999         mResourceManager->deleteRenderbuffer(renderbuffer);
1000 }
1001
1002 void Context::deleteFramebuffer(GLuint framebuffer)
1003 {
1004         detachFramebuffer(framebuffer);
1005
1006         Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1007
1008         if(framebufferObject)
1009         {
1010                 delete framebufferObject;
1011         }
1012 }
1013
1014 void Context::deleteFence(GLuint fence)
1015 {
1016         Fence *fenceObject = mFenceNameSpace.remove(fence);
1017
1018         if(fenceObject)
1019         {
1020                 delete fenceObject;
1021         }
1022 }
1023
1024 void Context::deleteQuery(GLuint query)
1025 {
1026         Query *queryObject = mQueryNameSpace.remove(query);
1027
1028         if(queryObject)
1029         {
1030                 queryObject->release();
1031         }
1032 }
1033
1034 void Context::deleteVertexArray(GLuint vertexArray)
1035 {
1036         // [OpenGL ES 3.0.2] section 2.10 page 43:
1037         // If a vertex array object that is currently bound is deleted, the binding
1038         // for that object reverts to zero and the default vertex array becomes current.
1039         if(getCurrentVertexArray()->name == vertexArray)
1040         {
1041                 bindVertexArray(0);
1042         }
1043
1044         VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1045
1046         if(vertexArrayObject)
1047         {
1048                 delete vertexArrayObject;
1049         }
1050 }
1051
1052 void Context::deleteFenceSync(GLsync fenceSync)
1053 {
1054         // The spec specifies the underlying Fence object is not deleted until all current
1055         // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1056         // and since our API is currently designed for being called from a single thread, we can delete
1057         // the fence immediately.
1058         mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1059 }
1060
1061 void Context::deleteTransformFeedback(GLuint transformFeedback)
1062 {
1063         TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1064
1065         if(transformFeedbackObject)
1066         {
1067                 delete transformFeedbackObject;
1068         }
1069 }
1070
1071 void Context::deleteSampler(GLuint sampler)
1072 {
1073         detachSampler(sampler);
1074
1075         mResourceManager->deleteSampler(sampler);
1076 }
1077
1078 Buffer *Context::getBuffer(GLuint handle) const
1079 {
1080         return mResourceManager->getBuffer(handle);
1081 }
1082
1083 Shader *Context::getShader(GLuint handle) const
1084 {
1085         return mResourceManager->getShader(handle);
1086 }
1087
1088 Program *Context::getProgram(GLuint handle) const
1089 {
1090         return mResourceManager->getProgram(handle);
1091 }
1092
1093 Texture *Context::getTexture(GLuint handle) const
1094 {
1095         return mResourceManager->getTexture(handle);
1096 }
1097
1098 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1099 {
1100         return mResourceManager->getRenderbuffer(handle);
1101 }
1102
1103 Framebuffer *Context::getReadFramebuffer() const
1104 {
1105         return getFramebuffer(mState.readFramebuffer);
1106 }
1107
1108 Framebuffer *Context::getDrawFramebuffer() const
1109 {
1110         return getFramebuffer(mState.drawFramebuffer);
1111 }
1112
1113 void Context::bindArrayBuffer(unsigned int buffer)
1114 {
1115         mResourceManager->checkBufferAllocation(buffer);
1116
1117         mState.arrayBuffer = getBuffer(buffer);
1118 }
1119
1120 void Context::bindElementArrayBuffer(unsigned int buffer)
1121 {
1122         mResourceManager->checkBufferAllocation(buffer);
1123
1124         getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1125 }
1126
1127 void Context::bindCopyReadBuffer(GLuint buffer)
1128 {
1129         mResourceManager->checkBufferAllocation(buffer);
1130
1131         mState.copyReadBuffer = getBuffer(buffer);
1132 }
1133
1134 void Context::bindCopyWriteBuffer(GLuint buffer)
1135 {
1136         mResourceManager->checkBufferAllocation(buffer);
1137
1138         mState.copyWriteBuffer = getBuffer(buffer);
1139 }
1140
1141 void Context::bindPixelPackBuffer(GLuint buffer)
1142 {
1143         mResourceManager->checkBufferAllocation(buffer);
1144
1145         mState.pixelPackBuffer = getBuffer(buffer);
1146 }
1147
1148 void Context::bindPixelUnpackBuffer(GLuint buffer)
1149 {
1150         mResourceManager->checkBufferAllocation(buffer);
1151
1152         mState.pixelUnpackBuffer = getBuffer(buffer);
1153 }
1154
1155 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1156 {
1157         mResourceManager->checkBufferAllocation(buffer);
1158
1159         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1160
1161         if(transformFeedback)
1162         {
1163                 transformFeedback->setGenericBuffer(getBuffer(buffer));
1164         }
1165 }
1166
1167 void Context::bindTexture2D(GLuint texture)
1168 {
1169         mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1170
1171         mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1172 }
1173
1174 void Context::bindTextureCubeMap(GLuint texture)
1175 {
1176         mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1177
1178         mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1179 }
1180
1181 void Context::bindTextureExternal(GLuint texture)
1182 {
1183         mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1184
1185         mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1186 }
1187
1188 void Context::bindTexture3D(GLuint texture)
1189 {
1190         mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1191
1192         mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1193 }
1194
1195 void Context::bindTexture2DArray(GLuint texture)
1196 {
1197         mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1198
1199         mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1200 }
1201
1202 void Context::bindReadFramebuffer(GLuint framebuffer)
1203 {
1204         if(!getFramebuffer(framebuffer))
1205         {
1206                 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1207         }
1208
1209         mState.readFramebuffer = framebuffer;
1210 }
1211
1212 void Context::bindDrawFramebuffer(GLuint framebuffer)
1213 {
1214         if(!getFramebuffer(framebuffer))
1215         {
1216                 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1217         }
1218
1219         mState.drawFramebuffer = framebuffer;
1220 }
1221
1222 void Context::bindRenderbuffer(GLuint renderbuffer)
1223 {
1224         mResourceManager->checkRenderbufferAllocation(renderbuffer);
1225
1226         mState.renderbuffer = getRenderbuffer(renderbuffer);
1227 }
1228
1229 void Context::bindVertexArray(GLuint array)
1230 {
1231         VertexArray *vertexArray = getVertexArray(array);
1232
1233         if(!vertexArray)
1234         {
1235                 vertexArray = new VertexArray(array);
1236                 mVertexArrayNameSpace.insert(array, vertexArray);
1237         }
1238
1239         mState.vertexArray = array;
1240 }
1241
1242 void Context::bindGenericUniformBuffer(GLuint buffer)
1243 {
1244         mResourceManager->checkBufferAllocation(buffer);
1245
1246         mState.genericUniformBuffer = getBuffer(buffer);
1247 }
1248
1249 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1250 {
1251         mResourceManager->checkBufferAllocation(buffer);
1252
1253         Buffer* bufferObject = getBuffer(buffer);
1254         mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1255 }
1256
1257 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1258 {
1259         mResourceManager->checkBufferAllocation(buffer);
1260
1261         getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1262 }
1263
1264 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1265 {
1266         mResourceManager->checkBufferAllocation(buffer);
1267
1268         Buffer* bufferObject = getBuffer(buffer);
1269         getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1270 }
1271
1272 void Context::bindTransformFeedback(GLuint id)
1273 {
1274         if(!getTransformFeedback(id))
1275         {
1276                 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1277         }
1278
1279         mState.transformFeedback = id;
1280 }
1281
1282 bool Context::bindSampler(GLuint unit, GLuint sampler)
1283 {
1284         mResourceManager->checkSamplerAllocation(sampler);
1285
1286         Sampler* samplerObject = getSampler(sampler);
1287
1288         mState.sampler[unit] = samplerObject;
1289
1290         return !!samplerObject;
1291 }
1292
1293 void Context::useProgram(GLuint program)
1294 {
1295         GLuint priorProgram = mState.currentProgram;
1296         mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1297
1298         if(priorProgram != program)
1299         {
1300                 Program *newProgram = mResourceManager->getProgram(program);
1301                 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1302
1303                 if(newProgram)
1304                 {
1305                         newProgram->addRef();
1306                 }
1307
1308                 if(oldProgram)
1309                 {
1310                         oldProgram->release();
1311                 }
1312         }
1313 }
1314
1315 void Context::beginQuery(GLenum target, GLuint query)
1316 {
1317         // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1318         // of zero, if the active query object name for <target> is non-zero (for the
1319         // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1320         // the active query for either target is non-zero), if <id> is the name of an
1321         // existing query object whose type does not match <target>, or if <id> is the
1322         // active query object name for any query type, the error INVALID_OPERATION is
1323         // generated.
1324
1325         // Ensure no other queries are active
1326         // NOTE: If other queries than occlusion are supported, we will need to check
1327         // separately that:
1328         //    a) The query ID passed is not the current active query for any target/type
1329         //    b) There are no active queries for the requested target (and in the case
1330         //       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1331         //       no query may be active for either if glBeginQuery targets either.
1332         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1333         {
1334                 if(mState.activeQuery[i])
1335                 {
1336                         return error(GL_INVALID_OPERATION);
1337                 }
1338         }
1339
1340         QueryType qType;
1341         switch(target)
1342         {
1343         case GL_ANY_SAMPLES_PASSED_EXT:
1344                 qType = QUERY_ANY_SAMPLES_PASSED;
1345                 break;
1346         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1347                 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1348                 break;
1349         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1350                 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1351                 break;
1352         default:
1353                 UNREACHABLE(target);
1354                 return error(GL_INVALID_ENUM);
1355         }
1356
1357         Query *queryObject = createQuery(query, target);
1358
1359         // Check that name was obtained with glGenQueries
1360         if(!queryObject)
1361         {
1362                 return error(GL_INVALID_OPERATION);
1363         }
1364
1365         // Check for type mismatch
1366         if(queryObject->getType() != target)
1367         {
1368                 return error(GL_INVALID_OPERATION);
1369         }
1370
1371         // Set query as active for specified target
1372         mState.activeQuery[qType] = queryObject;
1373
1374         // Begin query
1375         queryObject->begin();
1376 }
1377
1378 void Context::endQuery(GLenum target)
1379 {
1380         QueryType qType;
1381
1382         switch(target)
1383         {
1384         case GL_ANY_SAMPLES_PASSED_EXT:                qType = QUERY_ANY_SAMPLES_PASSED;                    break;
1385         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;       break;
1386         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1387         default: UNREACHABLE(target); return;
1388         }
1389
1390         Query *queryObject = mState.activeQuery[qType];
1391
1392         if(!queryObject)
1393         {
1394                 return error(GL_INVALID_OPERATION);
1395         }
1396
1397         queryObject->end();
1398
1399         mState.activeQuery[qType] = nullptr;
1400 }
1401
1402 void Context::setFramebufferZero(Framebuffer *buffer)
1403 {
1404         delete mFramebufferNameSpace.remove(0);
1405         mFramebufferNameSpace.insert(0, buffer);
1406 }
1407
1408 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1409 {
1410         Renderbuffer *renderbufferObject = mState.renderbuffer;
1411         renderbufferObject->setStorage(renderbuffer);
1412 }
1413
1414 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1415 {
1416         return mFramebufferNameSpace.find(handle);
1417 }
1418
1419 Fence *Context::getFence(unsigned int handle) const
1420 {
1421         return mFenceNameSpace.find(handle);
1422 }
1423
1424 FenceSync *Context::getFenceSync(GLsync handle) const
1425 {
1426         return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1427 }
1428
1429 Query *Context::getQuery(unsigned int handle) const
1430 {
1431         return mQueryNameSpace.find(handle);
1432 }
1433
1434 Query *Context::createQuery(unsigned int handle, GLenum type)
1435 {
1436         if(!mQueryNameSpace.isReserved(handle))
1437         {
1438                 return nullptr;
1439         }
1440         else
1441         {
1442                 Query *query = mQueryNameSpace.find(handle);
1443                 if(!query)
1444                 {
1445                         query = new Query(handle, type);
1446                         query->addRef();
1447                         mQueryNameSpace.insert(handle, query);
1448                 }
1449
1450                 return query;
1451         }
1452 }
1453
1454 VertexArray *Context::getVertexArray(GLuint array) const
1455 {
1456         return mVertexArrayNameSpace.find(array);
1457 }
1458
1459 VertexArray *Context::getCurrentVertexArray() const
1460 {
1461         return getVertexArray(mState.vertexArray);
1462 }
1463
1464 bool Context::isVertexArray(GLuint array) const
1465 {
1466         return mVertexArrayNameSpace.isReserved(array);
1467 }
1468
1469 bool Context::hasZeroDivisor() const
1470 {
1471         // Verify there is at least one active attribute with a divisor of zero
1472         es2::Program *programObject = getCurrentProgram();
1473         for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1474         {
1475                 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1476                 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1477                 {
1478                         return true;
1479                 }
1480         }
1481
1482         return false;
1483 }
1484
1485 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1486 {
1487         return mTransformFeedbackNameSpace.find(transformFeedback);
1488 }
1489
1490 Sampler *Context::getSampler(GLuint sampler) const
1491 {
1492         return mResourceManager->getSampler(sampler);
1493 }
1494
1495 bool Context::isSampler(GLuint sampler) const
1496 {
1497         return mResourceManager->isSampler(sampler);
1498 }
1499
1500 Buffer *Context::getArrayBuffer() const
1501 {
1502         return mState.arrayBuffer;
1503 }
1504
1505 Buffer *Context::getElementArrayBuffer() const
1506 {
1507         return getCurrentVertexArray()->getElementArrayBuffer();
1508 }
1509
1510 Buffer *Context::getCopyReadBuffer() const
1511 {
1512         return mState.copyReadBuffer;
1513 }
1514
1515 Buffer *Context::getCopyWriteBuffer() const
1516 {
1517         return mState.copyWriteBuffer;
1518 }
1519
1520 Buffer *Context::getPixelPackBuffer() const
1521 {
1522         return mState.pixelPackBuffer;
1523 }
1524
1525 Buffer *Context::getPixelUnpackBuffer() const
1526 {
1527         return mState.pixelUnpackBuffer;
1528 }
1529
1530 Buffer *Context::getGenericUniformBuffer() const
1531 {
1532         return mState.genericUniformBuffer;
1533 }
1534
1535 const GLvoid* Context::getPixels(const GLvoid* data) const
1536 {
1537         es2::Buffer* unpackBuffer = getPixelUnpackBuffer();
1538         const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr;
1539         return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data;
1540 }
1541
1542 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1543 {
1544         switch(target)
1545         {
1546         case GL_ARRAY_BUFFER:
1547                 *buffer = getArrayBuffer();
1548                 break;
1549         case GL_ELEMENT_ARRAY_BUFFER:
1550                 *buffer = getElementArrayBuffer();
1551                 break;
1552         case GL_COPY_READ_BUFFER:
1553                 if(clientVersion >= 3)
1554                 {
1555                         *buffer = getCopyReadBuffer();
1556                         break;
1557                 }
1558                 else return false;
1559         case GL_COPY_WRITE_BUFFER:
1560                 if(clientVersion >= 3)
1561                 {
1562                         *buffer = getCopyWriteBuffer();
1563                         break;
1564                 }
1565                 else return false;
1566         case GL_PIXEL_PACK_BUFFER:
1567                 if(clientVersion >= 3)
1568                 {
1569                         *buffer = getPixelPackBuffer();
1570                         break;
1571                 }
1572                 else return false;
1573         case GL_PIXEL_UNPACK_BUFFER:
1574                 if(clientVersion >= 3)
1575                 {
1576                         *buffer = getPixelUnpackBuffer();
1577                         break;
1578                 }
1579                 else return false;
1580         case GL_TRANSFORM_FEEDBACK_BUFFER:
1581                 if(clientVersion >= 3)
1582                 {
1583                         TransformFeedback* transformFeedback = getTransformFeedback();
1584                         *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1585                         break;
1586                 }
1587                 else return false;
1588         case GL_UNIFORM_BUFFER:
1589                 if(clientVersion >= 3)
1590                 {
1591                         *buffer = getGenericUniformBuffer();
1592                         break;
1593                 }
1594                 else return false;
1595         default:
1596                 return false;
1597         }
1598         return true;
1599 }
1600
1601 TransformFeedback *Context::getTransformFeedback() const
1602 {
1603         return getTransformFeedback(mState.transformFeedback);
1604 }
1605
1606 Program *Context::getCurrentProgram() const
1607 {
1608         return mResourceManager->getProgram(mState.currentProgram);
1609 }
1610
1611 Texture2D *Context::getTexture2D() const
1612 {
1613         return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1614 }
1615
1616 Texture3D *Context::getTexture3D() const
1617 {
1618         return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1619 }
1620
1621 Texture2DArray *Context::getTexture2DArray() const
1622 {
1623         return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1624 }
1625
1626 TextureCubeMap *Context::getTextureCubeMap() const
1627 {
1628         return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1629 }
1630
1631 TextureExternal *Context::getTextureExternal() const
1632 {
1633         return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1634 }
1635
1636 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1637 {
1638         GLuint texid = mState.samplerTexture[type][sampler].name();
1639
1640         if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1641         {
1642                 switch(type)
1643                 {
1644                 case TEXTURE_2D: return mTexture2DZero;
1645                 case TEXTURE_3D: return mTexture3DZero;
1646                 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1647                 case TEXTURE_CUBE: return mTextureCubeMapZero;
1648                 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1649                 default: UNREACHABLE(type);
1650                 }
1651         }
1652
1653         return mState.samplerTexture[type][sampler];
1654 }
1655
1656 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1657 {
1658         mResourceManager->checkSamplerAllocation(sampler);
1659
1660         Sampler *samplerObject = getSampler(sampler);
1661         ASSERT(samplerObject);
1662
1663         switch(pname)
1664         {
1665         case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(param));       break;
1666         case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(param));       break;
1667         case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(param));           break;
1668         case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(param));           break;
1669         case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(param));           break;
1670         case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(static_cast<GLfloat>(param));         break;
1671         case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(static_cast<GLfloat>(param));         break;
1672         case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(param));  break;
1673         case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(param));  break;
1674         default:                       UNREACHABLE(pname); break;
1675         }
1676 }
1677
1678 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1679 {
1680         mResourceManager->checkSamplerAllocation(sampler);
1681
1682         Sampler *samplerObject = getSampler(sampler);
1683         ASSERT(samplerObject);
1684
1685         switch(pname)
1686         {
1687         case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));       break;
1688         case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));       break;
1689         case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));           break;
1690         case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));           break;
1691         case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));           break;
1692         case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(param);                                       break;
1693         case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(param);                                       break;
1694         case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param)));  break;
1695         case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param)));  break;
1696         default:                       UNREACHABLE(pname); break;
1697         }
1698 }
1699
1700 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1701 {
1702         mResourceManager->checkSamplerAllocation(sampler);
1703
1704         Sampler *samplerObject = getSampler(sampler);
1705         ASSERT(samplerObject);
1706
1707         switch(pname)
1708         {
1709         case GL_TEXTURE_MIN_FILTER:    return static_cast<GLint>(samplerObject->getMinFilter());
1710         case GL_TEXTURE_MAG_FILTER:    return static_cast<GLint>(samplerObject->getMagFilter());
1711         case GL_TEXTURE_WRAP_S:        return static_cast<GLint>(samplerObject->getWrapS());
1712         case GL_TEXTURE_WRAP_T:        return static_cast<GLint>(samplerObject->getWrapT());
1713         case GL_TEXTURE_WRAP_R:        return static_cast<GLint>(samplerObject->getWrapR());
1714         case GL_TEXTURE_MIN_LOD:       return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1715         case GL_TEXTURE_MAX_LOD:       return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1716         case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLint>(samplerObject->getComparisonMode());
1717         case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLint>(samplerObject->getComparisonFunc());
1718         default:                       UNREACHABLE(pname); return 0;
1719         }
1720 }
1721
1722 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1723 {
1724         mResourceManager->checkSamplerAllocation(sampler);
1725
1726         Sampler *samplerObject = getSampler(sampler);
1727         ASSERT(samplerObject);
1728
1729         switch(pname)
1730         {
1731         case GL_TEXTURE_MIN_FILTER:    return static_cast<GLfloat>(samplerObject->getMinFilter());
1732         case GL_TEXTURE_MAG_FILTER:    return static_cast<GLfloat>(samplerObject->getMagFilter());
1733         case GL_TEXTURE_WRAP_S:        return static_cast<GLfloat>(samplerObject->getWrapS());
1734         case GL_TEXTURE_WRAP_T:        return static_cast<GLfloat>(samplerObject->getWrapT());
1735         case GL_TEXTURE_WRAP_R:        return static_cast<GLfloat>(samplerObject->getWrapR());
1736         case GL_TEXTURE_MIN_LOD:       return samplerObject->getMinLod();
1737         case GL_TEXTURE_MAX_LOD:       return samplerObject->getMaxLod();
1738         case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLfloat>(samplerObject->getComparisonMode());
1739         case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1740         default:                       UNREACHABLE(pname); return 0;
1741         }
1742 }
1743
1744 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1745 {
1746         switch(pname)
1747         {
1748         case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1749         case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1750         case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1751         case GL_COLOR_WRITEMASK:
1752                 params[0] = mState.colorMaskRed;
1753                 params[1] = mState.colorMaskGreen;
1754                 params[2] = mState.colorMaskBlue;
1755                 params[3] = mState.colorMaskAlpha;
1756                 break;
1757         case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1758         case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1759         case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1760         case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1761         case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1762         case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1763         case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1764         case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1765         case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1766         case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1767         case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1768         case GL_TRANSFORM_FEEDBACK_ACTIVE:
1769                 {
1770                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1771                         if(transformFeedback)
1772                         {
1773                                 *params = transformFeedback->isActive();
1774                                 break;
1775                         }
1776                         else return false;
1777                 }
1778          case GL_TRANSFORM_FEEDBACK_PAUSED:
1779                 {
1780                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1781                         if(transformFeedback)
1782                         {
1783                                 *params = transformFeedback->isPaused();
1784                                 break;
1785                         }
1786                         else return false;
1787                 }
1788         default:
1789                 return false;
1790         }
1791
1792         return true;
1793 }
1794
1795 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1796 {
1797         // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1798         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1799         // GetIntegerv as its native query function. As it would require conversion in any
1800         // case, this should make no difference to the calling application.
1801         switch(pname)
1802         {
1803         case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1804         case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1805         case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1806         case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1807         case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1808         case GL_ALIASED_LINE_WIDTH_RANGE:
1809                 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1810                 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1811                 break;
1812         case GL_ALIASED_POINT_SIZE_RANGE:
1813                 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1814                 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1815                 break;
1816         case GL_DEPTH_RANGE:
1817                 params[0] = mState.zNear;
1818                 params[1] = mState.zFar;
1819                 break;
1820         case GL_COLOR_CLEAR_VALUE:
1821                 params[0] = mState.colorClearValue.red;
1822                 params[1] = mState.colorClearValue.green;
1823                 params[2] = mState.colorClearValue.blue;
1824                 params[3] = mState.colorClearValue.alpha;
1825                 break;
1826         case GL_BLEND_COLOR:
1827                 params[0] = mState.blendColor.red;
1828                 params[1] = mState.blendColor.green;
1829                 params[2] = mState.blendColor.blue;
1830                 params[3] = mState.blendColor.alpha;
1831                 break;
1832         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1833                 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1834                 break;
1835         default:
1836                 return false;
1837         }
1838
1839         return true;
1840 }
1841
1842 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1843 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1844
1845 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1846 {
1847         // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1848         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1849         // GetIntegerv as its native query function. As it would require conversion in any
1850         // case, this should make no difference to the calling application. You may find it in
1851         // Context::getFloatv.
1852         switch(pname)
1853         {
1854         case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               break;
1855         case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       break;
1856         case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              break;
1857         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
1858         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   break;
1859         case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          break;
1860         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     break;
1861         case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break;
1862         case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
1863         case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
1864         case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 break;
1865         case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          break;
1866 //      case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1867         case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;
1868         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;
1869         case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           break;
1870         case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
1871         case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
1872         case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackInfo.alignment;          break;
1873         case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
1874         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1875         case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
1876         case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;
1877         case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;
1878         case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); break;
1879         case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               break;
1880         case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                break;
1881         case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); break;
1882         case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;
1883         case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;
1884         case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;
1885         case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               break;
1886         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      break;
1887         case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      break;
1888         case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;
1889         case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                break;
1890         case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              break;
1891         case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  break;
1892         case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                break;
1893         case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              break;
1894         case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            break;
1895         case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); break;
1896         case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); break;
1897         case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
1898         case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
1899         case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          break;
1900         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break;
1901         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           break;
1902         case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES;               break;
1903         case GL_SAMPLE_BUFFERS:
1904         case GL_SAMPLES:
1905                 {
1906                         Framebuffer *framebuffer = getDrawFramebuffer();
1907                         int width, height, samples;
1908
1909                         if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1910                         {
1911                                 switch(pname)
1912                                 {
1913                                 case GL_SAMPLE_BUFFERS:
1914                                         if(samples > 1)
1915                                         {
1916                                                 *params = 1;
1917                                         }
1918                                         else
1919                                         {
1920                                                 *params = 0;
1921                                         }
1922                                         break;
1923                                 case GL_SAMPLES:
1924                                         *params = samples;
1925                                         break;
1926                                 }
1927                         }
1928                         else
1929                         {
1930                                 *params = 0;
1931                         }
1932                 }
1933                 break;
1934         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1935                 {
1936                         Framebuffer *framebuffer = getReadFramebuffer();
1937                         *params = framebuffer->getImplementationColorReadType();
1938                 }
1939                 break;
1940         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1941                 {
1942                         Framebuffer *framebuffer = getReadFramebuffer();
1943                         *params = framebuffer->getImplementationColorReadFormat();
1944                 }
1945                 break;
1946         case GL_MAX_VIEWPORT_DIMS:
1947                 {
1948                         int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1949                         params[0] = maxDimension;
1950                         params[1] = maxDimension;
1951                 }
1952                 break;
1953         case GL_COMPRESSED_TEXTURE_FORMATS:
1954                 {
1955                         for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1956                         {
1957                                 params[i] = compressedTextureFormats[i];
1958                         }
1959                 }
1960                 break;
1961         case GL_VIEWPORT:
1962                 params[0] = mState.viewportX;
1963                 params[1] = mState.viewportY;
1964                 params[2] = mState.viewportWidth;
1965                 params[3] = mState.viewportHeight;
1966                 break;
1967         case GL_SCISSOR_BOX:
1968                 params[0] = mState.scissorX;
1969                 params[1] = mState.scissorY;
1970                 params[2] = mState.scissorWidth;
1971                 params[3] = mState.scissorHeight;
1972                 break;
1973         case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;
1974         case GL_FRONT_FACE:                       *params = mState.frontFace;                break;
1975         case GL_RED_BITS:
1976         case GL_GREEN_BITS:
1977         case GL_BLUE_BITS:
1978         case GL_ALPHA_BITS:
1979                 {
1980                         Framebuffer *framebuffer = getDrawFramebuffer();
1981                         Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
1982
1983                         if(colorbuffer)
1984                         {
1985                                 switch(pname)
1986                                 {
1987                                 case GL_RED_BITS:   *params = colorbuffer->getRedSize();   break;
1988                                 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1989                                 case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  break;
1990                                 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1991                                 }
1992                         }
1993                         else
1994                         {
1995                                 *params = 0;
1996                         }
1997                 }
1998                 break;
1999         case GL_DEPTH_BITS:
2000                 {
2001                         Framebuffer *framebuffer = getDrawFramebuffer();
2002                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2003
2004                         if(depthbuffer)
2005                         {
2006                                 *params = depthbuffer->getDepthSize();
2007                         }
2008                         else
2009                         {
2010                                 *params = 0;
2011                         }
2012                 }
2013                 break;
2014         case GL_STENCIL_BITS:
2015                 {
2016                         Framebuffer *framebuffer = getDrawFramebuffer();
2017                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2018
2019                         if(stencilbuffer)
2020                         {
2021                                 *params = stencilbuffer->getStencilSize();
2022                         }
2023                         else
2024                         {
2025                                 *params = 0;
2026                         }
2027                 }
2028                 break;
2029         case GL_TEXTURE_BINDING_2D:
2030                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2031                 {
2032                         error(GL_INVALID_OPERATION);
2033                         return false;
2034                 }
2035
2036                 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2037                 break;
2038         case GL_TEXTURE_BINDING_CUBE_MAP:
2039                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2040                 {
2041                         error(GL_INVALID_OPERATION);
2042                         return false;
2043                 }
2044
2045                 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2046                 break;
2047         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2048                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2049                 {
2050                         error(GL_INVALID_OPERATION);
2051                         return false;
2052                 }
2053
2054                 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2055                 break;
2056         case GL_TEXTURE_BINDING_3D_OES:
2057                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2058                 {
2059                         error(GL_INVALID_OPERATION);
2060                         return false;
2061                 }
2062
2063                 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2064                 break;
2065         case GL_TEXTURE_BINDING_2D_ARRAY:
2066                 if(clientVersion < 3)
2067                 {
2068                         return false;
2069                 }
2070                 else if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2071                 {
2072                         error(GL_INVALID_OPERATION);
2073                         return false;
2074                 }
2075
2076                 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2077                 break;
2078         case GL_COPY_READ_BUFFER_BINDING:
2079                 if(clientVersion >= 3)
2080                 {
2081                         *params = mState.copyReadBuffer.name();
2082                 }
2083                 else
2084                 {
2085                         return false;
2086                 }
2087                 break;
2088         case GL_COPY_WRITE_BUFFER_BINDING:
2089                 if(clientVersion >= 3)
2090                 {
2091                         *params = mState.copyWriteBuffer.name();
2092                 }
2093                 else
2094                 {
2095                         return false;
2096                 }
2097                 break;
2098         case GL_DRAW_BUFFER0:
2099         case GL_DRAW_BUFFER1:
2100         case GL_DRAW_BUFFER2:
2101         case GL_DRAW_BUFFER3:
2102         case GL_DRAW_BUFFER4:
2103         case GL_DRAW_BUFFER5:
2104         case GL_DRAW_BUFFER6:
2105         case GL_DRAW_BUFFER7:
2106         case GL_DRAW_BUFFER8:
2107         case GL_DRAW_BUFFER9:
2108         case GL_DRAW_BUFFER10:
2109         case GL_DRAW_BUFFER11:
2110         case GL_DRAW_BUFFER12:
2111         case GL_DRAW_BUFFER13:
2112         case GL_DRAW_BUFFER14:
2113         case GL_DRAW_BUFFER15:
2114                 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2115                 break;
2116         case GL_MAJOR_VERSION:
2117                 if(clientVersion >= 3)
2118                 {
2119                         *params = clientVersion;
2120                 }
2121                 else
2122                 {
2123                         return false;
2124                 }
2125                 break;
2126         case GL_MAX_3D_TEXTURE_SIZE:
2127                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2128                 break;
2129         case GL_MAX_ARRAY_TEXTURE_LAYERS:
2130                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2131                 break;
2132         case GL_MAX_COLOR_ATTACHMENTS:
2133                 *params = MAX_COLOR_ATTACHMENTS;
2134                 break;
2135         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2136                 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2137                 break;
2138         case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2139                 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2140                 break;
2141         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2142                 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2143                 break;
2144         case GL_MAX_DRAW_BUFFERS:
2145                 *params = MAX_DRAW_BUFFERS;
2146                 break;
2147         case GL_MAX_ELEMENT_INDEX:
2148                 *params = MAX_ELEMENT_INDEX;
2149                 break;
2150         case GL_MAX_ELEMENTS_INDICES:
2151                 *params = MAX_ELEMENTS_INDICES;
2152                 break;
2153         case GL_MAX_ELEMENTS_VERTICES:
2154                 *params = MAX_ELEMENTS_VERTICES;
2155                 break;
2156         case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2157                 *params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2158                 break;
2159         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2160                 *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2161                 break;
2162         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2163                 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2164                 break;
2165         case GL_MAX_PROGRAM_TEXEL_OFFSET:
2166                 UNIMPLEMENTED();
2167                 *params = MAX_PROGRAM_TEXEL_OFFSET;
2168                 break;
2169         case GL_MAX_SERVER_WAIT_TIMEOUT:
2170                 UNIMPLEMENTED();
2171                 *params = 0;
2172                 break;
2173         case GL_MAX_TEXTURE_LOD_BIAS:
2174                 UNIMPLEMENTED();
2175                 *params = 2;
2176                 break;
2177         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2178                 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2179                 break;
2180         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2181                 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2182                 break;
2183         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2184                 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2185                 break;
2186         case GL_MAX_UNIFORM_BLOCK_SIZE:
2187                 *params = MAX_UNIFORM_BLOCK_SIZE;
2188                 break;
2189         case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2190                 *params = MAX_UNIFORM_BUFFER_BINDINGS;
2191                 break;
2192         case GL_MAX_VARYING_COMPONENTS:
2193                 UNIMPLEMENTED();
2194                 // FIXME: should be MAX_VARYING_VECTORS * 4, but MAX_VARYING_VECTORS
2195                 // must be increased (see MAX_VERTEX_OUTPUTS and MAX_FRAGMENT_INPUTS)
2196                 *params = 60;
2197                 break;
2198         case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2199                 *params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2200                 break;
2201         case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2202                 *params = MAX_VERTEX_UNIFORM_BLOCKS;
2203                 break;
2204         case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2205                 *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2206                 break;
2207         case GL_MIN_PROGRAM_TEXEL_OFFSET:
2208                 UNIMPLEMENTED();
2209                 *params = MIN_PROGRAM_TEXEL_OFFSET;
2210                 break;
2211         case GL_MINOR_VERSION:
2212                 if (clientVersion >= 3)
2213                 {
2214                         *params = 0;
2215                 }
2216                 else
2217                 {
2218                         return false;
2219                 }
2220                 break;
2221         case GL_NUM_EXTENSIONS:
2222                 GLuint numExtensions;
2223                 getExtensions(0, &numExtensions);
2224                 *params = numExtensions;
2225                 break;
2226         case GL_NUM_PROGRAM_BINARY_FORMATS:
2227                 *params = NUM_PROGRAM_BINARY_FORMATS;
2228                 break;
2229         case GL_PACK_ROW_LENGTH:
2230                 *params = mState.packRowLength;
2231                 break;
2232         case GL_PACK_SKIP_PIXELS:
2233                 *params = mState.packSkipPixels;
2234                 break;
2235         case GL_PACK_SKIP_ROWS:
2236                 *params = mState.packSkipRows;
2237                 break;
2238         case GL_PIXEL_PACK_BUFFER_BINDING:
2239                 if(clientVersion >= 3)
2240                 {
2241                         *params = mState.pixelPackBuffer.name();
2242                 }
2243                 else
2244                 {
2245                         return false;
2246                 }
2247                 break;
2248         case GL_PIXEL_UNPACK_BUFFER_BINDING:
2249                 if(clientVersion >= 3)
2250                 {
2251                         *params = mState.pixelUnpackBuffer.name();
2252                 }
2253                 else
2254                 {
2255                         return false;
2256                 }
2257                 break;
2258         case GL_PROGRAM_BINARY_FORMATS:
2259                 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2260                 // should be a 0 sized array, so don't write to params
2261                 break;
2262         case GL_READ_BUFFER:
2263                 *params = getReadFramebuffer()->getReadBuffer();
2264                 break;
2265         case GL_SAMPLER_BINDING:
2266                 *params = mState.sampler[mState.activeSampler].name();
2267                 break;
2268         case GL_UNIFORM_BUFFER_BINDING:
2269                 if(clientVersion >= 3)
2270                 {
2271                         *params = mState.genericUniformBuffer.name();
2272                 }
2273                 else
2274                 {
2275                         return false;
2276                 }
2277                 break;
2278         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2279                 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2280                 break;
2281         case GL_UNIFORM_BUFFER_SIZE:
2282                 if(clientVersion >= 3)
2283                 {
2284                         *params = static_cast<T>(mState.genericUniformBuffer->size());
2285                 }
2286                 else
2287                 {
2288                         return false;
2289                 }
2290                 break;
2291         case GL_UNIFORM_BUFFER_START:
2292                 if(clientVersion >= 3)
2293                 {
2294                         *params = static_cast<T>(mState.genericUniformBuffer->offset());
2295                 }
2296                 else
2297                 {
2298                         return false;
2299                 }
2300                 *params = 0;
2301                 break;
2302         case GL_UNPACK_IMAGE_HEIGHT:
2303                 *params = mState.unpackInfo.imageHeight;
2304                 break;
2305         case GL_UNPACK_ROW_LENGTH:
2306                 *params = mState.unpackInfo.rowLength;
2307                 break;
2308         case GL_UNPACK_SKIP_IMAGES:
2309                 *params = mState.unpackInfo.skipImages;
2310                 break;
2311         case GL_UNPACK_SKIP_PIXELS:
2312                 *params = mState.unpackInfo.skipPixels;
2313                 break;
2314         case GL_UNPACK_SKIP_ROWS:
2315                 *params = mState.unpackInfo.skipRows;
2316                 break;
2317         case GL_VERTEX_ARRAY_BINDING:
2318                 *params = getCurrentVertexArray()->name;
2319                 break;
2320         case GL_TRANSFORM_FEEDBACK_BINDING:
2321                 {
2322                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2323                         if(transformFeedback)
2324                         {
2325                                 *params = transformFeedback->name;
2326                         }
2327                         else
2328                         {
2329                                 return false;
2330                         }
2331                 }
2332                 break;
2333         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2334                 {
2335                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2336                         if(transformFeedback)
2337                         {
2338                                 *params = transformFeedback->getGenericBufferName();
2339                         }
2340                         else
2341                         {
2342                                 return false;
2343                         }
2344                 }
2345                 break;
2346         default:
2347                 return false;
2348         }
2349
2350         return true;
2351 }
2352
2353 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2354 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2355
2356 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2357 {
2358         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2359         if(!transformFeedback)
2360         {
2361                 return false;
2362         }
2363
2364         switch(pname)
2365         {
2366         case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2367                 *param = transformFeedback->name;
2368                 break;
2369         case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2370                 *param = transformFeedback->isActive();
2371                 break;
2372         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2373                 *param = transformFeedback->getBufferName(index);
2374                 break;
2375         case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2376                 *param = transformFeedback->isPaused();
2377                 break;
2378         case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2379                 if(transformFeedback->getBuffer(index))
2380                 {
2381                         *param = transformFeedback->getSize(index);
2382                         break;
2383                 }
2384                 else return false;
2385         case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2386                 if(transformFeedback->getBuffer(index))
2387                 {
2388                         *param = transformFeedback->getOffset(index);
2389                 break;
2390                 }
2391                 else return false;
2392         default:
2393                 return false;
2394         }
2395
2396         return true;
2397 }
2398
2399 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2400 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2401
2402 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2403 {
2404         const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2405
2406         switch(pname)
2407         {
2408         case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2409                 *param = uniformBuffer.get().name();
2410                 break;
2411         case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2412                 *param = uniformBuffer.getSize();
2413                 break;
2414         case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2415                 *param = uniformBuffer.getOffset();
2416                 break;
2417         default:
2418                 return false;
2419         }
2420
2421         return true;
2422 }
2423
2424 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2425 {
2426         // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2427         // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2428         // to the fact that it is stored internally as a float, and so would require conversion
2429         // if returned from Context::getIntegerv. Since this conversion is already implemented
2430         // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2431         // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2432         // application.
2433         switch(pname)
2434         {
2435         case GL_COMPRESSED_TEXTURE_FORMATS:
2436                 {
2437                         *type = GL_INT;
2438                         *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2439                 }
2440                 break;
2441         case GL_SHADER_BINARY_FORMATS:
2442                 {
2443                         *type = GL_INT;
2444                         *numParams = 0;
2445                 }
2446                 break;
2447         case GL_MAX_VERTEX_ATTRIBS:
2448         case GL_MAX_VERTEX_UNIFORM_VECTORS:
2449         case GL_MAX_VARYING_VECTORS:
2450         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2451         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2452         case GL_MAX_TEXTURE_IMAGE_UNITS:
2453         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2454         case GL_MAX_RENDERBUFFER_SIZE:
2455         case GL_NUM_SHADER_BINARY_FORMATS:
2456         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2457         case GL_ARRAY_BUFFER_BINDING:
2458         case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2459         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2460         case GL_RENDERBUFFER_BINDING:
2461         case GL_CURRENT_PROGRAM:
2462         case GL_PACK_ALIGNMENT:
2463         case GL_UNPACK_ALIGNMENT:
2464         case GL_GENERATE_MIPMAP_HINT:
2465         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2466         case GL_RED_BITS:
2467         case GL_GREEN_BITS:
2468         case GL_BLUE_BITS:
2469         case GL_ALPHA_BITS:
2470         case GL_DEPTH_BITS:
2471         case GL_STENCIL_BITS:
2472         case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2473         case GL_CULL_FACE_MODE:
2474         case GL_FRONT_FACE:
2475         case GL_ACTIVE_TEXTURE:
2476         case GL_STENCIL_FUNC:
2477         case GL_STENCIL_VALUE_MASK:
2478         case GL_STENCIL_REF:
2479         case GL_STENCIL_FAIL:
2480         case GL_STENCIL_PASS_DEPTH_FAIL:
2481         case GL_STENCIL_PASS_DEPTH_PASS:
2482         case GL_STENCIL_BACK_FUNC:
2483         case GL_STENCIL_BACK_VALUE_MASK:
2484         case GL_STENCIL_BACK_REF:
2485         case GL_STENCIL_BACK_FAIL:
2486         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2487         case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2488         case GL_DEPTH_FUNC:
2489         case GL_BLEND_SRC_RGB:
2490         case GL_BLEND_SRC_ALPHA:
2491         case GL_BLEND_DST_RGB:
2492         case GL_BLEND_DST_ALPHA:
2493         case GL_BLEND_EQUATION_RGB:
2494         case GL_BLEND_EQUATION_ALPHA:
2495         case GL_STENCIL_WRITEMASK:
2496         case GL_STENCIL_BACK_WRITEMASK:
2497         case GL_STENCIL_CLEAR_VALUE:
2498         case GL_SUBPIXEL_BITS:
2499         case GL_MAX_TEXTURE_SIZE:
2500         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2501         case GL_SAMPLE_BUFFERS:
2502         case GL_SAMPLES:
2503         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2504         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2505         case GL_TEXTURE_BINDING_2D:
2506         case GL_TEXTURE_BINDING_CUBE_MAP:
2507         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2508         case GL_TEXTURE_BINDING_3D_OES:
2509         case GL_COPY_READ_BUFFER_BINDING:
2510         case GL_COPY_WRITE_BUFFER_BINDING:
2511         case GL_DRAW_BUFFER0:
2512         case GL_DRAW_BUFFER1:
2513         case GL_DRAW_BUFFER2:
2514         case GL_DRAW_BUFFER3:
2515         case GL_DRAW_BUFFER4:
2516         case GL_DRAW_BUFFER5:
2517         case GL_DRAW_BUFFER6:
2518         case GL_DRAW_BUFFER7:
2519         case GL_DRAW_BUFFER8:
2520         case GL_DRAW_BUFFER9:
2521         case GL_DRAW_BUFFER10:
2522         case GL_DRAW_BUFFER11:
2523         case GL_DRAW_BUFFER12:
2524         case GL_DRAW_BUFFER13:
2525         case GL_DRAW_BUFFER14:
2526         case GL_DRAW_BUFFER15:
2527         case GL_MAJOR_VERSION:
2528         case GL_MAX_3D_TEXTURE_SIZE:
2529         case GL_MAX_ARRAY_TEXTURE_LAYERS:
2530         case GL_MAX_COLOR_ATTACHMENTS:
2531         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2532         case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2533         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2534         case GL_MAX_DRAW_BUFFERS:
2535         case GL_MAX_ELEMENT_INDEX:
2536         case GL_MAX_ELEMENTS_INDICES:
2537         case GL_MAX_ELEMENTS_VERTICES:
2538         case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2539         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2540         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2541         case GL_MAX_PROGRAM_TEXEL_OFFSET:
2542         case GL_MAX_SERVER_WAIT_TIMEOUT:
2543         case GL_MAX_TEXTURE_LOD_BIAS:
2544         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2545         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2546         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2547         case GL_MAX_UNIFORM_BLOCK_SIZE:
2548         case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2549         case GL_MAX_VARYING_COMPONENTS:
2550         case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2551         case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2552         case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2553         case GL_MIN_PROGRAM_TEXEL_OFFSET:
2554         case GL_MINOR_VERSION:
2555         case GL_NUM_EXTENSIONS:
2556         case GL_NUM_PROGRAM_BINARY_FORMATS:
2557         case GL_PACK_ROW_LENGTH:
2558         case GL_PACK_SKIP_PIXELS:
2559         case GL_PACK_SKIP_ROWS:
2560         case GL_PIXEL_PACK_BUFFER_BINDING:
2561         case GL_PIXEL_UNPACK_BUFFER_BINDING:
2562         case GL_PROGRAM_BINARY_FORMATS:
2563         case GL_READ_BUFFER:
2564         case GL_SAMPLER_BINDING:
2565         case GL_TEXTURE_BINDING_2D_ARRAY:
2566         case GL_UNIFORM_BUFFER_BINDING:
2567         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2568         case GL_UNIFORM_BUFFER_SIZE:
2569         case GL_UNIFORM_BUFFER_START:
2570         case GL_UNPACK_IMAGE_HEIGHT:
2571         case GL_UNPACK_ROW_LENGTH:
2572         case GL_UNPACK_SKIP_IMAGES:
2573         case GL_UNPACK_SKIP_PIXELS:
2574         case GL_UNPACK_SKIP_ROWS:
2575         case GL_VERTEX_ARRAY_BINDING:
2576         case GL_TRANSFORM_FEEDBACK_BINDING:
2577         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2578                 {
2579                         *type = GL_INT;
2580                         *numParams = 1;
2581                 }
2582                 break;
2583         case GL_MAX_SAMPLES_ANGLE:
2584                 {
2585                         *type = GL_INT;
2586                         *numParams = 1;
2587                 }
2588                 break;
2589         case GL_MAX_VIEWPORT_DIMS:
2590                 {
2591                         *type = GL_INT;
2592                         *numParams = 2;
2593                 }
2594                 break;
2595         case GL_VIEWPORT:
2596         case GL_SCISSOR_BOX:
2597                 {
2598                         *type = GL_INT;
2599                         *numParams = 4;
2600                 }
2601                 break;
2602         case GL_SHADER_COMPILER:
2603         case GL_SAMPLE_COVERAGE_INVERT:
2604         case GL_DEPTH_WRITEMASK:
2605         case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2606         case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2607         case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2608         case GL_SAMPLE_COVERAGE:
2609         case GL_SCISSOR_TEST:
2610         case GL_STENCIL_TEST:
2611         case GL_DEPTH_TEST:
2612         case GL_BLEND:
2613         case GL_DITHER:
2614         case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2615         case GL_RASTERIZER_DISCARD:
2616         case GL_TRANSFORM_FEEDBACK_ACTIVE:
2617         case GL_TRANSFORM_FEEDBACK_PAUSED:
2618                 {
2619                         *type = GL_BOOL;
2620                         *numParams = 1;
2621                 }
2622                 break;
2623         case GL_COLOR_WRITEMASK:
2624                 {
2625                         *type = GL_BOOL;
2626                         *numParams = 4;
2627                 }
2628                 break;
2629         case GL_POLYGON_OFFSET_FACTOR:
2630         case GL_POLYGON_OFFSET_UNITS:
2631         case GL_SAMPLE_COVERAGE_VALUE:
2632         case GL_DEPTH_CLEAR_VALUE:
2633         case GL_LINE_WIDTH:
2634                 {
2635                         *type = GL_FLOAT;
2636                         *numParams = 1;
2637                 }
2638                 break;
2639         case GL_ALIASED_LINE_WIDTH_RANGE:
2640         case GL_ALIASED_POINT_SIZE_RANGE:
2641         case GL_DEPTH_RANGE:
2642                 {
2643                         *type = GL_FLOAT;
2644                         *numParams = 2;
2645                 }
2646                 break;
2647         case GL_COLOR_CLEAR_VALUE:
2648         case GL_BLEND_COLOR:
2649                 {
2650                         *type = GL_FLOAT;
2651                         *numParams = 4;
2652                 }
2653                 break;
2654         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2655                 *type = GL_FLOAT;
2656                 *numParams = 1;
2657                 break;
2658         default:
2659                 return false;
2660         }
2661
2662         return true;
2663 }
2664
2665 void Context::applyScissor(int width, int height)
2666 {
2667         if(mState.scissorTestEnabled)
2668         {
2669                 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2670                 scissor.clip(0, 0, width, height);
2671
2672                 device->setScissorRect(scissor);
2673                 device->setScissorEnable(true);
2674         }
2675         else
2676         {
2677                 device->setScissorEnable(false);
2678         }
2679 }
2680
2681 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2682 bool Context::applyRenderTarget()
2683 {
2684         Framebuffer *framebuffer = getDrawFramebuffer();
2685         int width, height, samples;
2686
2687         if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2688         {
2689                 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2690         }
2691
2692         for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2693         {
2694                 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2695                 {
2696                         egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2697                         device->setRenderTarget(i, renderTarget);
2698                         if(renderTarget) renderTarget->release();
2699                 }
2700                 else
2701                 {
2702                         device->setRenderTarget(i, nullptr);
2703                 }
2704         }
2705
2706         egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2707         device->setDepthBuffer(depthBuffer);
2708         if(depthBuffer) depthBuffer->release();
2709
2710         egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2711         device->setStencilBuffer(stencilBuffer);
2712         if(stencilBuffer) stencilBuffer->release();
2713
2714         Viewport viewport;
2715         float zNear = clamp01(mState.zNear);
2716         float zFar = clamp01(mState.zFar);
2717
2718         viewport.x0 = mState.viewportX;
2719         viewport.y0 = mState.viewportY;
2720         viewport.width = mState.viewportWidth;
2721         viewport.height = mState.viewportHeight;
2722         viewport.minZ = zNear;
2723         viewport.maxZ = zFar;
2724
2725         device->setViewport(viewport);
2726
2727         applyScissor(width, height);
2728
2729         Program *program = getCurrentProgram();
2730
2731         if(program)
2732         {
2733                 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2734                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2735                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2736                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2737         }
2738
2739         return true;
2740 }
2741
2742 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2743 void Context::applyState(GLenum drawMode)
2744 {
2745         Framebuffer *framebuffer = getDrawFramebuffer();
2746
2747         if(mState.cullFaceEnabled)
2748         {
2749                 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2750         }
2751         else
2752         {
2753                 device->setCullMode(sw::CULL_NONE);
2754         }
2755
2756         if(mDepthStateDirty)
2757         {
2758                 if(mState.depthTestEnabled)
2759                 {
2760                         device->setDepthBufferEnable(true);
2761                         device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2762                 }
2763                 else
2764                 {
2765                         device->setDepthBufferEnable(false);
2766                 }
2767
2768                 mDepthStateDirty = false;
2769         }
2770
2771         if(mBlendStateDirty)
2772         {
2773                 if(mState.blendEnabled)
2774                 {
2775                         device->setAlphaBlendEnable(true);
2776                         device->setSeparateAlphaBlendEnable(true);
2777
2778                         device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2779
2780                         device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2781                         device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2782                         device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2783
2784                         device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2785                         device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2786                         device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2787                 }
2788                 else
2789                 {
2790                         device->setAlphaBlendEnable(false);
2791                 }
2792
2793                 mBlendStateDirty = false;
2794         }
2795
2796         if(mStencilStateDirty || mFrontFaceDirty)
2797         {
2798                 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2799                 {
2800                         device->setStencilEnable(true);
2801                         device->setTwoSidedStencil(true);
2802
2803                         // get the maximum size of the stencil ref
2804                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2805                         GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2806
2807                         if(mState.frontFace == GL_CCW)
2808                         {
2809                                 device->setStencilWriteMask(mState.stencilWritemask);
2810                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2811
2812                                 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2813                                 device->setStencilMask(mState.stencilMask);
2814
2815                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2816                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2817                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2818
2819                                 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2820                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2821
2822                                 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2823                                 device->setStencilMaskCCW(mState.stencilBackMask);
2824
2825                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2826                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2827                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2828                         }
2829                         else
2830                         {
2831                                 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2832                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2833
2834                                 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2835                                 device->setStencilMaskCCW(mState.stencilMask);
2836
2837                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2838                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2839                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2840
2841                                 device->setStencilWriteMask(mState.stencilBackWritemask);
2842                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2843
2844                                 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2845                                 device->setStencilMask(mState.stencilBackMask);
2846
2847                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2848                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2849                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2850                         }
2851                 }
2852                 else
2853                 {
2854                         device->setStencilEnable(false);
2855                 }
2856
2857                 mStencilStateDirty = false;
2858                 mFrontFaceDirty = false;
2859         }
2860
2861         if(mMaskStateDirty)
2862         {
2863                 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2864                 {
2865                         device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2866                 }
2867
2868                 device->setDepthWriteEnable(mState.depthMask);
2869
2870                 mMaskStateDirty = false;
2871         }
2872
2873         if(mPolygonOffsetStateDirty)
2874         {
2875                 if(mState.polygonOffsetFillEnabled)
2876                 {
2877                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2878                         if(depthbuffer)
2879                         {
2880                                 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2881                                 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2882                                 device->setDepthBias(depthBias);
2883                         }
2884                 }
2885                 else
2886                 {
2887                         device->setSlopeDepthBias(0);
2888                         device->setDepthBias(0);
2889                 }
2890
2891                 mPolygonOffsetStateDirty = false;
2892         }
2893
2894         if(mSampleStateDirty)
2895         {
2896                 if(mState.sampleAlphaToCoverageEnabled)
2897                 {
2898                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2899                 }
2900                 else
2901                 {
2902                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2903                 }
2904
2905                 if(mState.sampleCoverageEnabled)
2906                 {
2907                         unsigned int mask = 0;
2908                         if(mState.sampleCoverageValue != 0)
2909                         {
2910                                 int width, height, samples;
2911                                 framebuffer->completeness(width, height, samples);
2912
2913                                 float threshold = 0.5f;
2914
2915                                 for(int i = 0; i < samples; i++)
2916                                 {
2917                                         mask <<= 1;
2918
2919                                         if((i + 1) * mState.sampleCoverageValue >= threshold)
2920                                         {
2921                                                 threshold += 1.0f;
2922                                                 mask |= 1;
2923                                         }
2924                                 }
2925                         }
2926
2927                         if(mState.sampleCoverageInvert)
2928                         {
2929                                 mask = ~mask;
2930                         }
2931
2932                         device->setMultiSampleMask(mask);
2933                 }
2934                 else
2935                 {
2936                         device->setMultiSampleMask(0xFFFFFFFF);
2937                 }
2938
2939                 mSampleStateDirty = false;
2940         }
2941
2942         if(mDitherStateDirty)
2943         {
2944         //      UNIMPLEMENTED();   // FIXME
2945
2946                 mDitherStateDirty = false;
2947         }
2948
2949         device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2950 }
2951
2952 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2953 {
2954         TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2955
2956         GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2957         if(err != GL_NO_ERROR)
2958         {
2959                 return err;
2960         }
2961
2962         Program *program = getCurrentProgram();
2963
2964         device->resetInputStreams(false);
2965
2966         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2967         {
2968                 if(program->getAttributeStream(i) == -1)
2969                 {
2970                         continue;
2971                 }
2972
2973                 sw::Resource *resource = attributes[i].vertexBuffer;
2974                 const void *buffer = (char*)resource->data() + attributes[i].offset;
2975
2976                 int stride = attributes[i].stride;
2977
2978                 buffer = (char*)buffer + stride * base;
2979
2980                 sw::Stream attribute(resource, buffer, stride);
2981
2982                 attribute.type = attributes[i].type;
2983                 attribute.count = attributes[i].count;
2984                 attribute.normalized = attributes[i].normalized;
2985
2986                 int stream = program->getAttributeStream(i);
2987                 device->setInputStream(stream, attribute);
2988         }
2989
2990         return GL_NO_ERROR;
2991 }
2992
2993 // Applies the indices and element array bindings
2994 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2995 {
2996         GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2997
2998         if(err == GL_NO_ERROR)
2999         {
3000                 device->setIndexBuffer(indexInfo->indexBuffer);
3001         }
3002
3003         return err;
3004 }
3005
3006 // Applies the shaders and shader constants
3007 void Context::applyShaders()
3008 {
3009         Program *programObject = getCurrentProgram();
3010         sw::VertexShader *vertexShader = programObject->getVertexShader();
3011         sw::PixelShader *pixelShader = programObject->getPixelShader();
3012
3013         device->setVertexShader(vertexShader);
3014         device->setPixelShader(pixelShader);
3015
3016         if(programObject->getSerial() != mAppliedProgramSerial)
3017         {
3018                 programObject->dirtyAllUniforms();
3019                 mAppliedProgramSerial = programObject->getSerial();
3020         }
3021
3022         programObject->applyTransformFeedback(getTransformFeedback());
3023         programObject->applyUniformBuffers(mState.uniformBuffers);
3024         programObject->applyUniforms();
3025 }
3026
3027 void Context::applyTextures()
3028 {
3029         applyTextures(sw::SAMPLER_PIXEL);
3030         applyTextures(sw::SAMPLER_VERTEX);
3031 }
3032
3033 void Context::applyTextures(sw::SamplerType samplerType)
3034 {
3035         Program *programObject = getCurrentProgram();
3036
3037         int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3038
3039         for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3040         {
3041                 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3042
3043                 if(textureUnit != -1)
3044                 {
3045                         TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3046
3047                         Texture *texture = getSamplerTexture(textureUnit, textureType);
3048
3049                         if(texture->isSamplerComplete())
3050                         {
3051                                 GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3052                                 GLfloat minLOD, maxLOD;
3053
3054                                 Sampler *samplerObject = mState.sampler[textureUnit];
3055                                 if(samplerObject)
3056                                 {
3057                                         wrapS = samplerObject->getWrapS();
3058                                         wrapT = samplerObject->getWrapT();
3059                                         wrapR = samplerObject->getWrapR();
3060                                         minFilter = samplerObject->getMinFilter();
3061                                         magFilter = samplerObject->getMagFilter();
3062                                         minLOD = samplerObject->getMinLod();
3063                                         maxLOD = samplerObject->getMaxLod();
3064                                 }
3065                                 else
3066                                 {
3067                                         wrapS = texture->getWrapS();
3068                                         wrapT = texture->getWrapT();
3069                                         wrapR = texture->getWrapR();
3070                                         minFilter = texture->getMinFilter();
3071                                         magFilter = texture->getMagFilter();
3072                                         minLOD = texture->getMinLOD();
3073                                         maxLOD = texture->getMaxLOD();
3074                                 }
3075                                 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3076
3077                                 GLint baseLevel = texture->getBaseLevel();
3078                                 GLint maxLevel = texture->getMaxLevel();
3079                                 GLenum swizzleR = texture->getSwizzleR();
3080                                 GLenum swizzleG = texture->getSwizzleG();
3081                                 GLenum swizzleB = texture->getSwizzleB();
3082                                 GLenum swizzleA = texture->getSwizzleA();
3083
3084                                 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3085                                 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3086                                 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3087                                 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3088                                 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3089                                 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3090                                 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3091                                 device->setMinLod(samplerType, samplerIndex, minLOD);
3092                                 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3093                                 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3094                                 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3095
3096                                 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3097                                 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3098                                 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3099
3100                                 applyTexture(samplerType, samplerIndex, texture);
3101                         }
3102                         else
3103                         {
3104                                 applyTexture(samplerType, samplerIndex, nullptr);
3105                         }
3106                 }
3107                 else
3108                 {
3109                         applyTexture(samplerType, samplerIndex, nullptr);
3110                 }
3111         }
3112 }
3113
3114 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3115 {
3116         Program *program = getCurrentProgram();
3117         int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3118         bool textureUsed = false;
3119
3120         if(type == sw::SAMPLER_PIXEL)
3121         {
3122                 textureUsed = program->getPixelShader()->usesSampler(index);
3123         }
3124         else if(type == sw::SAMPLER_VERTEX)
3125         {
3126                 textureUsed = program->getVertexShader()->usesSampler(index);
3127         }
3128         else UNREACHABLE(type);
3129
3130         sw::Resource *resource = 0;
3131
3132         if(baseTexture && textureUsed)
3133         {
3134                 resource = baseTexture->getResource();
3135         }
3136
3137         device->setTextureResource(sampler, resource);
3138
3139         if(baseTexture && textureUsed)
3140         {
3141                 int levelCount = baseTexture->getLevelCount();
3142
3143                 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3144                 {
3145                         Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3146
3147                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3148                         {
3149                                 int surfaceLevel = mipmapLevel;
3150
3151                                 if(surfaceLevel < 0)
3152                                 {
3153                                         surfaceLevel = 0;
3154                                 }
3155                                 else if(surfaceLevel >= levelCount)
3156                                 {
3157                                         surfaceLevel = levelCount - 1;
3158                                 }
3159
3160                                 egl::Image *surface = texture->getImage(surfaceLevel);
3161                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3162                         }
3163                 }
3164                 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3165                 {
3166                         Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3167
3168                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3169                         {
3170                                 int surfaceLevel = mipmapLevel;
3171
3172                                 if(surfaceLevel < 0)
3173                                 {
3174                                         surfaceLevel = 0;
3175                                 }
3176                                 else if(surfaceLevel >= levelCount)
3177                                 {
3178                                         surfaceLevel = levelCount - 1;
3179                                 }
3180
3181                                 egl::Image *surface = texture->getImage(surfaceLevel);
3182                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3183                         }
3184                 }
3185                 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3186                 {
3187                         Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3188
3189                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3190                         {
3191                                 int surfaceLevel = mipmapLevel;
3192
3193                                 if(surfaceLevel < 0)
3194                                 {
3195                                         surfaceLevel = 0;
3196                                 }
3197                                 else if(surfaceLevel >= levelCount)
3198                                 {
3199                                         surfaceLevel = levelCount - 1;
3200                                 }
3201
3202                                 egl::Image *surface = texture->getImage(surfaceLevel);
3203                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3204                         }
3205                 }
3206                 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3207                 {
3208                         for(int face = 0; face < 6; face++)
3209                         {
3210                                 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3211
3212                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3213                                 {
3214                                         int surfaceLevel = mipmapLevel;
3215
3216                                         if(surfaceLevel < 0)
3217                                         {
3218                                                 surfaceLevel = 0;
3219                                         }
3220                                         else if(surfaceLevel >= levelCount)
3221                                         {
3222                                                 surfaceLevel = levelCount - 1;
3223                                         }
3224
3225                                         egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3226                                         device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3227                                 }
3228                         }
3229                 }
3230                 else UNIMPLEMENTED();
3231         }
3232         else
3233         {
3234                 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3235         }
3236 }
3237
3238 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3239 {
3240         Framebuffer *framebuffer = getReadFramebuffer();
3241         int framebufferWidth, framebufferHeight, framebufferSamples;
3242
3243         if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3244         {
3245                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3246         }
3247
3248         if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3249         {
3250                 return error(GL_INVALID_OPERATION);
3251         }
3252
3253         GLenum readFormat = GL_NONE;
3254         GLenum readType = GL_NONE;
3255         switch(format)
3256         {
3257         case GL_DEPTH_COMPONENT:
3258                 readFormat = framebuffer->getDepthReadFormat();
3259                 readType = framebuffer->getDepthReadType();
3260                 break;
3261         default:
3262                 readFormat = framebuffer->getImplementationColorReadFormat();
3263                 readType = framebuffer->getImplementationColorReadType();
3264                 break;
3265         }
3266
3267         if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion))
3268         {
3269                 return error(GL_INVALID_OPERATION);
3270         }
3271
3272         GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3273         GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3274         GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3275         pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3276         pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3277
3278         // Sized query sanity check
3279         if(bufSize)
3280         {
3281                 int requiredSize = outputPitch * height;
3282                 if(requiredSize > *bufSize)
3283                 {
3284                         return error(GL_INVALID_OPERATION);
3285                 }
3286         }
3287
3288         egl::Image *renderTarget = nullptr;
3289         switch(format)
3290         {
3291         case GL_DEPTH_COMPONENT:
3292                 renderTarget = framebuffer->getDepthBuffer();
3293                 break;
3294         default:
3295                 renderTarget = framebuffer->getReadRenderTarget();
3296                 break;
3297         }
3298
3299         if(!renderTarget)
3300         {
3301                 return error(GL_INVALID_OPERATION);
3302         }
3303
3304         sw::Rect rect = {x, y, x + width, y + height};
3305         sw::Rect dstRect = { 0, 0, width, height };
3306         rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3307
3308         sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3309         sw::SliceRect sliceRect(rect);
3310         sw::SliceRect dstSliceRect(dstRect);
3311         device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false);
3312
3313         renderTarget->release();
3314 }
3315
3316 void Context::clear(GLbitfield mask)
3317 {
3318         if(mState.rasterizerDiscardEnabled)
3319         {
3320                 return;
3321         }
3322
3323         Framebuffer *framebuffer = getDrawFramebuffer();
3324
3325         if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3326         {
3327                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3328         }
3329
3330         if(!applyRenderTarget())
3331         {
3332                 return;
3333         }
3334
3335         if(mask & GL_COLOR_BUFFER_BIT)
3336         {
3337                 unsigned int rgbaMask = getColorMask();
3338
3339                 if(rgbaMask != 0)
3340                 {
3341                         device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3342                 }
3343         }
3344
3345         if(mask & GL_DEPTH_BUFFER_BIT)
3346         {
3347                 if(mState.depthMask != 0)
3348                 {
3349                         float depth = clamp01(mState.depthClearValue);
3350                         device->clearDepth(depth);
3351                 }
3352         }
3353
3354         if(mask & GL_STENCIL_BUFFER_BIT)
3355         {
3356                 if(mState.stencilWritemask != 0)
3357                 {
3358                         int stencil = mState.stencilClearValue & 0x000000FF;
3359                         device->clearStencil(stencil, mState.stencilWritemask);
3360                 }
3361         }
3362 }
3363
3364 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3365 {
3366         unsigned int rgbaMask = getColorMask();
3367         if(rgbaMask && !mState.rasterizerDiscardEnabled)
3368         {
3369                 Framebuffer *framebuffer = getDrawFramebuffer();
3370                 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3371
3372                 if(colorbuffer)
3373                 {
3374                         sw::SliceRect clearRect = colorbuffer->getRect();
3375
3376                         if(mState.scissorTestEnabled)
3377                         {
3378                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3379                         }
3380
3381                         device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3382
3383                         colorbuffer->release();
3384                 }
3385         }
3386 }
3387
3388 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3389 {
3390         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3391 }
3392
3393 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3394 {
3395         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3396 }
3397
3398 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3399 {
3400         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3401 }
3402
3403 void Context::clearDepthBuffer(const GLfloat value)
3404 {
3405         if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3406         {
3407                 Framebuffer *framebuffer = getDrawFramebuffer();
3408                 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3409
3410                 if(depthbuffer)
3411                 {
3412                         float depth = clamp01(value);
3413                         sw::SliceRect clearRect = depthbuffer->getRect();
3414
3415                         if(mState.scissorTestEnabled)
3416                         {
3417                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3418                         }
3419
3420                         depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3421
3422                         depthbuffer->release();
3423                 }
3424         }
3425 }
3426
3427 void Context::clearStencilBuffer(const GLint value)
3428 {
3429         if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3430         {
3431                 Framebuffer *framebuffer = getDrawFramebuffer();
3432                 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3433
3434                 if(stencilbuffer)
3435                 {
3436                         unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3437                         sw::SliceRect clearRect = stencilbuffer->getRect();
3438
3439                         if(mState.scissorTestEnabled)
3440                         {
3441                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3442                         }
3443
3444                         stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3445
3446                         stencilbuffer->release();
3447                 }
3448         }
3449 }
3450
3451 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3452 {
3453         if(!mState.currentProgram)
3454         {
3455                 return error(GL_INVALID_OPERATION);
3456         }
3457
3458         sw::DrawType primitiveType;
3459         int primitiveCount;
3460         int verticesPerPrimitive;
3461
3462         if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3463                 return error(GL_INVALID_ENUM);
3464
3465         if(primitiveCount <= 0)
3466         {
3467                 return;
3468         }
3469
3470         if(!applyRenderTarget())
3471         {
3472                 return;
3473         }
3474
3475         applyState(mode);
3476
3477         for(int i = 0; i < instanceCount; ++i)
3478         {
3479                 device->setInstanceID(i);
3480
3481                 GLenum err = applyVertexBuffer(0, first, count, i);
3482                 if(err != GL_NO_ERROR)
3483                 {
3484                         return error(err);
3485                 }
3486
3487                 applyShaders();
3488                 applyTextures();
3489
3490                 if(!getCurrentProgram()->validateSamplers(false))
3491                 {
3492                         return error(GL_INVALID_OPERATION);
3493                 }
3494
3495                 TransformFeedback* transformFeedback = getTransformFeedback();
3496                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3497                 {
3498                         device->drawPrimitive(primitiveType, primitiveCount);
3499                 }
3500                 if(transformFeedback)
3501                 {
3502                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3503                 }
3504         }
3505 }
3506
3507 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3508 {
3509         if(!mState.currentProgram)
3510         {
3511                 return error(GL_INVALID_OPERATION);
3512         }
3513
3514         if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3515         {
3516                 return error(GL_INVALID_OPERATION);
3517         }
3518
3519         sw::DrawType primitiveType;
3520         int primitiveCount;
3521         int verticesPerPrimitive;
3522
3523         if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3524                 return error(GL_INVALID_ENUM);
3525
3526         if(primitiveCount <= 0)
3527         {
3528                 return;
3529         }
3530
3531         if(!applyRenderTarget())
3532         {
3533                 return;
3534         }
3535
3536         applyState(mode);
3537
3538         for(int i = 0; i < instanceCount; ++i)
3539         {
3540                 device->setInstanceID(i);
3541
3542                 TranslatedIndexData indexInfo;
3543                 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3544                 if(err != GL_NO_ERROR)
3545                 {
3546                         return error(err);
3547                 }
3548
3549                 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3550                 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3551                 if(err != GL_NO_ERROR)
3552                 {
3553                         return error(err);
3554                 }
3555
3556                 applyShaders();
3557                 applyTextures();
3558
3559                 if(!getCurrentProgram()->validateSamplers(false))
3560                 {
3561                         return error(GL_INVALID_OPERATION);
3562                 }
3563
3564                 TransformFeedback* transformFeedback = getTransformFeedback();
3565                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3566                 {
3567                         device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
3568                 }
3569                 if(transformFeedback)
3570                 {
3571                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3572                 }
3573         }
3574 }
3575
3576 void Context::finish()
3577 {
3578         device->finish();
3579 }
3580
3581 void Context::flush()
3582 {
3583         // We don't queue anything without processing it as fast as possible
3584 }
3585
3586 void Context::recordInvalidEnum()
3587 {
3588         mInvalidEnum = true;
3589 }
3590
3591 void Context::recordInvalidValue()
3592 {
3593         mInvalidValue = true;
3594 }
3595
3596 void Context::recordInvalidOperation()
3597 {
3598         mInvalidOperation = true;
3599 }
3600
3601 void Context::recordOutOfMemory()
3602 {
3603         mOutOfMemory = true;
3604 }
3605
3606 void Context::recordInvalidFramebufferOperation()
3607 {
3608         mInvalidFramebufferOperation = true;
3609 }
3610
3611 // Get one of the recorded errors and clear its flag, if any.
3612 // [OpenGL ES 2.0.24] section 2.5 page 13.
3613 GLenum Context::getError()
3614 {
3615         if(mInvalidEnum)
3616         {
3617                 mInvalidEnum = false;
3618
3619                 return GL_INVALID_ENUM;
3620         }
3621
3622         if(mInvalidValue)
3623         {
3624                 mInvalidValue = false;
3625
3626                 return GL_INVALID_VALUE;
3627         }
3628
3629         if(mInvalidOperation)
3630         {
3631                 mInvalidOperation = false;
3632
3633                 return GL_INVALID_OPERATION;
3634         }
3635
3636         if(mOutOfMemory)
3637         {
3638                 mOutOfMemory = false;
3639
3640                 return GL_OUT_OF_MEMORY;
3641         }
3642
3643         if(mInvalidFramebufferOperation)
3644         {
3645                 mInvalidFramebufferOperation = false;
3646
3647                 return GL_INVALID_FRAMEBUFFER_OPERATION;
3648         }
3649
3650         return GL_NO_ERROR;
3651 }
3652
3653 int Context::getSupportedMultisampleCount(int requested)
3654 {
3655         int supported = 0;
3656
3657         for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3658         {
3659                 if(supported >= requested)
3660                 {
3661                         return supported;
3662                 }
3663
3664                 supported = multisampleCount[i];
3665         }
3666
3667         return supported;
3668 }
3669
3670 void Context::detachBuffer(GLuint buffer)
3671 {
3672         // [OpenGL ES 2.0.24] section 2.9 page 22:
3673         // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3674         // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3675
3676         if(mState.copyReadBuffer.name() == buffer)
3677         {
3678                 mState.copyReadBuffer = nullptr;
3679         }
3680
3681         if(mState.copyWriteBuffer.name() == buffer)
3682         {
3683                 mState.copyWriteBuffer = nullptr;
3684         }
3685
3686         if(mState.pixelPackBuffer.name() == buffer)
3687         {
3688                 mState.pixelPackBuffer = nullptr;
3689         }
3690
3691         if(mState.pixelUnpackBuffer.name() == buffer)
3692         {
3693                 mState.pixelUnpackBuffer = nullptr;
3694         }
3695
3696         if(mState.genericUniformBuffer.name() == buffer)
3697         {
3698                 mState.genericUniformBuffer = nullptr;
3699         }
3700
3701         if(getArrayBufferName() == buffer)
3702         {
3703                 mState.arrayBuffer = nullptr;
3704         }
3705
3706         // Only detach from the current transform feedback
3707         TransformFeedback* currentTransformFeedback = getTransformFeedback();
3708         if(currentTransformFeedback)
3709         {
3710                 currentTransformFeedback->detachBuffer(buffer);
3711         }
3712
3713         // Only detach from the current vertex array
3714         VertexArray* currentVertexArray = getCurrentVertexArray();
3715         if(currentVertexArray)
3716         {
3717                 currentVertexArray->detachBuffer(buffer);
3718         }
3719
3720         for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3721         {
3722                 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3723                 {
3724                         mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3725                 }
3726         }
3727 }
3728
3729 void Context::detachTexture(GLuint texture)
3730 {
3731         // [OpenGL ES 2.0.24] section 3.8 page 84:
3732         // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3733         // rebound to texture object zero
3734
3735         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3736         {
3737                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3738                 {
3739                         if(mState.samplerTexture[type][sampler].name() == texture)
3740                         {
3741                                 mState.samplerTexture[type][sampler] = nullptr;
3742                         }
3743                 }
3744         }
3745
3746         // [OpenGL ES 2.0.24] section 4.4 page 112:
3747         // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3748         // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3749         // image was attached in the currently bound framebuffer.
3750
3751         Framebuffer *readFramebuffer = getReadFramebuffer();
3752         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3753
3754         if(readFramebuffer)
3755         {
3756                 readFramebuffer->detachTexture(texture);
3757         }
3758
3759         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3760         {
3761                 drawFramebuffer->detachTexture(texture);
3762         }
3763 }
3764
3765 void Context::detachFramebuffer(GLuint framebuffer)
3766 {
3767         // [OpenGL ES 2.0.24] section 4.4 page 107:
3768         // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3769         // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3770
3771         if(mState.readFramebuffer == framebuffer)
3772         {
3773                 bindReadFramebuffer(0);
3774         }
3775
3776         if(mState.drawFramebuffer == framebuffer)
3777         {
3778                 bindDrawFramebuffer(0);
3779         }
3780 }
3781
3782 void Context::detachRenderbuffer(GLuint renderbuffer)
3783 {
3784         // [OpenGL ES 2.0.24] section 4.4 page 109:
3785         // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3786         // had been executed with the target RENDERBUFFER and name of zero.
3787
3788         if(mState.renderbuffer.name() == renderbuffer)
3789         {
3790                 bindRenderbuffer(0);
3791         }
3792
3793         // [OpenGL ES 2.0.24] section 4.4 page 111:
3794         // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3795         // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3796         // point to which this image was attached in the currently bound framebuffer.
3797
3798         Framebuffer *readFramebuffer = getReadFramebuffer();
3799         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3800
3801         if(readFramebuffer)
3802         {
3803                 readFramebuffer->detachRenderbuffer(renderbuffer);
3804         }
3805
3806         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3807         {
3808                 drawFramebuffer->detachRenderbuffer(renderbuffer);
3809         }
3810 }
3811
3812 void Context::detachSampler(GLuint sampler)
3813 {
3814         // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3815         // If a sampler object that is currently bound to one or more texture units is
3816         // deleted, it is as though BindSampler is called once for each texture unit to
3817         // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3818         for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3819         {
3820                 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3821                 if(samplerBinding.name() == sampler)
3822                 {
3823                         samplerBinding = nullptr;
3824                 }
3825         }
3826 }
3827
3828 bool Context::cullSkipsDraw(GLenum drawMode)
3829 {
3830         return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3831 }
3832
3833 bool Context::isTriangleMode(GLenum drawMode)
3834 {
3835         switch(drawMode)
3836         {
3837         case GL_TRIANGLES:
3838         case GL_TRIANGLE_FAN:
3839         case GL_TRIANGLE_STRIP:
3840                 return true;
3841         case GL_POINTS:
3842         case GL_LINES:
3843         case GL_LINE_LOOP:
3844         case GL_LINE_STRIP:
3845                 return false;
3846         default: UNREACHABLE(drawMode);
3847         }
3848
3849         return false;
3850 }
3851
3852 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3853 {
3854         ASSERT(index < MAX_VERTEX_ATTRIBS);
3855
3856         mState.vertexAttribute[index].setCurrentValue(values);
3857
3858         mVertexDataManager->dirtyCurrentValue(index);
3859 }
3860
3861 void Context::setVertexAttrib(GLuint index, const GLint *values)
3862 {
3863         ASSERT(index < MAX_VERTEX_ATTRIBS);
3864
3865         mState.vertexAttribute[index].setCurrentValue(values);
3866
3867         mVertexDataManager->dirtyCurrentValue(index);
3868 }
3869
3870 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3871 {
3872         ASSERT(index < MAX_VERTEX_ATTRIBS);
3873
3874         mState.vertexAttribute[index].setCurrentValue(values);
3875
3876         mVertexDataManager->dirtyCurrentValue(index);
3877 }
3878
3879 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3880                               GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3881                               GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3882 {
3883         Framebuffer *readFramebuffer = getReadFramebuffer();
3884         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3885
3886         int readBufferWidth, readBufferHeight, readBufferSamples;
3887         int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3888
3889         if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3890            !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3891         {
3892                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3893         }
3894
3895         if(drawBufferSamples > 1)
3896         {
3897                 return error(GL_INVALID_OPERATION);
3898         }
3899
3900         sw::SliceRect sourceRect;
3901         sw::SliceRect destRect;
3902         bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3903         bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3904
3905         if(srcX0 < srcX1)
3906         {
3907                 sourceRect.x0 = srcX0;
3908                 sourceRect.x1 = srcX1;
3909         }
3910         else
3911         {
3912                 sourceRect.x0 = srcX1;
3913                 sourceRect.x1 = srcX0;
3914         }
3915
3916         if(dstX0 < dstX1)
3917         {
3918                 destRect.x0 = dstX0;
3919                 destRect.x1 = dstX1;
3920         }
3921         else
3922         {
3923                 destRect.x0 = dstX1;
3924                 destRect.x1 = dstX0;
3925         }
3926
3927         if(srcY0 < srcY1)
3928         {
3929                 sourceRect.y0 = srcY0;
3930                 sourceRect.y1 = srcY1;
3931         }
3932         else
3933         {
3934                 sourceRect.y0 = srcY1;
3935                 sourceRect.y1 = srcY0;
3936         }
3937
3938         if(dstY0 < dstY1)
3939         {
3940                 destRect.y0 = dstY0;
3941                 destRect.y1 = dstY1;
3942         }
3943         else
3944         {
3945                 destRect.y0 = dstY1;
3946                 destRect.y1 = dstY0;
3947         }
3948
3949         sw::Rect sourceScissoredRect = sourceRect;
3950         sw::Rect destScissoredRect = destRect;
3951
3952         if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
3953         {
3954                 if(destRect.x0 < mState.scissorX)
3955                 {
3956                         int xDiff = mState.scissorX - destRect.x0;
3957                         destScissoredRect.x0 = mState.scissorX;
3958                         sourceScissoredRect.x0 += xDiff;
3959                 }
3960
3961                 if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3962                 {
3963                         int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3964                         destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3965                         sourceScissoredRect.x1 -= xDiff;
3966                 }
3967
3968                 if(destRect.y0 < mState.scissorY)
3969                 {
3970                         int yDiff = mState.scissorY - destRect.y0;
3971                         destScissoredRect.y0 = mState.scissorY;
3972                         sourceScissoredRect.y0 += yDiff;
3973                 }
3974
3975                 if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3976                 {
3977                         int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3978                         destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3979                         sourceScissoredRect.y1 -= yDiff;
3980                 }
3981         }
3982
3983         sw::Rect sourceTrimmedRect = sourceScissoredRect;
3984         sw::Rect destTrimmedRect = destScissoredRect;
3985
3986         // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3987         // the actual draw and read surfaces.
3988         if(sourceTrimmedRect.x0 < 0)
3989         {
3990                 int xDiff = 0 - sourceTrimmedRect.x0;
3991                 sourceTrimmedRect.x0 = 0;
3992                 destTrimmedRect.x0 += xDiff;
3993         }
3994
3995         if(sourceTrimmedRect.x1 > readBufferWidth)
3996         {
3997                 int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3998                 sourceTrimmedRect.x1 = readBufferWidth;
3999                 destTrimmedRect.x1 -= xDiff;
4000         }
4001
4002         if(sourceTrimmedRect.y0 < 0)
4003         {
4004                 int yDiff = 0 - sourceTrimmedRect.y0;
4005                 sourceTrimmedRect.y0 = 0;
4006                 destTrimmedRect.y0 += yDiff;
4007         }
4008
4009         if(sourceTrimmedRect.y1 > readBufferHeight)
4010         {
4011                 int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
4012                 sourceTrimmedRect.y1 = readBufferHeight;
4013                 destTrimmedRect.y1 -= yDiff;
4014         }
4015
4016         if(destTrimmedRect.x0 < 0)
4017         {
4018                 int xDiff = 0 - destTrimmedRect.x0;
4019                 destTrimmedRect.x0 = 0;
4020                 sourceTrimmedRect.x0 += xDiff;
4021         }
4022
4023         if(destTrimmedRect.x1 > drawBufferWidth)
4024         {
4025                 int xDiff = destTrimmedRect.x1 - drawBufferWidth;
4026                 destTrimmedRect.x1 = drawBufferWidth;
4027                 sourceTrimmedRect.x1 -= xDiff;
4028         }
4029
4030         if(destTrimmedRect.y0 < 0)
4031         {
4032                 int yDiff = 0 - destTrimmedRect.y0;
4033                 destTrimmedRect.y0 = 0;
4034                 sourceTrimmedRect.y0 += yDiff;
4035         }
4036
4037         if(destTrimmedRect.y1 > drawBufferHeight)
4038         {
4039                 int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4040                 destTrimmedRect.y1 = drawBufferHeight;
4041                 sourceTrimmedRect.y1 -= yDiff;
4042         }
4043
4044         bool partialBufferCopy = false;
4045
4046         if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4047            sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4048            destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4049            destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4050            sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4051         {
4052                 partialBufferCopy = true;
4053         }
4054
4055         bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4056         bool blitRenderTarget = false;
4057         bool blitDepth = false;
4058         bool blitStencil = false;
4059
4060         if(mask & GL_COLOR_BUFFER_BIT)
4061         {
4062                 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4063                 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4064                 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4065                 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4066                 if(!validReadType || !validDrawType)
4067                 {
4068                         return error(GL_INVALID_OPERATION);
4069                 }
4070
4071                 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4072                 {
4073                         return error(GL_INVALID_OPERATION);
4074                 }
4075
4076                 blitRenderTarget = true;
4077         }
4078
4079         if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4080         {
4081                 Renderbuffer *readDSBuffer = nullptr;
4082                 Renderbuffer *drawDSBuffer = nullptr;
4083
4084                 if(mask & GL_DEPTH_BUFFER_BIT)
4085                 {
4086                         if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4087                         {
4088                                 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4089                                 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4090                                 if((readDepthBufferType != drawDepthBufferType) &&
4091                                    !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4092                                 {
4093                                         return error(GL_INVALID_OPERATION);
4094                                 }
4095
4096                                 blitDepth = true;
4097                                 readDSBuffer = readFramebuffer->getDepthbuffer();
4098                                 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4099                         }
4100                 }
4101
4102                 if(mask & GL_STENCIL_BUFFER_BIT)
4103                 {
4104                         if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4105                         {
4106                                 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4107                                 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4108                                 if((readStencilBufferType != drawStencilBufferType) &&
4109                                    !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4110                                 {
4111                                         return error(GL_INVALID_OPERATION);
4112                                 }
4113
4114                                 blitStencil = true;
4115                                 readDSBuffer = readFramebuffer->getStencilbuffer();
4116                                 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4117                         }
4118                 }
4119
4120                 if(partialBufferCopy && !allowPartialDepthStencilBlit)
4121                 {
4122                         ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4123                         return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4124                 }
4125
4126                 // OpenGL ES 3.0.4 spec, p.199:
4127                 // ...an INVALID_OPERATION error is generated if the formats of the read
4128                 // and draw framebuffers are not identical or if the source and destination 
4129                 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4130                 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4131                 // INVALID_OPERATION error is generated.
4132                 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4133                    ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4134                     (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4135                 {
4136                         return error(GL_INVALID_OPERATION);
4137                 }
4138         }
4139
4140         if(blitRenderTarget || blitDepth || blitStencil)
4141         {
4142                 if(blitRenderTarget)
4143                 {
4144                         egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4145                         egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4146
4147                         if(flipX)
4148                         {
4149                                 swap(destRect.x0, destRect.x1);
4150                         }
4151                         if(flipy)
4152                         {
4153                                 swap(destRect.y0, destRect.y1);
4154                         }
4155
4156                         bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4157
4158                         readRenderTarget->release();
4159                         drawRenderTarget->release();
4160
4161                         if(!success)
4162                         {
4163                                 ERR("BlitFramebuffer failed.");
4164                                 return;
4165                         }
4166                 }
4167
4168                 if(blitDepth)
4169                 {
4170                         egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4171                         egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4172
4173                         bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4174
4175                         readRenderTarget->release();
4176                         drawRenderTarget->release();
4177
4178                         if(!success)
4179                         {
4180                                 ERR("BlitFramebuffer failed.");
4181                                 return;
4182                         }
4183                 }
4184
4185                 if(blitStencil)
4186                 {
4187                         egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4188                         egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4189
4190                         bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4191
4192                         readRenderTarget->release();
4193                         drawRenderTarget->release();
4194
4195                         if(!success)
4196                         {
4197                                 ERR("BlitFramebuffer failed.");
4198                                 return;
4199                         }
4200                 }
4201         }
4202 }
4203
4204 void Context::bindTexImage(egl::Surface *surface)
4205 {
4206         es2::Texture2D *textureObject = getTexture2D();
4207
4208         if(textureObject)
4209         {
4210                 textureObject->bindTexImage(surface);
4211         }
4212 }
4213
4214 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4215 {
4216         GLenum textureTarget = GL_NONE;
4217
4218         switch(target)
4219         {
4220         case EGL_GL_TEXTURE_2D_KHR:
4221                 textureTarget = GL_TEXTURE_2D;
4222                 break;
4223         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4224         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4225         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4226         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4227         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4228         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4229                 textureTarget = GL_TEXTURE_CUBE_MAP;
4230                 break;
4231         case EGL_GL_RENDERBUFFER_KHR:
4232                 break;
4233         default:
4234                 return EGL_BAD_PARAMETER;
4235         }
4236
4237         if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4238         {
4239                 return EGL_BAD_MATCH;
4240         }
4241
4242         if(textureTarget != GL_NONE)
4243         {
4244                 es2::Texture *texture = getTexture(name);
4245
4246                 if(!texture || texture->getTarget() != textureTarget)
4247                 {
4248                         return EGL_BAD_PARAMETER;
4249                 }
4250
4251                 if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4252                 {
4253                         return EGL_BAD_ACCESS;
4254                 }
4255
4256                 if(textureLevel != 0 && !texture->isSamplerComplete())
4257                 {
4258                         return EGL_BAD_PARAMETER;
4259                 }
4260
4261                 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4262                 {
4263                         return EGL_BAD_PARAMETER;
4264                 }
4265         }
4266         else if(target == EGL_GL_RENDERBUFFER_KHR)
4267         {
4268                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4269
4270                 if(!renderbuffer)
4271                 {
4272                         return EGL_BAD_PARAMETER;
4273                 }
4274
4275                 if(renderbuffer->isShared())   // Already an EGLImage sibling
4276                 {
4277                         return EGL_BAD_ACCESS;
4278                 }
4279         }
4280         else UNREACHABLE(target);
4281
4282         return EGL_SUCCESS;
4283 }
4284
4285 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4286 {
4287         GLenum textureTarget = GL_NONE;
4288
4289         switch(target)
4290         {
4291         case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4292         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4293         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4294         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4295         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4296         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4297         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4298         }
4299
4300         if(textureTarget != GL_NONE)
4301         {
4302                 es2::Texture *texture = getTexture(name);
4303
4304                 return texture->createSharedImage(textureTarget, textureLevel);
4305         }
4306         else if(target == EGL_GL_RENDERBUFFER_KHR)
4307         {
4308                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4309
4310                 return renderbuffer->createSharedImage();
4311         }
4312         else UNREACHABLE(target);
4313
4314         return nullptr;
4315 }
4316
4317 egl::Image *Context::getSharedImage(GLeglImageOES image)
4318 {
4319         return display->getSharedImage(image);
4320 }
4321
4322 Device *Context::getDevice()
4323 {
4324         return device;
4325 }
4326
4327 const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const
4328 {
4329         // Keep list sorted in following order:
4330         // OES extensions
4331         // EXT extensions
4332         // Vendor extensions
4333         static const GLubyte* extensions[] = {
4334                 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture",
4335                 (const GLubyte*)"GL_OES_depth24",
4336                 (const GLubyte*)"GL_OES_depth32",
4337                 (const GLubyte*)"GL_OES_depth_texture",
4338                 (const GLubyte*)"GL_OES_depth_texture_cube_map",
4339                 (const GLubyte*)"GL_OES_EGL_image",
4340                 (const GLubyte*)"GL_OES_EGL_image_external",
4341                 (const GLubyte*)"GL_OES_EGL_sync",
4342                 (const GLubyte*)"GL_OES_element_index_uint",
4343                 (const GLubyte*)"GL_OES_framebuffer_object",
4344                 (const GLubyte*)"GL_OES_packed_depth_stencil",
4345                 (const GLubyte*)"GL_OES_rgb8_rgba8",
4346                 (const GLubyte*)"GL_OES_standard_derivatives",
4347                 (const GLubyte*)"GL_OES_texture_float",
4348                 (const GLubyte*)"GL_OES_texture_float_linear",
4349                 (const GLubyte*)"GL_OES_texture_half_float",
4350                 (const GLubyte*)"GL_OES_texture_half_float_linear",
4351                 (const GLubyte*)"GL_OES_texture_npot",
4352                 (const GLubyte*)"GL_OES_texture_3D",
4353                 (const GLubyte*)"GL_EXT_blend_minmax",
4354                 (const GLubyte*)"GL_EXT_color_buffer_half_float",
4355                 (const GLubyte*)"GL_EXT_draw_buffers",
4356                 (const GLubyte*)"GL_EXT_occlusion_query_boolean",
4357                 (const GLubyte*)"GL_EXT_read_format_bgra",
4358 #if (S3TC_SUPPORT)
4359                 (const GLubyte*)"GL_EXT_texture_compression_dxt1",
4360 #endif
4361                 (const GLubyte*)"GL_EXT_texture_filter_anisotropic",
4362                 (const GLubyte*)"GL_EXT_texture_format_BGRA8888",
4363                 (const GLubyte*)"GL_ANGLE_framebuffer_blit",
4364                 (const GLubyte*)"GL_NV_framebuffer_blit",
4365                 (const GLubyte*)"GL_ANGLE_framebuffer_multisample",
4366 #if (S3TC_SUPPORT)
4367                 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3",
4368                 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5",
4369 #endif
4370                 (const GLubyte*)"GL_NV_fence",
4371                 (const GLubyte*)"GL_NV_read_depth",
4372                 (const GLubyte*)"GL_EXT_instanced_arrays",
4373                 (const GLubyte*)"GL_ANGLE_instanced_arrays",
4374         };
4375         static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions);
4376
4377         if(numExt)
4378         {
4379                 *numExt = numExtensions;
4380                 return nullptr;
4381         }
4382
4383         if(index == GL_INVALID_INDEX)
4384         {
4385                 static GLubyte* extensionsCat = nullptr;
4386                 if(!extensionsCat && (numExtensions > 0))
4387                 {
4388                         size_t totalLength = numExtensions; // 1 space between each extension name + terminating null
4389                         for(unsigned int i = 0; i < numExtensions; i++)
4390                         {
4391                                 totalLength += strlen(reinterpret_cast<const char*>(extensions[i]));
4392                         }
4393                         extensionsCat = new GLubyte[totalLength];
4394                         extensionsCat[0] = '\0';
4395                         for(unsigned int i = 0; i < numExtensions; i++)
4396                         {
4397                                 if(i != 0)
4398                                 {
4399                                         strcat(reinterpret_cast<char*>(extensionsCat), " ");
4400                                 }
4401                                 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i]));
4402                         }
4403                 }
4404                 return extensionsCat;
4405         }
4406
4407         if(index >= numExtensions)
4408         {
4409                 return nullptr;
4410         }
4411
4412         return extensions[index];
4413 }
4414
4415 }
4416
4417 egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion)
4418 {
4419         ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4420         return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion);
4421 }