OSDN Git Service

d8605f84a4e8fec857b0d785e1e0911fe062556a
[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/Surface.h"
39 #include "Common/Half.hpp"
40
41 #include <EGL/eglext.h>
42
43 namespace es2
44 {
45 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion)
46         : egl::Context(display), clientVersion(clientVersion)
47 {
48         sw::Context *context = new sw::Context();
49         device = new es2::Device(context);
50
51         setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
52
53         mState.depthClearValue = 1.0f;
54         mState.stencilClearValue = 0;
55
56         mState.cullFaceEnabled = false;
57         mState.cullMode = GL_BACK;
58         mState.frontFace = GL_CCW;
59         mState.depthTestEnabled = false;
60         mState.depthFunc = GL_LESS;
61         mState.blendEnabled = false;
62         mState.sourceBlendRGB = GL_ONE;
63         mState.sourceBlendAlpha = GL_ONE;
64         mState.destBlendRGB = GL_ZERO;
65         mState.destBlendAlpha = GL_ZERO;
66         mState.blendEquationRGB = GL_FUNC_ADD;
67         mState.blendEquationAlpha = GL_FUNC_ADD;
68         mState.blendColor.red = 0;
69         mState.blendColor.green = 0;
70         mState.blendColor.blue = 0;
71         mState.blendColor.alpha = 0;
72         mState.stencilTestEnabled = false;
73         mState.stencilFunc = GL_ALWAYS;
74         mState.stencilRef = 0;
75         mState.stencilMask = -1;
76         mState.stencilWritemask = -1;
77         mState.stencilBackFunc = GL_ALWAYS;
78         mState.stencilBackRef = 0;
79         mState.stencilBackMask = - 1;
80         mState.stencilBackWritemask = -1;
81         mState.stencilFail = GL_KEEP;
82         mState.stencilPassDepthFail = GL_KEEP;
83         mState.stencilPassDepthPass = GL_KEEP;
84         mState.stencilBackFail = GL_KEEP;
85         mState.stencilBackPassDepthFail = GL_KEEP;
86         mState.stencilBackPassDepthPass = GL_KEEP;
87         mState.polygonOffsetFillEnabled = false;
88         mState.polygonOffsetFactor = 0.0f;
89         mState.polygonOffsetUnits = 0.0f;
90         mState.sampleAlphaToCoverageEnabled = false;
91         mState.sampleCoverageEnabled = false;
92         mState.sampleCoverageValue = 1.0f;
93         mState.sampleCoverageInvert = false;
94         mState.scissorTestEnabled = false;
95         mState.ditherEnabled = true;
96         mState.primitiveRestartFixedIndexEnabled = false;
97         mState.rasterizerDiscardEnabled = false;
98         mState.generateMipmapHint = GL_DONT_CARE;
99         mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
100
101         mState.lineWidth = 1.0f;
102
103         mState.viewportX = 0;
104         mState.viewportY = 0;
105         mState.viewportWidth = 0;
106         mState.viewportHeight = 0;
107         mState.zNear = 0.0f;
108         mState.zFar = 1.0f;
109
110         mState.scissorX = 0;
111         mState.scissorY = 0;
112         mState.scissorWidth = 0;
113         mState.scissorHeight = 0;
114
115         mState.colorMaskRed = true;
116         mState.colorMaskGreen = true;
117         mState.colorMaskBlue = true;
118         mState.colorMaskAlpha = true;
119         mState.depthMask = true;
120
121         if(shareContext)
122         {
123                 mResourceManager = shareContext->mResourceManager;
124                 mResourceManager->addRef();
125         }
126         else
127         {
128                 mResourceManager = new ResourceManager();
129         }
130
131         // [OpenGL ES 2.0.24] section 3.7 page 83:
132         // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
133         // and cube map texture state vectors respectively associated with them.
134         // In order that access to these initial textures not be lost, they are treated as texture
135         // objects all of whose names are 0.
136
137         mTexture2DZero = new Texture2D(0);
138         mTexture3DZero = new Texture3D(0);
139         mTexture2DArrayZero = new Texture2DArray(0);
140         mTextureCubeMapZero = new TextureCubeMap(0);
141         mTextureExternalZero = new TextureExternal(0);
142
143         mState.activeSampler = 0;
144         bindVertexArray(0);
145         bindArrayBuffer(0);
146         bindElementArrayBuffer(0);
147         bindTextureCubeMap(0);
148         bindTexture2D(0);
149         bindReadFramebuffer(0);
150         bindDrawFramebuffer(0);
151         bindRenderbuffer(0);
152         bindGenericUniformBuffer(0);
153         bindTransformFeedback(0);
154
155         mState.currentProgram = 0;
156
157         mState.packAlignment = 4;
158         mState.unpackInfo.alignment = 4;
159         mState.packRowLength = 0;
160         mState.packImageHeight = 0;
161         mState.packSkipPixels = 0;
162         mState.packSkipRows = 0;
163         mState.packSkipImages = 0;
164         mState.unpackInfo.rowLength = 0;
165         mState.unpackInfo.imageHeight = 0;
166         mState.unpackInfo.skipPixels = 0;
167         mState.unpackInfo.skipRows = 0;
168         mState.unpackInfo.skipImages = 0;
169
170         mVertexDataManager = nullptr;
171         mIndexDataManager = nullptr;
172
173         mInvalidEnum = false;
174         mInvalidValue = false;
175         mInvalidOperation = false;
176         mOutOfMemory = false;
177         mInvalidFramebufferOperation = false;
178
179         mHasBeenCurrent = false;
180
181         markAllStateDirty();
182 }
183
184 Context::~Context()
185 {
186         if(mState.currentProgram != 0)
187         {
188                 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
189                 if(programObject)
190                 {
191                         programObject->release();
192                 }
193                 mState.currentProgram = 0;
194         }
195
196         while(!mFramebufferNameSpace.empty())
197         {
198                 deleteFramebuffer(mFramebufferNameSpace.firstName());
199         }
200
201         while(!mFenceNameSpace.empty())
202         {
203                 deleteFence(mFenceNameSpace.firstName());
204         }
205
206         while(!mQueryNameSpace.empty())
207         {
208                 deleteQuery(mQueryNameSpace.firstName());
209         }
210
211         while(!mVertexArrayNameSpace.empty())
212         {
213                 deleteVertexArray(mVertexArrayNameSpace.firstName());
214         }
215
216         while(!mTransformFeedbackNameSpace.empty())
217         {
218                 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
219         }
220
221         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
222         {
223                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
224                 {
225                         mState.samplerTexture[type][sampler] = nullptr;
226                 }
227         }
228
229         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
230         {
231                 mState.vertexAttribute[i].mBoundBuffer = nullptr;
232         }
233
234         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
235         {
236                 mState.activeQuery[i] = nullptr;
237         }
238
239         mState.arrayBuffer = nullptr;
240         mState.copyReadBuffer = nullptr;
241         mState.copyWriteBuffer = nullptr;
242         mState.pixelPackBuffer = nullptr;
243         mState.pixelUnpackBuffer = nullptr;
244         mState.genericUniformBuffer = nullptr;
245         mState.renderbuffer = nullptr;
246
247         for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
248         {
249                 mState.sampler[i] = nullptr;
250         }
251
252         mTexture2DZero = nullptr;
253         mTexture3DZero = nullptr;
254         mTexture2DArrayZero = nullptr;
255         mTextureCubeMapZero = nullptr;
256         mTextureExternalZero = nullptr;
257
258         delete mVertexDataManager;
259         delete mIndexDataManager;
260
261         mResourceManager->release();
262         delete device;
263 }
264
265 void Context::makeCurrent(egl::Surface *surface)
266 {
267         if(!mHasBeenCurrent)
268         {
269                 mVertexDataManager = new VertexDataManager(this);
270                 mIndexDataManager = new IndexDataManager();
271
272                 mState.viewportX = 0;
273                 mState.viewportY = 0;
274                 mState.viewportWidth = surface->getWidth();
275                 mState.viewportHeight = surface->getHeight();
276
277                 mState.scissorX = 0;
278                 mState.scissorY = 0;
279                 mState.scissorWidth = surface->getWidth();
280                 mState.scissorHeight = surface->getHeight();
281
282                 mHasBeenCurrent = true;
283         }
284
285         // Wrap the existing resources into GL objects and assign them to the '0' names
286         egl::Image *defaultRenderTarget = surface->getRenderTarget();
287         egl::Image *depthStencil = surface->getDepthStencil();
288
289         Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
290         DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
291         Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
292
293         setFramebufferZero(framebufferZero);
294
295         if(defaultRenderTarget)
296         {
297                 defaultRenderTarget->release();
298         }
299
300         if(depthStencil)
301         {
302                 depthStencil->release();
303         }
304
305         markAllStateDirty();
306 }
307
308 EGLint Context::getClientVersion() const
309 {
310         return clientVersion;
311 }
312
313 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
314 void Context::markAllStateDirty()
315 {
316         mAppliedProgramSerial = 0;
317
318         mDepthStateDirty = true;
319         mMaskStateDirty = true;
320         mBlendStateDirty = true;
321         mStencilStateDirty = true;
322         mPolygonOffsetStateDirty = true;
323         mSampleStateDirty = true;
324         mDitherStateDirty = true;
325         mFrontFaceDirty = true;
326 }
327
328 void Context::setClearColor(float red, float green, float blue, float alpha)
329 {
330         mState.colorClearValue.red = red;
331         mState.colorClearValue.green = green;
332         mState.colorClearValue.blue = blue;
333         mState.colorClearValue.alpha = alpha;
334 }
335
336 void Context::setClearDepth(float depth)
337 {
338         mState.depthClearValue = depth;
339 }
340
341 void Context::setClearStencil(int stencil)
342 {
343         mState.stencilClearValue = stencil;
344 }
345
346 void Context::setCullFaceEnabled(bool enabled)
347 {
348         mState.cullFaceEnabled = enabled;
349 }
350
351 bool Context::isCullFaceEnabled() const
352 {
353         return mState.cullFaceEnabled;
354 }
355
356 void Context::setCullMode(GLenum mode)
357 {
358    mState.cullMode = mode;
359 }
360
361 void Context::setFrontFace(GLenum front)
362 {
363         if(mState.frontFace != front)
364         {
365                 mState.frontFace = front;
366                 mFrontFaceDirty = true;
367         }
368 }
369
370 void Context::setDepthTestEnabled(bool enabled)
371 {
372         if(mState.depthTestEnabled != enabled)
373         {
374                 mState.depthTestEnabled = enabled;
375                 mDepthStateDirty = true;
376         }
377 }
378
379 bool Context::isDepthTestEnabled() const
380 {
381         return mState.depthTestEnabled;
382 }
383
384 void Context::setDepthFunc(GLenum depthFunc)
385 {
386         if(mState.depthFunc != depthFunc)
387         {
388                 mState.depthFunc = depthFunc;
389                 mDepthStateDirty = true;
390         }
391 }
392
393 void Context::setDepthRange(float zNear, float zFar)
394 {
395         mState.zNear = zNear;
396         mState.zFar = zFar;
397 }
398
399 void Context::setBlendEnabled(bool enabled)
400 {
401         if(mState.blendEnabled != enabled)
402         {
403                 mState.blendEnabled = enabled;
404                 mBlendStateDirty = true;
405         }
406 }
407
408 bool Context::isBlendEnabled() const
409 {
410         return mState.blendEnabled;
411 }
412
413 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
414 {
415         if(mState.sourceBlendRGB != sourceRGB ||
416            mState.sourceBlendAlpha != sourceAlpha ||
417            mState.destBlendRGB != destRGB ||
418            mState.destBlendAlpha != destAlpha)
419         {
420                 mState.sourceBlendRGB = sourceRGB;
421                 mState.destBlendRGB = destRGB;
422                 mState.sourceBlendAlpha = sourceAlpha;
423                 mState.destBlendAlpha = destAlpha;
424                 mBlendStateDirty = true;
425         }
426 }
427
428 void Context::setBlendColor(float red, float green, float blue, float alpha)
429 {
430         if(mState.blendColor.red != red ||
431            mState.blendColor.green != green ||
432            mState.blendColor.blue != blue ||
433            mState.blendColor.alpha != alpha)
434         {
435                 mState.blendColor.red = red;
436                 mState.blendColor.green = green;
437                 mState.blendColor.blue = blue;
438                 mState.blendColor.alpha = alpha;
439                 mBlendStateDirty = true;
440         }
441 }
442
443 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
444 {
445         if(mState.blendEquationRGB != rgbEquation ||
446            mState.blendEquationAlpha != alphaEquation)
447         {
448                 mState.blendEquationRGB = rgbEquation;
449                 mState.blendEquationAlpha = alphaEquation;
450                 mBlendStateDirty = true;
451         }
452 }
453
454 void Context::setStencilTestEnabled(bool enabled)
455 {
456         if(mState.stencilTestEnabled != enabled)
457         {
458                 mState.stencilTestEnabled = enabled;
459                 mStencilStateDirty = true;
460         }
461 }
462
463 bool Context::isStencilTestEnabled() const
464 {
465         return mState.stencilTestEnabled;
466 }
467
468 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
469 {
470         if(mState.stencilFunc != stencilFunc ||
471            mState.stencilRef != stencilRef ||
472            mState.stencilMask != stencilMask)
473         {
474                 mState.stencilFunc = stencilFunc;
475                 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
476                 mState.stencilMask = stencilMask;
477                 mStencilStateDirty = true;
478         }
479 }
480
481 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
482 {
483         if(mState.stencilBackFunc != stencilBackFunc ||
484            mState.stencilBackRef != stencilBackRef ||
485            mState.stencilBackMask != stencilBackMask)
486         {
487                 mState.stencilBackFunc = stencilBackFunc;
488                 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
489                 mState.stencilBackMask = stencilBackMask;
490                 mStencilStateDirty = true;
491         }
492 }
493
494 void Context::setStencilWritemask(GLuint stencilWritemask)
495 {
496         if(mState.stencilWritemask != stencilWritemask)
497         {
498                 mState.stencilWritemask = stencilWritemask;
499                 mStencilStateDirty = true;
500         }
501 }
502
503 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
504 {
505         if(mState.stencilBackWritemask != stencilBackWritemask)
506         {
507                 mState.stencilBackWritemask = stencilBackWritemask;
508                 mStencilStateDirty = true;
509         }
510 }
511
512 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
513 {
514         if(mState.stencilFail != stencilFail ||
515            mState.stencilPassDepthFail != stencilPassDepthFail ||
516            mState.stencilPassDepthPass != stencilPassDepthPass)
517         {
518                 mState.stencilFail = stencilFail;
519                 mState.stencilPassDepthFail = stencilPassDepthFail;
520                 mState.stencilPassDepthPass = stencilPassDepthPass;
521                 mStencilStateDirty = true;
522         }
523 }
524
525 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
526 {
527         if(mState.stencilBackFail != stencilBackFail ||
528            mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
529            mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
530         {
531                 mState.stencilBackFail = stencilBackFail;
532                 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
533                 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
534                 mStencilStateDirty = true;
535         }
536 }
537
538 void Context::setPolygonOffsetFillEnabled(bool enabled)
539 {
540         if(mState.polygonOffsetFillEnabled != enabled)
541         {
542                 mState.polygonOffsetFillEnabled = enabled;
543                 mPolygonOffsetStateDirty = true;
544         }
545 }
546
547 bool Context::isPolygonOffsetFillEnabled() const
548 {
549         return mState.polygonOffsetFillEnabled;
550 }
551
552 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
553 {
554         if(mState.polygonOffsetFactor != factor ||
555            mState.polygonOffsetUnits != units)
556         {
557                 mState.polygonOffsetFactor = factor;
558                 mState.polygonOffsetUnits = units;
559                 mPolygonOffsetStateDirty = true;
560         }
561 }
562
563 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
564 {
565         if(mState.sampleAlphaToCoverageEnabled != enabled)
566         {
567                 mState.sampleAlphaToCoverageEnabled = enabled;
568                 mSampleStateDirty = true;
569         }
570 }
571
572 bool Context::isSampleAlphaToCoverageEnabled() const
573 {
574         return mState.sampleAlphaToCoverageEnabled;
575 }
576
577 void Context::setSampleCoverageEnabled(bool enabled)
578 {
579         if(mState.sampleCoverageEnabled != enabled)
580         {
581                 mState.sampleCoverageEnabled = enabled;
582                 mSampleStateDirty = true;
583         }
584 }
585
586 bool Context::isSampleCoverageEnabled() const
587 {
588         return mState.sampleCoverageEnabled;
589 }
590
591 void Context::setSampleCoverageParams(GLclampf value, bool invert)
592 {
593         if(mState.sampleCoverageValue != value ||
594            mState.sampleCoverageInvert != invert)
595         {
596                 mState.sampleCoverageValue = value;
597                 mState.sampleCoverageInvert = invert;
598                 mSampleStateDirty = true;
599         }
600 }
601
602 void Context::setScissorTestEnabled(bool enabled)
603 {
604         mState.scissorTestEnabled = enabled;
605 }
606
607 bool Context::isScissorTestEnabled() const
608 {
609         return mState.scissorTestEnabled;
610 }
611
612 void Context::setDitherEnabled(bool enabled)
613 {
614         if(mState.ditherEnabled != enabled)
615         {
616                 mState.ditherEnabled = enabled;
617                 mDitherStateDirty = true;
618         }
619 }
620
621 bool Context::isDitherEnabled() const
622 {
623         return mState.ditherEnabled;
624 }
625
626 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
627 {
628         UNIMPLEMENTED();
629         mState.primitiveRestartFixedIndexEnabled = enabled;
630 }
631
632 bool Context::isPrimitiveRestartFixedIndexEnabled() const
633 {
634         return mState.primitiveRestartFixedIndexEnabled;
635 }
636
637 void Context::setRasterizerDiscardEnabled(bool enabled)
638 {
639         mState.rasterizerDiscardEnabled = enabled;
640 }
641
642 bool Context::isRasterizerDiscardEnabled() const
643 {
644         return mState.rasterizerDiscardEnabled;
645 }
646
647 void Context::setLineWidth(GLfloat width)
648 {
649         mState.lineWidth = width;
650         device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
651 }
652
653 void Context::setGenerateMipmapHint(GLenum hint)
654 {
655         mState.generateMipmapHint = hint;
656 }
657
658 void Context::setFragmentShaderDerivativeHint(GLenum hint)
659 {
660         mState.fragmentShaderDerivativeHint = hint;
661         // TODO: Propagate the hint to shader translator so we can write
662         // ddx, ddx_coarse, or ddx_fine depending on the hint.
663         // Ignore for now. It is valid for implementations to ignore hint.
664 }
665
666 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
667 {
668         mState.viewportX = x;
669         mState.viewportY = y;
670         mState.viewportWidth = width;
671         mState.viewportHeight = height;
672 }
673
674 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
675 {
676         mState.scissorX = x;
677         mState.scissorY = y;
678         mState.scissorWidth = width;
679         mState.scissorHeight = height;
680 }
681
682 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
683 {
684         if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
685            mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
686         {
687                 mState.colorMaskRed = red;
688                 mState.colorMaskGreen = green;
689                 mState.colorMaskBlue = blue;
690                 mState.colorMaskAlpha = alpha;
691                 mMaskStateDirty = true;
692         }
693 }
694
695 unsigned int Context::getColorMask() const
696 {
697         return (mState.colorMaskRed ? 0x1 : 0) |
698                (mState.colorMaskGreen ? 0x2 : 0) |
699                (mState.colorMaskBlue ? 0x4 : 0) |
700                (mState.colorMaskAlpha ? 0x8 : 0);
701 }
702
703 void Context::setDepthMask(bool mask)
704 {
705         if(mState.depthMask != mask)
706         {
707                 mState.depthMask = mask;
708                 mMaskStateDirty = true;
709         }
710 }
711
712 void Context::setActiveSampler(unsigned int active)
713 {
714         mState.activeSampler = active;
715 }
716
717 GLuint Context::getReadFramebufferName() const
718 {
719         return mState.readFramebuffer;
720 }
721
722 GLuint Context::getDrawFramebufferName() const
723 {
724         return mState.drawFramebuffer;
725 }
726
727 GLuint Context::getRenderbufferName() const
728 {
729         return mState.renderbuffer.name();
730 }
731
732 void Context::setFramebufferReadBuffer(GLuint buf)
733 {
734         getReadFramebuffer()->setReadBuffer(buf);
735 }
736
737 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
738 {
739         Framebuffer *drawFramebuffer = getDrawFramebuffer();
740
741         for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
742         {
743                 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
744         }
745 }
746
747 GLuint Context::getReadFramebufferColorIndex() const
748 {
749         GLenum buf = getReadFramebuffer()->getReadBuffer();
750         switch(buf)
751         {
752         case GL_BACK:
753                 return 0;
754         case GL_NONE:
755                 return GL_INVALID_INDEX;
756         default:
757                 return buf - GL_COLOR_ATTACHMENT0;
758 }
759 }
760
761 GLuint Context::getArrayBufferName() const
762 {
763         return mState.arrayBuffer.name();
764 }
765
766 GLuint Context::getElementArrayBufferName() const
767 {
768         Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
769         return elementArrayBuffer ? elementArrayBuffer->name : 0;
770 }
771
772 GLuint Context::getActiveQuery(GLenum target) const
773 {
774         Query *queryObject = nullptr;
775
776         switch(target)
777         {
778         case GL_ANY_SAMPLES_PASSED_EXT:
779                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
780                 break;
781         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
782                 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
783                 break;
784         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
785                 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
786                 break;
787         default:
788                 ASSERT(false);
789         }
790
791         if(queryObject)
792         {
793                 return queryObject->name;
794         }
795
796         return 0;
797 }
798
799 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
800 {
801         getCurrentVertexArray()->enableAttribute(attribNum, enabled);
802 }
803
804 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
805 {
806         getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
807 }
808
809 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
810 {
811         return getCurrentVertexArray()->getVertexAttribute(attribNum);
812 }
813
814 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
815                                    GLsizei stride, const void *pointer)
816 {
817         getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
818 }
819
820 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
821 {
822         return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
823 }
824
825 const VertexAttributeArray &Context::getVertexArrayAttributes()
826 {
827         return getCurrentVertexArray()->getVertexAttributes();
828 }
829
830 const VertexAttributeArray &Context::getCurrentVertexAttributes()
831 {
832         return mState.vertexAttribute;
833 }
834
835 void Context::setPackAlignment(GLint alignment)
836 {
837         mState.packAlignment = alignment;
838 }
839
840 void Context::setUnpackAlignment(GLint alignment)
841 {
842         mState.unpackInfo.alignment = alignment;
843 }
844
845 const egl::Image::UnpackInfo& Context::getUnpackInfo() const
846 {
847         return mState.unpackInfo;
848 }
849
850 void Context::setPackRowLength(GLint rowLength)
851 {
852         mState.packRowLength = rowLength;
853 }
854
855 void Context::setPackImageHeight(GLint imageHeight)
856 {
857         mState.packImageHeight = imageHeight;
858 }
859
860 void Context::setPackSkipPixels(GLint skipPixels)
861 {
862         mState.packSkipPixels = skipPixels;
863 }
864
865 void Context::setPackSkipRows(GLint skipRows)
866 {
867         mState.packSkipRows = skipRows;
868 }
869
870 void Context::setPackSkipImages(GLint skipImages)
871 {
872         mState.packSkipImages = skipImages;
873 }
874
875 void Context::setUnpackRowLength(GLint rowLength)
876 {
877         mState.unpackInfo.rowLength = rowLength;
878 }
879
880 void Context::setUnpackImageHeight(GLint imageHeight)
881 {
882         mState.unpackInfo.imageHeight = imageHeight;
883 }
884
885 void Context::setUnpackSkipPixels(GLint skipPixels)
886 {
887         mState.unpackInfo.skipPixels = skipPixels;
888 }
889
890 void Context::setUnpackSkipRows(GLint skipRows)
891 {
892         mState.unpackInfo.skipRows = skipRows;
893 }
894
895 void Context::setUnpackSkipImages(GLint skipImages)
896 {
897         mState.unpackInfo.skipImages = skipImages;
898 }
899
900 GLuint Context::createBuffer()
901 {
902         return mResourceManager->createBuffer();
903 }
904
905 GLuint Context::createProgram()
906 {
907         return mResourceManager->createProgram();
908 }
909
910 GLuint Context::createShader(GLenum type)
911 {
912         return mResourceManager->createShader(type);
913 }
914
915 GLuint Context::createTexture()
916 {
917         return mResourceManager->createTexture();
918 }
919
920 GLuint Context::createRenderbuffer()
921 {
922         return mResourceManager->createRenderbuffer();
923 }
924
925 // Returns an unused framebuffer name
926 GLuint Context::createFramebuffer()
927 {
928         return mFramebufferNameSpace.allocate();
929 }
930
931 GLuint Context::createFence()
932 {
933         return mFenceNameSpace.allocate(new Fence());
934 }
935
936 // Returns an unused query name
937 GLuint Context::createQuery()
938 {
939         return mQueryNameSpace.allocate();
940 }
941
942 // Returns an unused vertex array name
943 GLuint Context::createVertexArray()
944 {
945         return mVertexArrayNameSpace.allocate();
946 }
947
948 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
949 {
950         GLuint handle = mResourceManager->createFenceSync(condition, flags);
951
952         return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
953 }
954
955 // Returns an unused transform feedback name
956 GLuint Context::createTransformFeedback()
957 {
958         return mTransformFeedbackNameSpace.allocate();
959 }
960
961 // Returns an unused sampler name
962 GLuint Context::createSampler()
963 {
964         return mResourceManager->createSampler();
965 }
966
967 void Context::deleteBuffer(GLuint buffer)
968 {
969         detachBuffer(buffer);
970
971         mResourceManager->deleteBuffer(buffer);
972 }
973
974 void Context::deleteShader(GLuint shader)
975 {
976         mResourceManager->deleteShader(shader);
977 }
978
979 void Context::deleteProgram(GLuint program)
980 {
981         mResourceManager->deleteProgram(program);
982 }
983
984 void Context::deleteTexture(GLuint texture)
985 {
986         detachTexture(texture);
987
988         mResourceManager->deleteTexture(texture);
989 }
990
991 void Context::deleteRenderbuffer(GLuint renderbuffer)
992 {
993         if(mResourceManager->getRenderbuffer(renderbuffer))
994         {
995                 detachRenderbuffer(renderbuffer);
996         }
997
998         mResourceManager->deleteRenderbuffer(renderbuffer);
999 }
1000
1001 void Context::deleteFramebuffer(GLuint framebuffer)
1002 {
1003         detachFramebuffer(framebuffer);
1004
1005         Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1006
1007         if(framebufferObject)
1008         {
1009                 delete framebufferObject;
1010         }
1011 }
1012
1013 void Context::deleteFence(GLuint fence)
1014 {
1015         Fence *fenceObject = mFenceNameSpace.remove(fence);
1016
1017         if(fenceObject)
1018         {
1019                 delete fenceObject;
1020         }
1021 }
1022
1023 void Context::deleteQuery(GLuint query)
1024 {
1025         Query *queryObject = mQueryNameSpace.remove(query);
1026
1027         if(queryObject)
1028         {
1029                 queryObject->release();
1030         }
1031 }
1032
1033 void Context::deleteVertexArray(GLuint vertexArray)
1034 {
1035         // [OpenGL ES 3.0.2] section 2.10 page 43:
1036         // If a vertex array object that is currently bound is deleted, the binding
1037         // for that object reverts to zero and the default vertex array becomes current.
1038         if(getCurrentVertexArray()->name == vertexArray)
1039         {
1040                 bindVertexArray(0);
1041         }
1042
1043         VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1044
1045         if(vertexArrayObject)
1046         {
1047                 delete vertexArrayObject;
1048         }
1049 }
1050
1051 void Context::deleteFenceSync(GLsync fenceSync)
1052 {
1053         // The spec specifies the underlying Fence object is not deleted until all current
1054         // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1055         // and since our API is currently designed for being called from a single thread, we can delete
1056         // the fence immediately.
1057         mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1058 }
1059
1060 void Context::deleteTransformFeedback(GLuint transformFeedback)
1061 {
1062         TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1063
1064         if(transformFeedbackObject)
1065         {
1066                 delete transformFeedbackObject;
1067         }
1068 }
1069
1070 void Context::deleteSampler(GLuint sampler)
1071 {
1072         detachSampler(sampler);
1073
1074         mResourceManager->deleteSampler(sampler);
1075 }
1076
1077 Buffer *Context::getBuffer(GLuint handle) const
1078 {
1079         return mResourceManager->getBuffer(handle);
1080 }
1081
1082 Shader *Context::getShader(GLuint handle) const
1083 {
1084         return mResourceManager->getShader(handle);
1085 }
1086
1087 Program *Context::getProgram(GLuint handle) const
1088 {
1089         return mResourceManager->getProgram(handle);
1090 }
1091
1092 Texture *Context::getTexture(GLuint handle) const
1093 {
1094         return mResourceManager->getTexture(handle);
1095 }
1096
1097 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1098 {
1099         return mResourceManager->getRenderbuffer(handle);
1100 }
1101
1102 Framebuffer *Context::getReadFramebuffer() const
1103 {
1104         return getFramebuffer(mState.readFramebuffer);
1105 }
1106
1107 Framebuffer *Context::getDrawFramebuffer() const
1108 {
1109         return getFramebuffer(mState.drawFramebuffer);
1110 }
1111
1112 void Context::bindArrayBuffer(unsigned int buffer)
1113 {
1114         mResourceManager->checkBufferAllocation(buffer);
1115
1116         mState.arrayBuffer = getBuffer(buffer);
1117 }
1118
1119 void Context::bindElementArrayBuffer(unsigned int buffer)
1120 {
1121         mResourceManager->checkBufferAllocation(buffer);
1122
1123         getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1124 }
1125
1126 void Context::bindCopyReadBuffer(GLuint buffer)
1127 {
1128         mResourceManager->checkBufferAllocation(buffer);
1129
1130         mState.copyReadBuffer = getBuffer(buffer);
1131 }
1132
1133 void Context::bindCopyWriteBuffer(GLuint buffer)
1134 {
1135         mResourceManager->checkBufferAllocation(buffer);
1136
1137         mState.copyWriteBuffer = getBuffer(buffer);
1138 }
1139
1140 void Context::bindPixelPackBuffer(GLuint buffer)
1141 {
1142         mResourceManager->checkBufferAllocation(buffer);
1143
1144         mState.pixelPackBuffer = getBuffer(buffer);
1145 }
1146
1147 void Context::bindPixelUnpackBuffer(GLuint buffer)
1148 {
1149         mResourceManager->checkBufferAllocation(buffer);
1150
1151         mState.pixelUnpackBuffer = getBuffer(buffer);
1152 }
1153
1154 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1155 {
1156         mResourceManager->checkBufferAllocation(buffer);
1157
1158         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1159
1160         if(transformFeedback)
1161         {
1162                 transformFeedback->setGenericBuffer(getBuffer(buffer));
1163         }
1164 }
1165
1166 void Context::bindTexture2D(GLuint texture)
1167 {
1168         mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1169
1170         mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1171 }
1172
1173 void Context::bindTextureCubeMap(GLuint texture)
1174 {
1175         mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1176
1177         mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1178 }
1179
1180 void Context::bindTextureExternal(GLuint texture)
1181 {
1182         mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1183
1184         mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1185 }
1186
1187 void Context::bindTexture3D(GLuint texture)
1188 {
1189         mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1190
1191         mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1192 }
1193
1194 void Context::bindTexture2DArray(GLuint texture)
1195 {
1196         mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1197
1198         mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1199 }
1200
1201 void Context::bindReadFramebuffer(GLuint framebuffer)
1202 {
1203         if(!getFramebuffer(framebuffer))
1204         {
1205                 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1206         }
1207
1208         mState.readFramebuffer = framebuffer;
1209 }
1210
1211 void Context::bindDrawFramebuffer(GLuint framebuffer)
1212 {
1213         if(!getFramebuffer(framebuffer))
1214         {
1215                 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1216         }
1217
1218         mState.drawFramebuffer = framebuffer;
1219 }
1220
1221 void Context::bindRenderbuffer(GLuint renderbuffer)
1222 {
1223         mResourceManager->checkRenderbufferAllocation(renderbuffer);
1224
1225         mState.renderbuffer = getRenderbuffer(renderbuffer);
1226 }
1227
1228 void Context::bindVertexArray(GLuint array)
1229 {
1230         VertexArray *vertexArray = getVertexArray(array);
1231
1232         if(!vertexArray)
1233         {
1234                 vertexArray = new VertexArray(array);
1235                 mVertexArrayNameSpace.insert(array, vertexArray);
1236         }
1237
1238         mState.vertexArray = array;
1239 }
1240
1241 void Context::bindGenericUniformBuffer(GLuint buffer)
1242 {
1243         mResourceManager->checkBufferAllocation(buffer);
1244
1245         mState.genericUniformBuffer = getBuffer(buffer);
1246 }
1247
1248 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1249 {
1250         mResourceManager->checkBufferAllocation(buffer);
1251
1252         Buffer* bufferObject = getBuffer(buffer);
1253         mState.uniformBuffers[index].set(bufferObject, offset, size);
1254 }
1255
1256 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1257 {
1258         mResourceManager->checkBufferAllocation(buffer);
1259
1260         getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1261 }
1262
1263 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1264 {
1265         mResourceManager->checkBufferAllocation(buffer);
1266
1267         Buffer* bufferObject = getBuffer(buffer);
1268         getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1269 }
1270
1271 void Context::bindTransformFeedback(GLuint id)
1272 {
1273         if(!getTransformFeedback(id))
1274         {
1275                 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1276         }
1277
1278         mState.transformFeedback = id;
1279 }
1280
1281 bool Context::bindSampler(GLuint unit, GLuint sampler)
1282 {
1283         mResourceManager->checkSamplerAllocation(sampler);
1284
1285         Sampler* samplerObject = getSampler(sampler);
1286
1287         if(sampler)
1288         {
1289                 mState.sampler[unit] = samplerObject;
1290         }
1291
1292         return !!samplerObject;
1293 }
1294
1295 void Context::useProgram(GLuint program)
1296 {
1297         GLuint priorProgram = mState.currentProgram;
1298         mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1299
1300         if(priorProgram != program)
1301         {
1302                 Program *newProgram = mResourceManager->getProgram(program);
1303                 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1304
1305                 if(newProgram)
1306                 {
1307                         newProgram->addRef();
1308                 }
1309
1310                 if(oldProgram)
1311                 {
1312                         oldProgram->release();
1313                 }
1314         }
1315 }
1316
1317 void Context::beginQuery(GLenum target, GLuint query)
1318 {
1319         // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1320         // of zero, if the active query object name for <target> is non-zero (for the
1321         // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1322         // the active query for either target is non-zero), if <id> is the name of an
1323         // existing query object whose type does not match <target>, or if <id> is the
1324         // active query object name for any query type, the error INVALID_OPERATION is
1325         // generated.
1326
1327         // Ensure no other queries are active
1328         // NOTE: If other queries than occlusion are supported, we will need to check
1329         // separately that:
1330         //    a) The query ID passed is not the current active query for any target/type
1331         //    b) There are no active queries for the requested target (and in the case
1332         //       of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1333         //       no query may be active for either if glBeginQuery targets either.
1334         for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1335         {
1336                 if(mState.activeQuery[i])
1337                 {
1338                         return error(GL_INVALID_OPERATION);
1339                 }
1340         }
1341
1342         QueryType qType;
1343         switch(target)
1344         {
1345         case GL_ANY_SAMPLES_PASSED_EXT:
1346                 qType = QUERY_ANY_SAMPLES_PASSED;
1347                 break;
1348         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1349                 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1350                 break;
1351         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1352                 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1353                 break;
1354         default:
1355                 ASSERT(false);
1356         }
1357
1358         Query *queryObject = createQuery(query, target);
1359
1360         // Check that name was obtained with glGenQueries
1361         if(!queryObject)
1362         {
1363                 return error(GL_INVALID_OPERATION);
1364         }
1365
1366         // Check for type mismatch
1367         if(queryObject->getType() != target)
1368         {
1369                 return error(GL_INVALID_OPERATION);
1370         }
1371
1372         // Set query as active for specified target
1373         mState.activeQuery[qType] = queryObject;
1374
1375         // Begin query
1376         queryObject->begin();
1377 }
1378
1379 void Context::endQuery(GLenum target)
1380 {
1381         QueryType qType;
1382
1383         switch(target)
1384         {
1385         case GL_ANY_SAMPLES_PASSED_EXT:                qType = QUERY_ANY_SAMPLES_PASSED;                    break;
1386         case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;       break;
1387         case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1388         default: UNREACHABLE(target); return;
1389         }
1390
1391         Query *queryObject = mState.activeQuery[qType];
1392
1393         if(!queryObject)
1394         {
1395                 return error(GL_INVALID_OPERATION);
1396         }
1397
1398         queryObject->end();
1399
1400         mState.activeQuery[qType] = nullptr;
1401 }
1402
1403 void Context::setFramebufferZero(Framebuffer *buffer)
1404 {
1405         delete mFramebufferNameSpace.remove(0);
1406         mFramebufferNameSpace.insert(0, buffer);
1407 }
1408
1409 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1410 {
1411         Renderbuffer *renderbufferObject = mState.renderbuffer;
1412         renderbufferObject->setStorage(renderbuffer);
1413 }
1414
1415 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1416 {
1417         return mFramebufferNameSpace.find(handle);
1418 }
1419
1420 Fence *Context::getFence(unsigned int handle) const
1421 {
1422         return mFenceNameSpace.find(handle);
1423 }
1424
1425 FenceSync *Context::getFenceSync(GLsync handle) const
1426 {
1427         return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1428 }
1429
1430 Query *Context::getQuery(unsigned int handle) const
1431 {
1432         return mQueryNameSpace.find(handle);
1433 }
1434
1435 Query *Context::createQuery(unsigned int handle, GLenum type)
1436 {
1437         if(!mQueryNameSpace.isReserved(handle))
1438         {
1439                 return nullptr;
1440         }
1441         else
1442         {
1443                 Query *query = mQueryNameSpace.find(handle);
1444                 if(!query)
1445                 {
1446                         query = new Query(handle, type);
1447                         query->addRef();
1448                         mQueryNameSpace.insert(handle, query);
1449                 }
1450
1451                 return query;
1452         }
1453 }
1454
1455 VertexArray *Context::getVertexArray(GLuint array) const
1456 {
1457         return mVertexArrayNameSpace.find(array);
1458 }
1459
1460 VertexArray *Context::getCurrentVertexArray() const
1461 {
1462         return getVertexArray(mState.vertexArray);
1463 }
1464
1465 bool Context::isVertexArray(GLuint array) const
1466 {
1467         return mVertexArrayNameSpace.isReserved(array);
1468 }
1469
1470 bool Context::hasZeroDivisor() const
1471 {
1472         // Verify there is at least one active attribute with a divisor of zero
1473         es2::Program *programObject = getCurrentProgram();
1474         for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1475         {
1476                 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1477                 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1478                 {
1479                         return true;
1480                 }
1481         }
1482
1483         return false;
1484 }
1485
1486 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1487 {
1488         return mTransformFeedbackNameSpace.find(transformFeedback);
1489 }
1490
1491 Sampler *Context::getSampler(GLuint sampler) const
1492 {
1493         return mResourceManager->getSampler(sampler);
1494 }
1495
1496 bool Context::isSampler(GLuint sampler) const
1497 {
1498         return mResourceManager->isSampler(sampler);
1499 }
1500
1501 Buffer *Context::getArrayBuffer() const
1502 {
1503         return mState.arrayBuffer;
1504 }
1505
1506 Buffer *Context::getElementArrayBuffer() const
1507 {
1508         return getCurrentVertexArray()->getElementArrayBuffer();
1509 }
1510
1511 Buffer *Context::getCopyReadBuffer() const
1512 {
1513         return mState.copyReadBuffer;
1514 }
1515
1516 Buffer *Context::getCopyWriteBuffer() const
1517 {
1518         return mState.copyWriteBuffer;
1519 }
1520
1521 Buffer *Context::getPixelPackBuffer() const
1522 {
1523         return mState.pixelPackBuffer;
1524 }
1525
1526 Buffer *Context::getPixelUnpackBuffer() const
1527 {
1528         return mState.pixelUnpackBuffer;
1529 }
1530
1531 Buffer *Context::getGenericUniformBuffer() const
1532 {
1533         return mState.genericUniformBuffer;
1534 }
1535
1536 const GLvoid* Context::getPixels(const GLvoid* data) const
1537 {
1538         es2::Buffer* unpackBuffer = getPixelUnpackBuffer();
1539         const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr;
1540         return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data;
1541 }
1542
1543 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1544 {
1545         switch(target)
1546         {
1547         case GL_ARRAY_BUFFER:
1548                 *buffer = getArrayBuffer();
1549                 break;
1550         case GL_ELEMENT_ARRAY_BUFFER:
1551                 *buffer = getElementArrayBuffer();
1552                 break;
1553         case GL_COPY_READ_BUFFER:
1554                 if(clientVersion >= 3)
1555                 {
1556                         *buffer = getCopyReadBuffer();
1557                         break;
1558                 }
1559                 else return false;
1560         case GL_COPY_WRITE_BUFFER:
1561                 if(clientVersion >= 3)
1562                 {
1563                         *buffer = getCopyWriteBuffer();
1564                         break;
1565                 }
1566                 else return false;
1567         case GL_PIXEL_PACK_BUFFER:
1568                 if(clientVersion >= 3)
1569                 {
1570                         *buffer = getPixelPackBuffer();
1571                         break;
1572                 }
1573                 else return false;
1574         case GL_PIXEL_UNPACK_BUFFER:
1575                 if(clientVersion >= 3)
1576                 {
1577                         *buffer = getPixelUnpackBuffer();
1578                         break;
1579                 }
1580                 else return false;
1581         case GL_TRANSFORM_FEEDBACK_BUFFER:
1582                 if(clientVersion >= 3)
1583                 {
1584                         TransformFeedback* transformFeedback = getTransformFeedback();
1585                         *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1586                         break;
1587                 }
1588                 else return false;
1589         case GL_UNIFORM_BUFFER:
1590                 if(clientVersion >= 3)
1591                 {
1592                         *buffer = getGenericUniformBuffer();
1593                         break;
1594                 }
1595                 else return false;
1596         default:
1597                 return false;
1598         }
1599         return true;
1600 }
1601
1602 TransformFeedback *Context::getTransformFeedback() const
1603 {
1604         return getTransformFeedback(mState.transformFeedback);
1605 }
1606
1607 Program *Context::getCurrentProgram() const
1608 {
1609         return mResourceManager->getProgram(mState.currentProgram);
1610 }
1611
1612 Texture2D *Context::getTexture2D() const
1613 {
1614         return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1615 }
1616
1617 Texture3D *Context::getTexture3D() const
1618 {
1619         return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1620 }
1621
1622 Texture2DArray *Context::getTexture2DArray() const
1623 {
1624         return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1625 }
1626
1627 TextureCubeMap *Context::getTextureCubeMap() const
1628 {
1629         return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1630 }
1631
1632 TextureExternal *Context::getTextureExternal() const
1633 {
1634         return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1635 }
1636
1637 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1638 {
1639         GLuint texid = mState.samplerTexture[type][sampler].name();
1640
1641         if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1642         {
1643                 switch(type)
1644                 {
1645                 case TEXTURE_2D: return mTexture2DZero;
1646                 case TEXTURE_3D: return mTexture3DZero;
1647                 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1648                 case TEXTURE_CUBE: return mTextureCubeMapZero;
1649                 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1650                 default: UNREACHABLE(type);
1651                 }
1652         }
1653
1654         return mState.samplerTexture[type][sampler];
1655 }
1656
1657 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1658 {
1659         mResourceManager->checkSamplerAllocation(sampler);
1660
1661         Sampler *samplerObject = getSampler(sampler);
1662         ASSERT(samplerObject);
1663
1664         switch(pname)
1665         {
1666         case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(param));       break;
1667         case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(param));       break;
1668         case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(param));           break;
1669         case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(param));           break;
1670         case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(param));           break;
1671         case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(static_cast<GLfloat>(param));         break;
1672         case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(static_cast<GLfloat>(param));         break;
1673         case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(param));  break;
1674         case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(param));  break;
1675         default:                       UNREACHABLE(pname); break;
1676         }
1677 }
1678
1679 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1680 {
1681         mResourceManager->checkSamplerAllocation(sampler);
1682
1683         Sampler *samplerObject = getSampler(sampler);
1684         ASSERT(samplerObject);
1685
1686         switch(pname)
1687         {
1688         case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));       break;
1689         case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));       break;
1690         case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));           break;
1691         case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));           break;
1692         case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));           break;
1693         case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(param);                                       break;
1694         case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(param);                                       break;
1695         case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param)));  break;
1696         case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param)));  break;
1697         default:                       UNREACHABLE(pname); break;
1698         }
1699 }
1700
1701 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1702 {
1703         mResourceManager->checkSamplerAllocation(sampler);
1704
1705         Sampler *samplerObject = getSampler(sampler);
1706         ASSERT(samplerObject);
1707
1708         switch(pname)
1709         {
1710         case GL_TEXTURE_MIN_FILTER:    return static_cast<GLint>(samplerObject->getMinFilter());
1711         case GL_TEXTURE_MAG_FILTER:    return static_cast<GLint>(samplerObject->getMagFilter());
1712         case GL_TEXTURE_WRAP_S:        return static_cast<GLint>(samplerObject->getWrapS());
1713         case GL_TEXTURE_WRAP_T:        return static_cast<GLint>(samplerObject->getWrapT());
1714         case GL_TEXTURE_WRAP_R:        return static_cast<GLint>(samplerObject->getWrapR());
1715         case GL_TEXTURE_MIN_LOD:       return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1716         case GL_TEXTURE_MAX_LOD:       return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1717         case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLint>(samplerObject->getComparisonMode());
1718         case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLint>(samplerObject->getComparisonFunc());
1719         default:                       UNREACHABLE(pname); return 0;
1720         }
1721 }
1722
1723 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1724 {
1725         mResourceManager->checkSamplerAllocation(sampler);
1726
1727         Sampler *samplerObject = getSampler(sampler);
1728         ASSERT(samplerObject);
1729
1730         switch(pname)
1731         {
1732         case GL_TEXTURE_MIN_FILTER:    return static_cast<GLfloat>(samplerObject->getMinFilter());
1733         case GL_TEXTURE_MAG_FILTER:    return static_cast<GLfloat>(samplerObject->getMagFilter());
1734         case GL_TEXTURE_WRAP_S:        return static_cast<GLfloat>(samplerObject->getWrapS());
1735         case GL_TEXTURE_WRAP_T:        return static_cast<GLfloat>(samplerObject->getWrapT());
1736         case GL_TEXTURE_WRAP_R:        return static_cast<GLfloat>(samplerObject->getWrapR());
1737         case GL_TEXTURE_MIN_LOD:       return samplerObject->getMinLod();
1738         case GL_TEXTURE_MAX_LOD:       return samplerObject->getMaxLod();
1739         case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLfloat>(samplerObject->getComparisonMode());
1740         case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1741         default:                       UNREACHABLE(pname); return 0;
1742         }
1743 }
1744
1745 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1746 {
1747         switch(pname)
1748         {
1749         case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1750         case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1751         case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1752         case GL_COLOR_WRITEMASK:
1753                 params[0] = mState.colorMaskRed;
1754                 params[1] = mState.colorMaskGreen;
1755                 params[2] = mState.colorMaskBlue;
1756                 params[3] = mState.colorMaskAlpha;
1757                 break;
1758         case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1759         case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1760         case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1761         case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1762         case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1763         case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1764         case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1765         case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1766         case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1767         case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1768         case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1769         case GL_TRANSFORM_FEEDBACK_ACTIVE:
1770                 {
1771                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1772                         if(transformFeedback)
1773                         {
1774                                 *params = transformFeedback->isActive();
1775                                 break;
1776                         }
1777                         else return false;
1778                 }
1779          case GL_TRANSFORM_FEEDBACK_PAUSED:
1780                 {
1781                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1782                         if(transformFeedback)
1783                         {
1784                                 *params = transformFeedback->isPaused();
1785                                 break;
1786                         }
1787                         else return false;
1788                 }
1789         default:
1790                 return false;
1791         }
1792
1793         return true;
1794 }
1795
1796 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1797 {
1798         // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1799         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1800         // GetIntegerv as its native query function. As it would require conversion in any
1801         // case, this should make no difference to the calling application.
1802         switch(pname)
1803         {
1804         case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1805         case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1806         case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1807         case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1808         case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1809         case GL_ALIASED_LINE_WIDTH_RANGE:
1810                 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1811                 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1812                 break;
1813         case GL_ALIASED_POINT_SIZE_RANGE:
1814                 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1815                 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1816                 break;
1817         case GL_DEPTH_RANGE:
1818                 params[0] = mState.zNear;
1819                 params[1] = mState.zFar;
1820                 break;
1821         case GL_COLOR_CLEAR_VALUE:
1822                 params[0] = mState.colorClearValue.red;
1823                 params[1] = mState.colorClearValue.green;
1824                 params[2] = mState.colorClearValue.blue;
1825                 params[3] = mState.colorClearValue.alpha;
1826                 break;
1827         case GL_BLEND_COLOR:
1828                 params[0] = mState.blendColor.red;
1829                 params[1] = mState.blendColor.green;
1830                 params[2] = mState.blendColor.blue;
1831                 params[3] = mState.blendColor.alpha;
1832                 break;
1833         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1834                 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1835                 break;
1836         default:
1837                 return false;
1838         }
1839
1840         return true;
1841 }
1842
1843 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1844 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1845
1846 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1847 {
1848         // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1849         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1850         // GetIntegerv as its native query function. As it would require conversion in any
1851         // case, this should make no difference to the calling application. You may find it in
1852         // Context::getFloatv.
1853         switch(pname)
1854         {
1855         case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               break;
1856         case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       break;
1857         case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              break;
1858         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
1859         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   break;
1860         case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          break;
1861         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     break;
1862         case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break;
1863         case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
1864         case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
1865         case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 break;
1866         case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          break;
1867 //      case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1868         case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;
1869         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;
1870         case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           break;
1871         case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
1872         case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
1873         case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackInfo.alignment;          break;
1874         case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
1875         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1876         case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
1877         case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;
1878         case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;
1879         case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); break;
1880         case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               break;
1881         case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                break;
1882         case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); break;
1883         case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;
1884         case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;
1885         case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;
1886         case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               break;
1887         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      break;
1888         case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      break;
1889         case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;
1890         case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                break;
1891         case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              break;
1892         case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  break;
1893         case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                break;
1894         case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              break;
1895         case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            break;
1896         case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); break;
1897         case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); break;
1898         case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
1899         case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
1900         case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          break;
1901         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break;
1902         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           break;
1903         case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES;               break;
1904         case GL_SAMPLE_BUFFERS:
1905         case GL_SAMPLES:
1906                 {
1907                         Framebuffer *framebuffer = getDrawFramebuffer();
1908                         int width, height, samples;
1909
1910                         if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1911                         {
1912                                 switch(pname)
1913                                 {
1914                                 case GL_SAMPLE_BUFFERS:
1915                                         if(samples > 1)
1916                                         {
1917                                                 *params = 1;
1918                                         }
1919                                         else
1920                                         {
1921                                                 *params = 0;
1922                                         }
1923                                         break;
1924                                 case GL_SAMPLES:
1925                                         *params = samples;
1926                                         break;
1927                                 }
1928                         }
1929                         else
1930                         {
1931                                 *params = 0;
1932                         }
1933                 }
1934                 break;
1935         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1936                 {
1937                         Framebuffer *framebuffer = getReadFramebuffer();
1938                         *params = framebuffer->getImplementationColorReadType();
1939                 }
1940                 break;
1941         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1942                 {
1943                         Framebuffer *framebuffer = getReadFramebuffer();
1944                         *params = framebuffer->getImplementationColorReadFormat();
1945                 }
1946                 break;
1947         case GL_MAX_VIEWPORT_DIMS:
1948                 {
1949                         int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1950                         params[0] = maxDimension;
1951                         params[1] = maxDimension;
1952                 }
1953                 break;
1954         case GL_COMPRESSED_TEXTURE_FORMATS:
1955                 {
1956                         for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1957                         {
1958                                 params[i] = compressedTextureFormats[i];
1959                         }
1960                 }
1961                 break;
1962         case GL_VIEWPORT:
1963                 params[0] = mState.viewportX;
1964                 params[1] = mState.viewportY;
1965                 params[2] = mState.viewportWidth;
1966                 params[3] = mState.viewportHeight;
1967                 break;
1968         case GL_SCISSOR_BOX:
1969                 params[0] = mState.scissorX;
1970                 params[1] = mState.scissorY;
1971                 params[2] = mState.scissorWidth;
1972                 params[3] = mState.scissorHeight;
1973                 break;
1974         case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;
1975         case GL_FRONT_FACE:                       *params = mState.frontFace;                break;
1976         case GL_RED_BITS:
1977         case GL_GREEN_BITS:
1978         case GL_BLUE_BITS:
1979         case GL_ALPHA_BITS:
1980                 {
1981                         Framebuffer *framebuffer = getDrawFramebuffer();
1982                         Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
1983
1984                         if(colorbuffer)
1985                         {
1986                                 switch(pname)
1987                                 {
1988                                 case GL_RED_BITS:   *params = colorbuffer->getRedSize();   break;
1989                                 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1990                                 case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  break;
1991                                 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1992                                 }
1993                         }
1994                         else
1995                         {
1996                                 *params = 0;
1997                         }
1998                 }
1999                 break;
2000         case GL_DEPTH_BITS:
2001                 {
2002                         Framebuffer *framebuffer = getDrawFramebuffer();
2003                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2004
2005                         if(depthbuffer)
2006                         {
2007                                 *params = depthbuffer->getDepthSize();
2008                         }
2009                         else
2010                         {
2011                                 *params = 0;
2012                         }
2013                 }
2014                 break;
2015         case GL_STENCIL_BITS:
2016                 {
2017                         Framebuffer *framebuffer = getDrawFramebuffer();
2018                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2019
2020                         if(stencilbuffer)
2021                         {
2022                                 *params = stencilbuffer->getStencilSize();
2023                         }
2024                         else
2025                         {
2026                                 *params = 0;
2027                         }
2028                 }
2029                 break;
2030         case GL_TEXTURE_BINDING_2D:
2031                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2032                 {
2033                         error(GL_INVALID_OPERATION);
2034                         return false;
2035                 }
2036
2037                 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2038                 break;
2039         case GL_TEXTURE_BINDING_CUBE_MAP:
2040                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2041                 {
2042                         error(GL_INVALID_OPERATION);
2043                         return false;
2044                 }
2045
2046                 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2047                 break;
2048         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2049                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2050                 {
2051                         error(GL_INVALID_OPERATION);
2052                         return false;
2053                 }
2054
2055                 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2056                 break;
2057         case GL_TEXTURE_BINDING_3D_OES:
2058                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2059                 {
2060                         error(GL_INVALID_OPERATION);
2061                         return false;
2062                 }
2063
2064                 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2065                 break;
2066         case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0
2067                 if(clientVersion < 3)
2068                 {
2069                         return false;
2070                 }
2071                 else if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2072                 {
2073                         error(GL_INVALID_OPERATION);
2074                         return false;
2075                 }
2076
2077                 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2078                 break;
2079         case GL_COPY_READ_BUFFER_BINDING: // name, initially 0
2080                 if(clientVersion >= 3)
2081                 {
2082                         *params = mState.copyReadBuffer.name();
2083                 }
2084                 else
2085                 {
2086                         return false;
2087                 }
2088                 break;
2089         case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0
2090                 if(clientVersion >= 3)
2091                 {
2092                         *params = mState.copyWriteBuffer.name();
2093                 }
2094                 else
2095                 {
2096                         return false;
2097                 }
2098                 break;
2099         case GL_DRAW_BUFFER0:
2100         case GL_DRAW_BUFFER1:
2101         case GL_DRAW_BUFFER2:
2102         case GL_DRAW_BUFFER3:
2103         case GL_DRAW_BUFFER4:
2104         case GL_DRAW_BUFFER5:
2105         case GL_DRAW_BUFFER6:
2106         case GL_DRAW_BUFFER7:
2107         case GL_DRAW_BUFFER8:
2108         case GL_DRAW_BUFFER9:
2109         case GL_DRAW_BUFFER10:
2110         case GL_DRAW_BUFFER11:
2111         case GL_DRAW_BUFFER12:
2112         case GL_DRAW_BUFFER13:
2113         case GL_DRAW_BUFFER14:
2114         case GL_DRAW_BUFFER15:
2115                 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2116                 break;
2117         case GL_MAJOR_VERSION:
2118                 if(clientVersion >= 3)
2119                 {
2120                         *params = clientVersion;
2121                 }
2122                 else
2123                 {
2124                         return false;
2125                 }
2126                 break;
2127         case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048
2128                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2129                 break;
2130         case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048
2131                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2132                 break;
2133         case GL_MAX_COLOR_ATTACHMENTS:
2134                 *params = MAX_COLOR_ATTACHMENTS;
2135                 break;
2136         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048
2137                 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2138                 break;
2139         case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70
2140                 UNIMPLEMENTED();
2141                 *params = 70;
2142                 break;
2143         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176
2144                 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2145                 break;
2146         case GL_MAX_DRAW_BUFFERS:
2147                 *params = MAX_DRAW_BUFFERS;
2148                 break;
2149         case GL_MAX_ELEMENT_INDEX:
2150                 *params = MAX_ELEMENT_INDEX;
2151                 break;
2152         case GL_MAX_ELEMENTS_INDICES:
2153                 *params = MAX_ELEMENTS_INDICES;
2154                 break;
2155         case GL_MAX_ELEMENTS_VERTICES:
2156                 *params = MAX_ELEMENTS_VERTICES;
2157                 break;
2158         case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128
2159                 UNIMPLEMENTED();
2160                 *params = 128;
2161                 break;
2162         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12
2163                 *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2164                 break;
2165         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896
2166                 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2167                 break;
2168         case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7
2169                 UNIMPLEMENTED();
2170                 *params = 7;
2171                 break;
2172         case GL_MAX_SERVER_WAIT_TIMEOUT: // integer
2173                 UNIMPLEMENTED();
2174                 *params = 0;
2175                 break;
2176         case GL_MAX_TEXTURE_LOD_BIAS: // integer,  at least 2.0
2177                 UNIMPLEMENTED();
2178                 *params = 2;
2179                 break;
2180         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64
2181                 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2182                 break;
2183         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4
2184                 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2185                 break;
2186         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4
2187                 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2188                 break;
2189         case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384
2190                 *params = MAX_UNIFORM_BLOCK_SIZE;
2191                 break;
2192         case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24
2193                 *params = MAX_UNIFORM_BUFFER_BINDINGS;
2194                 break;
2195         case GL_MAX_VARYING_COMPONENTS: // integer, at least 60
2196                 UNIMPLEMENTED();
2197                 *params = 60;
2198                 break;
2199         case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer,  at least 64
2200                 UNIMPLEMENTED();
2201                 *params = 64;
2202                 break;
2203         case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer,  at least 12
2204                 *params = MAX_VERTEX_UNIFORM_BLOCKS;
2205                 break;
2206         case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer,  at least 1024
2207                 *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2208                 break;
2209         case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8
2210                 UNIMPLEMENTED();
2211                 *params = -8;
2212                 break;
2213         case GL_MINOR_VERSION: // integer
2214                 UNIMPLEMENTED();
2215                 *params = 0;
2216                 break;
2217         case GL_NUM_EXTENSIONS: // integer
2218                 GLuint numExtensions;
2219                 getExtensions(0, &numExtensions);
2220                 *params = numExtensions;
2221                 break;
2222         case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0
2223                 UNIMPLEMENTED();
2224                 *params = 0;
2225                 break;
2226         case GL_PACK_ROW_LENGTH: // integer, initially 0
2227                 *params = mState.packRowLength;
2228                 break;
2229         case GL_PACK_SKIP_PIXELS: // integer, initially 0
2230                 *params = mState.packSkipPixels;
2231                 break;
2232         case GL_PACK_SKIP_ROWS: // integer, initially 0
2233                 *params = mState.packSkipRows;
2234                 break;
2235         case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0
2236                 if(clientVersion >= 3)
2237                 {
2238                         *params = mState.pixelPackBuffer.name();
2239                 }
2240                 else
2241                 {
2242                         return false;
2243                 }
2244                 break;
2245         case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0
2246                 if(clientVersion >= 3)
2247                 {
2248                         *params = mState.pixelUnpackBuffer.name();
2249                 }
2250                 else
2251                 {
2252                         return false;
2253                 }
2254                 break;
2255         case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS​]
2256                 UNIMPLEMENTED();
2257                 *params = 0;
2258                 break;
2259         case GL_READ_BUFFER: // symbolic constant,  initial value is GL_BACK​
2260                 *params = getReadFramebuffer()->getReadBuffer();
2261                 break;
2262         case GL_SAMPLER_BINDING: // GLint, default 0
2263                 *params = mState.sampler[mState.activeSampler].name();
2264                 break;
2265         case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2266                 if(clientVersion >= 3)
2267                 {
2268                         *params = mState.genericUniformBuffer.name();
2269                 }
2270                 else
2271                 {
2272                         return false;
2273                 }
2274                 break;
2275         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1
2276                 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2277                 break;
2278         case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2279                 if(clientVersion >= 3)
2280                 {
2281                         *params = mState.genericUniformBuffer->size();
2282                 }
2283                 else
2284                 {
2285                         return false;
2286                 }
2287                 break;
2288         case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2289                 if(clientVersion >= 3)
2290                 {
2291                         *params = mState.genericUniformBuffer->offset();
2292                 }
2293                 else
2294                 {
2295                         return false;
2296                 }
2297                 *params = 0;
2298                 break;
2299         case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0
2300                 *params = mState.unpackInfo.imageHeight;
2301                 break;
2302         case GL_UNPACK_ROW_LENGTH: // integer, initially 0
2303                 *params = mState.unpackInfo.rowLength;
2304                 break;
2305         case GL_UNPACK_SKIP_IMAGES: // integer, initially 0
2306                 *params = mState.unpackInfo.skipImages;
2307                 break;
2308         case GL_UNPACK_SKIP_PIXELS: // integer, initially 0
2309                 *params = mState.unpackInfo.skipPixels;
2310                 break;
2311         case GL_UNPACK_SKIP_ROWS: // integer, initially 0
2312                 *params = mState.unpackInfo.skipRows;
2313                 break;
2314         case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0
2315                 *params = getCurrentVertexArray()->name;
2316                 break;
2317         case GL_TRANSFORM_FEEDBACK_BINDING:
2318                 {
2319                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2320                         if(transformFeedback)
2321                         {
2322                                 *params = transformFeedback->name;
2323                         }
2324                         else
2325                         {
2326                                 return false;
2327                         }
2328                 }
2329                 break;
2330         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2331                 {
2332                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2333                         if(transformFeedback)
2334                         {
2335                                 *params = transformFeedback->getGenericBufferName();
2336                         }
2337                         else
2338                         {
2339                                 return false;
2340                         }
2341                 }
2342                 break;
2343         default:
2344                 return false;
2345         }
2346
2347         return true;
2348 }
2349
2350 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2351 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2352
2353 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2354 {
2355         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2356         if(!transformFeedback)
2357         {
2358                 return false;
2359         }
2360
2361         switch(pname)
2362         {
2363         case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2364                 *param = transformFeedback->name;
2365                 break;
2366         case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2367                 *param = transformFeedback->isActive();
2368                 break;
2369         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2370                 *param = transformFeedback->getBufferName(index);
2371                 break;
2372         case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2373                 *param = transformFeedback->isPaused();
2374                 break;
2375         case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2376                 if(transformFeedback->getBuffer(index))
2377                 {
2378                         *param = transformFeedback->getSize(index);
2379                         break;
2380                 }
2381                 else return false;
2382         case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2383                 if(transformFeedback->getBuffer(index))
2384                 {
2385                         *param = transformFeedback->getOffset(index);
2386                 break;
2387                 }
2388                 else return false;
2389         default:
2390                 return false;
2391         }
2392
2393         return true;
2394 }
2395
2396 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2397 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2398
2399 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2400 {
2401         const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2402
2403         switch(pname)
2404         {
2405         case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2406                 *param = uniformBuffer.get().name();
2407                 break;
2408         case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2409                 *param = uniformBuffer.getSize();
2410                 break;
2411         case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2412                 *param = uniformBuffer.getOffset();
2413                 break;
2414         default:
2415                 return false;
2416         }
2417
2418         return true;
2419 }
2420
2421 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2422 {
2423         // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2424         // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2425         // to the fact that it is stored internally as a float, and so would require conversion
2426         // if returned from Context::getIntegerv. Since this conversion is already implemented
2427         // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2428         // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2429         // application.
2430         switch(pname)
2431         {
2432         case GL_COMPRESSED_TEXTURE_FORMATS:
2433                 {
2434                         *type = GL_INT;
2435                         *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2436                 }
2437                 break;
2438         case GL_SHADER_BINARY_FORMATS:
2439                 {
2440                         *type = GL_INT;
2441                         *numParams = 0;
2442                 }
2443                 break;
2444         case GL_MAX_VERTEX_ATTRIBS:
2445         case GL_MAX_VERTEX_UNIFORM_VECTORS:
2446         case GL_MAX_VARYING_VECTORS:
2447         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2448         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2449         case GL_MAX_TEXTURE_IMAGE_UNITS:
2450         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2451         case GL_MAX_RENDERBUFFER_SIZE:
2452         case GL_NUM_SHADER_BINARY_FORMATS:
2453         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2454         case GL_ARRAY_BUFFER_BINDING:
2455         case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2456         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2457         case GL_RENDERBUFFER_BINDING:
2458         case GL_CURRENT_PROGRAM:
2459         case GL_PACK_ALIGNMENT:
2460         case GL_UNPACK_ALIGNMENT:
2461         case GL_GENERATE_MIPMAP_HINT:
2462         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2463         case GL_RED_BITS:
2464         case GL_GREEN_BITS:
2465         case GL_BLUE_BITS:
2466         case GL_ALPHA_BITS:
2467         case GL_DEPTH_BITS:
2468         case GL_STENCIL_BITS:
2469         case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2470         case GL_CULL_FACE_MODE:
2471         case GL_FRONT_FACE:
2472         case GL_ACTIVE_TEXTURE:
2473         case GL_STENCIL_FUNC:
2474         case GL_STENCIL_VALUE_MASK:
2475         case GL_STENCIL_REF:
2476         case GL_STENCIL_FAIL:
2477         case GL_STENCIL_PASS_DEPTH_FAIL:
2478         case GL_STENCIL_PASS_DEPTH_PASS:
2479         case GL_STENCIL_BACK_FUNC:
2480         case GL_STENCIL_BACK_VALUE_MASK:
2481         case GL_STENCIL_BACK_REF:
2482         case GL_STENCIL_BACK_FAIL:
2483         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2484         case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2485         case GL_DEPTH_FUNC:
2486         case GL_BLEND_SRC_RGB:
2487         case GL_BLEND_SRC_ALPHA:
2488         case GL_BLEND_DST_RGB:
2489         case GL_BLEND_DST_ALPHA:
2490         case GL_BLEND_EQUATION_RGB:
2491         case GL_BLEND_EQUATION_ALPHA:
2492         case GL_STENCIL_WRITEMASK:
2493         case GL_STENCIL_BACK_WRITEMASK:
2494         case GL_STENCIL_CLEAR_VALUE:
2495         case GL_SUBPIXEL_BITS:
2496         case GL_MAX_TEXTURE_SIZE:
2497         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2498         case GL_SAMPLE_BUFFERS:
2499         case GL_SAMPLES:
2500         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2501         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2502         case GL_TEXTURE_BINDING_2D:
2503         case GL_TEXTURE_BINDING_CUBE_MAP:
2504         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2505         case GL_TEXTURE_BINDING_3D_OES:
2506         case GL_COPY_READ_BUFFER_BINDING:
2507         case GL_COPY_WRITE_BUFFER_BINDING:
2508         case GL_DRAW_BUFFER0:
2509         case GL_DRAW_BUFFER1:
2510         case GL_DRAW_BUFFER2:
2511         case GL_DRAW_BUFFER3:
2512         case GL_DRAW_BUFFER4:
2513         case GL_DRAW_BUFFER5:
2514         case GL_DRAW_BUFFER6:
2515         case GL_DRAW_BUFFER7:
2516         case GL_DRAW_BUFFER8:
2517         case GL_DRAW_BUFFER9:
2518         case GL_DRAW_BUFFER10:
2519         case GL_DRAW_BUFFER11:
2520         case GL_DRAW_BUFFER12:
2521         case GL_DRAW_BUFFER13:
2522         case GL_DRAW_BUFFER14:
2523         case GL_DRAW_BUFFER15:
2524         case GL_MAJOR_VERSION:
2525         case GL_MAX_3D_TEXTURE_SIZE:
2526         case GL_MAX_ARRAY_TEXTURE_LAYERS:
2527         case GL_MAX_COLOR_ATTACHMENTS:
2528         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2529         case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2530         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2531         case GL_MAX_DRAW_BUFFERS:
2532         case GL_MAX_ELEMENT_INDEX:
2533         case GL_MAX_ELEMENTS_INDICES:
2534         case GL_MAX_ELEMENTS_VERTICES:
2535         case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2536         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2537         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2538         case GL_MAX_PROGRAM_TEXEL_OFFSET:
2539         case GL_MAX_SERVER_WAIT_TIMEOUT:
2540         case GL_MAX_TEXTURE_LOD_BIAS:
2541         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2542         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2543         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2544         case GL_MAX_UNIFORM_BLOCK_SIZE:
2545         case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2546         case GL_MAX_VARYING_COMPONENTS:
2547         case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2548         case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2549         case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2550         case GL_MIN_PROGRAM_TEXEL_OFFSET:
2551         case GL_MINOR_VERSION:
2552         case GL_NUM_EXTENSIONS:
2553         case GL_NUM_PROGRAM_BINARY_FORMATS:
2554         case GL_PACK_ROW_LENGTH:
2555         case GL_PACK_SKIP_PIXELS:
2556         case GL_PACK_SKIP_ROWS:
2557         case GL_PIXEL_PACK_BUFFER_BINDING:
2558         case GL_PIXEL_UNPACK_BUFFER_BINDING:
2559         case GL_PROGRAM_BINARY_FORMATS:
2560         case GL_READ_BUFFER:
2561         case GL_SAMPLER_BINDING:
2562         case GL_TEXTURE_BINDING_2D_ARRAY:
2563         case GL_UNIFORM_BUFFER_BINDING:
2564         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2565         case GL_UNIFORM_BUFFER_SIZE:
2566         case GL_UNIFORM_BUFFER_START:
2567         case GL_UNPACK_IMAGE_HEIGHT:
2568         case GL_UNPACK_ROW_LENGTH:
2569         case GL_UNPACK_SKIP_IMAGES:
2570         case GL_UNPACK_SKIP_PIXELS:
2571         case GL_UNPACK_SKIP_ROWS:
2572         case GL_VERTEX_ARRAY_BINDING:
2573         case GL_TRANSFORM_FEEDBACK_BINDING:
2574         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2575                 {
2576                         *type = GL_INT;
2577                         *numParams = 1;
2578                 }
2579                 break;
2580         case GL_MAX_SAMPLES_ANGLE:
2581                 {
2582                         *type = GL_INT;
2583                         *numParams = 1;
2584                 }
2585                 break;
2586         case GL_MAX_VIEWPORT_DIMS:
2587                 {
2588                         *type = GL_INT;
2589                         *numParams = 2;
2590                 }
2591                 break;
2592         case GL_VIEWPORT:
2593         case GL_SCISSOR_BOX:
2594                 {
2595                         *type = GL_INT;
2596                         *numParams = 4;
2597                 }
2598                 break;
2599         case GL_SHADER_COMPILER:
2600         case GL_SAMPLE_COVERAGE_INVERT:
2601         case GL_DEPTH_WRITEMASK:
2602         case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2603         case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2604         case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2605         case GL_SAMPLE_COVERAGE:
2606         case GL_SCISSOR_TEST:
2607         case GL_STENCIL_TEST:
2608         case GL_DEPTH_TEST:
2609         case GL_BLEND:
2610         case GL_DITHER:
2611         case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2612         case GL_RASTERIZER_DISCARD:
2613         case GL_TRANSFORM_FEEDBACK_ACTIVE:
2614         case GL_TRANSFORM_FEEDBACK_PAUSED:
2615                 {
2616                         *type = GL_BOOL;
2617                         *numParams = 1;
2618                 }
2619                 break;
2620         case GL_COLOR_WRITEMASK:
2621                 {
2622                         *type = GL_BOOL;
2623                         *numParams = 4;
2624                 }
2625                 break;
2626         case GL_POLYGON_OFFSET_FACTOR:
2627         case GL_POLYGON_OFFSET_UNITS:
2628         case GL_SAMPLE_COVERAGE_VALUE:
2629         case GL_DEPTH_CLEAR_VALUE:
2630         case GL_LINE_WIDTH:
2631                 {
2632                         *type = GL_FLOAT;
2633                         *numParams = 1;
2634                 }
2635                 break;
2636         case GL_ALIASED_LINE_WIDTH_RANGE:
2637         case GL_ALIASED_POINT_SIZE_RANGE:
2638         case GL_DEPTH_RANGE:
2639                 {
2640                         *type = GL_FLOAT;
2641                         *numParams = 2;
2642                 }
2643                 break;
2644         case GL_COLOR_CLEAR_VALUE:
2645         case GL_BLEND_COLOR:
2646                 {
2647                         *type = GL_FLOAT;
2648                         *numParams = 4;
2649                 }
2650                 break;
2651         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2652                 *type = GL_FLOAT;
2653                 *numParams = 1;
2654                 break;
2655         default:
2656                 return false;
2657         }
2658
2659         return true;
2660 }
2661
2662 void Context::applyScissor(int width, int height)
2663 {
2664         if(mState.scissorTestEnabled)
2665         {
2666                 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2667                 scissor.clip(0, 0, width, height);
2668
2669                 device->setScissorRect(scissor);
2670                 device->setScissorEnable(true);
2671         }
2672         else
2673         {
2674                 device->setScissorEnable(false);
2675         }
2676 }
2677
2678 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2679 bool Context::applyRenderTarget()
2680 {
2681         Framebuffer *framebuffer = getDrawFramebuffer();
2682         int width, height, samples;
2683
2684         if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2685         {
2686                 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2687         }
2688
2689         for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2690         {
2691                 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2692                 {
2693                         egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2694                         device->setRenderTarget(i, renderTarget);
2695                         if(renderTarget) renderTarget->release();
2696                 }
2697                 else
2698                 {
2699                         device->setRenderTarget(i, nullptr);
2700                 }
2701         }
2702
2703         egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2704         device->setDepthBuffer(depthBuffer);
2705         if(depthBuffer) depthBuffer->release();
2706
2707         egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2708         device->setStencilBuffer(stencilBuffer);
2709         if(stencilBuffer) stencilBuffer->release();
2710
2711         Viewport viewport;
2712         float zNear = clamp01(mState.zNear);
2713         float zFar = clamp01(mState.zFar);
2714
2715         viewport.x0 = mState.viewportX;
2716         viewport.y0 = mState.viewportY;
2717         viewport.width = mState.viewportWidth;
2718         viewport.height = mState.viewportHeight;
2719         viewport.minZ = zNear;
2720         viewport.maxZ = zFar;
2721
2722         device->setViewport(viewport);
2723
2724         applyScissor(width, height);
2725
2726         Program *program = getCurrentProgram();
2727
2728         if(program)
2729         {
2730                 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2731                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2732                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2733                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2734         }
2735
2736         return true;
2737 }
2738
2739 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2740 void Context::applyState(GLenum drawMode)
2741 {
2742         Framebuffer *framebuffer = getDrawFramebuffer();
2743
2744         if(mState.cullFaceEnabled)
2745         {
2746                 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2747         }
2748         else
2749         {
2750                 device->setCullMode(sw::CULL_NONE);
2751         }
2752
2753         if(mDepthStateDirty)
2754         {
2755                 if(mState.depthTestEnabled)
2756                 {
2757                         device->setDepthBufferEnable(true);
2758                         device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2759                 }
2760                 else
2761                 {
2762                         device->setDepthBufferEnable(false);
2763                 }
2764
2765                 mDepthStateDirty = false;
2766         }
2767
2768         if(mBlendStateDirty)
2769         {
2770                 if(mState.blendEnabled)
2771                 {
2772                         device->setAlphaBlendEnable(true);
2773                         device->setSeparateAlphaBlendEnable(true);
2774
2775                         device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2776
2777                         device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2778                         device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2779                         device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2780
2781                         device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2782                         device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2783                         device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2784                 }
2785                 else
2786                 {
2787                         device->setAlphaBlendEnable(false);
2788                 }
2789
2790                 mBlendStateDirty = false;
2791         }
2792
2793         if(mStencilStateDirty || mFrontFaceDirty)
2794         {
2795                 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2796                 {
2797                         device->setStencilEnable(true);
2798                         device->setTwoSidedStencil(true);
2799
2800                         // get the maximum size of the stencil ref
2801                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2802                         GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2803
2804                         if(mState.frontFace == GL_CCW)
2805                         {
2806                                 device->setStencilWriteMask(mState.stencilWritemask);
2807                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2808
2809                                 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2810                                 device->setStencilMask(mState.stencilMask);
2811
2812                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2813                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2814                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2815
2816                                 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2817                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2818
2819                                 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2820                                 device->setStencilMaskCCW(mState.stencilBackMask);
2821
2822                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2823                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2824                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2825                         }
2826                         else
2827                         {
2828                                 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2829                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2830
2831                                 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2832                                 device->setStencilMaskCCW(mState.stencilMask);
2833
2834                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2835                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2836                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2837
2838                                 device->setStencilWriteMask(mState.stencilBackWritemask);
2839                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2840
2841                                 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2842                                 device->setStencilMask(mState.stencilBackMask);
2843
2844                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2845                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2846                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2847                         }
2848                 }
2849                 else
2850                 {
2851                         device->setStencilEnable(false);
2852                 }
2853
2854                 mStencilStateDirty = false;
2855                 mFrontFaceDirty = false;
2856         }
2857
2858         if(mMaskStateDirty)
2859         {
2860                 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2861                 {
2862                         device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2863                 }
2864
2865                 device->setDepthWriteEnable(mState.depthMask);
2866
2867                 mMaskStateDirty = false;
2868         }
2869
2870         if(mPolygonOffsetStateDirty)
2871         {
2872                 if(mState.polygonOffsetFillEnabled)
2873                 {
2874                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2875                         if(depthbuffer)
2876                         {
2877                                 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2878                                 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2879                                 device->setDepthBias(depthBias);
2880                         }
2881                 }
2882                 else
2883                 {
2884                         device->setSlopeDepthBias(0);
2885                         device->setDepthBias(0);
2886                 }
2887
2888                 mPolygonOffsetStateDirty = false;
2889         }
2890
2891         if(mSampleStateDirty)
2892         {
2893                 if(mState.sampleAlphaToCoverageEnabled)
2894                 {
2895                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2896                 }
2897                 else
2898                 {
2899                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2900                 }
2901
2902                 if(mState.sampleCoverageEnabled)
2903                 {
2904                         unsigned int mask = 0;
2905                         if(mState.sampleCoverageValue != 0)
2906                         {
2907                                 int width, height, samples;
2908                                 framebuffer->completeness(width, height, samples);
2909
2910                                 float threshold = 0.5f;
2911
2912                                 for(int i = 0; i < samples; i++)
2913                                 {
2914                                         mask <<= 1;
2915
2916                                         if((i + 1) * mState.sampleCoverageValue >= threshold)
2917                                         {
2918                                                 threshold += 1.0f;
2919                                                 mask |= 1;
2920                                         }
2921                                 }
2922                         }
2923
2924                         if(mState.sampleCoverageInvert)
2925                         {
2926                                 mask = ~mask;
2927                         }
2928
2929                         device->setMultiSampleMask(mask);
2930                 }
2931                 else
2932                 {
2933                         device->setMultiSampleMask(0xFFFFFFFF);
2934                 }
2935
2936                 mSampleStateDirty = false;
2937         }
2938
2939         if(mDitherStateDirty)
2940         {
2941         //      UNIMPLEMENTED();   // FIXME
2942
2943                 mDitherStateDirty = false;
2944         }
2945
2946         device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2947 }
2948
2949 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2950 {
2951         TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2952
2953         GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2954         if(err != GL_NO_ERROR)
2955         {
2956                 return err;
2957         }
2958
2959         Program *program = getCurrentProgram();
2960
2961         device->resetInputStreams(false);
2962
2963         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2964         {
2965                 if(program->getAttributeStream(i) == -1)
2966                 {
2967                         continue;
2968                 }
2969
2970                 sw::Resource *resource = attributes[i].vertexBuffer;
2971                 const void *buffer = (char*)resource->data() + attributes[i].offset;
2972
2973                 int stride = attributes[i].stride;
2974
2975                 buffer = (char*)buffer + stride * base;
2976
2977                 sw::Stream attribute(resource, buffer, stride);
2978
2979                 attribute.type = attributes[i].type;
2980                 attribute.count = attributes[i].count;
2981                 attribute.normalized = attributes[i].normalized;
2982
2983                 int stream = program->getAttributeStream(i);
2984                 device->setInputStream(stream, attribute);
2985         }
2986
2987         return GL_NO_ERROR;
2988 }
2989
2990 // Applies the indices and element array bindings
2991 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2992 {
2993         GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2994
2995         if(err == GL_NO_ERROR)
2996         {
2997                 device->setIndexBuffer(indexInfo->indexBuffer);
2998         }
2999
3000         return err;
3001 }
3002
3003 // Applies the shaders and shader constants
3004 void Context::applyShaders()
3005 {
3006         Program *programObject = getCurrentProgram();
3007         sw::VertexShader *vertexShader = programObject->getVertexShader();
3008         sw::PixelShader *pixelShader = programObject->getPixelShader();
3009
3010         device->setVertexShader(vertexShader);
3011         device->setPixelShader(pixelShader);
3012
3013         if(programObject->getSerial() != mAppliedProgramSerial)
3014         {
3015                 programObject->dirtyAllUniforms();
3016                 mAppliedProgramSerial = programObject->getSerial();
3017         }
3018
3019         programObject->applyTransformFeedback(getTransformFeedback());
3020         programObject->applyUniformBuffers(mState.uniformBuffers);
3021         programObject->applyUniforms();
3022 }
3023
3024 void Context::applyTextures()
3025 {
3026         applyTextures(sw::SAMPLER_PIXEL);
3027         applyTextures(sw::SAMPLER_VERTEX);
3028 }
3029
3030 void Context::applyTextures(sw::SamplerType samplerType)
3031 {
3032         Program *programObject = getCurrentProgram();
3033
3034         int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3035
3036         for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3037         {
3038                 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3039
3040                 if(textureUnit != -1)
3041                 {
3042                         TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3043
3044                         Texture *texture = getSamplerTexture(textureUnit, textureType);
3045
3046                         if(texture->isSamplerComplete())
3047                         {
3048                                 GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3049                                 GLfloat minLOD, maxLOD;
3050
3051                                 Sampler *samplerObject = mState.sampler[textureUnit];
3052                                 if(samplerObject)
3053                                 {
3054                                         wrapS = samplerObject->getWrapS();
3055                                         wrapT = samplerObject->getWrapT();
3056                                         wrapR = samplerObject->getWrapR();
3057                                         minFilter = samplerObject->getMinFilter();
3058                                         magFilter = samplerObject->getMagFilter();
3059                                         minLOD = samplerObject->getMinLod();
3060                                         maxLOD = samplerObject->getMaxLod();
3061                                 }
3062                                 else
3063                                 {
3064                                         wrapS = texture->getWrapS();
3065                                         wrapT = texture->getWrapT();
3066                                         wrapR = texture->getWrapR();
3067                                         minFilter = texture->getMinFilter();
3068                                         magFilter = texture->getMagFilter();
3069                                         minLOD = texture->getMinLOD();
3070                                         maxLOD = texture->getMaxLOD();
3071                                 }
3072                                 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3073
3074                                 GLint baseLevel = texture->getBaseLevel();
3075                                 GLint maxLevel = texture->getMaxLevel();
3076                                 GLenum swizzleR = texture->getSwizzleR();
3077                                 GLenum swizzleG = texture->getSwizzleG();
3078                                 GLenum swizzleB = texture->getSwizzleB();
3079                                 GLenum swizzleA = texture->getSwizzleA();
3080
3081                                 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3082                                 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3083                                 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3084                                 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3085                                 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3086                                 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3087                                 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3088                                 device->setMinLod(samplerType, samplerIndex, minLOD);
3089                                 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3090                                 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3091                                 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3092
3093                                 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3094                                 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3095                                 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3096
3097                                 applyTexture(samplerType, samplerIndex, texture);
3098                         }
3099                         else
3100                         {
3101                                 applyTexture(samplerType, samplerIndex, nullptr);
3102                         }
3103                 }
3104                 else
3105                 {
3106                         applyTexture(samplerType, samplerIndex, nullptr);
3107                 }
3108         }
3109 }
3110
3111 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3112 {
3113         Program *program = getCurrentProgram();
3114         int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3115         bool textureUsed = false;
3116
3117         if(type == sw::SAMPLER_PIXEL)
3118         {
3119                 textureUsed = program->getPixelShader()->usesSampler(index);
3120         }
3121         else if(type == sw::SAMPLER_VERTEX)
3122         {
3123                 textureUsed = program->getVertexShader()->usesSampler(index);
3124         }
3125         else UNREACHABLE(type);
3126
3127         sw::Resource *resource = 0;
3128
3129         if(baseTexture && textureUsed)
3130         {
3131                 resource = baseTexture->getResource();
3132         }
3133
3134         device->setTextureResource(sampler, resource);
3135
3136         if(baseTexture && textureUsed)
3137         {
3138                 int levelCount = baseTexture->getLevelCount();
3139
3140                 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3141                 {
3142                         Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3143
3144                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3145                         {
3146                                 int surfaceLevel = mipmapLevel;
3147
3148                                 if(surfaceLevel < 0)
3149                                 {
3150                                         surfaceLevel = 0;
3151                                 }
3152                                 else if(surfaceLevel >= levelCount)
3153                                 {
3154                                         surfaceLevel = levelCount - 1;
3155                                 }
3156
3157                                 egl::Image *surface = texture->getImage(surfaceLevel);
3158                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3159                         }
3160                 }
3161                 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3162                 {
3163                         Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3164
3165                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3166                         {
3167                                 int surfaceLevel = mipmapLevel;
3168
3169                                 if(surfaceLevel < 0)
3170                                 {
3171                                         surfaceLevel = 0;
3172                                 }
3173                                 else if(surfaceLevel >= levelCount)
3174                                 {
3175                                         surfaceLevel = levelCount - 1;
3176                                 }
3177
3178                                 egl::Image *surface = texture->getImage(surfaceLevel);
3179                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3180                         }
3181                 }
3182                 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3183                 {
3184                         Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3185
3186                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3187                         {
3188                                 int surfaceLevel = mipmapLevel;
3189
3190                                 if(surfaceLevel < 0)
3191                                 {
3192                                         surfaceLevel = 0;
3193                                 }
3194                                 else if(surfaceLevel >= levelCount)
3195                                 {
3196                                         surfaceLevel = levelCount - 1;
3197                                 }
3198
3199                                 egl::Image *surface = texture->getImage(surfaceLevel);
3200                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3201                         }
3202                 }
3203                 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3204                 {
3205                         for(int face = 0; face < 6; face++)
3206                         {
3207                                 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3208
3209                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3210                                 {
3211                                         int surfaceLevel = mipmapLevel;
3212
3213                                         if(surfaceLevel < 0)
3214                                         {
3215                                                 surfaceLevel = 0;
3216                                         }
3217                                         else if(surfaceLevel >= levelCount)
3218                                         {
3219                                                 surfaceLevel = levelCount - 1;
3220                                         }
3221
3222                                         egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3223                                         device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3224                                 }
3225                         }
3226                 }
3227                 else UNIMPLEMENTED();
3228         }
3229         else
3230         {
3231                 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3232         }
3233 }
3234
3235 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3236 {
3237         Framebuffer *framebuffer = getReadFramebuffer();
3238         int framebufferWidth, framebufferHeight, framebufferSamples;
3239
3240         if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3241         {
3242                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3243         }
3244
3245         if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3246         {
3247                 return error(GL_INVALID_OPERATION);
3248         }
3249
3250         GLenum readFormat = GL_NONE;
3251         GLenum readType = GL_NONE;
3252         switch(format)
3253         {
3254         case GL_DEPTH_COMPONENT:
3255                 readFormat = framebuffer->getDepthReadFormat();
3256                 readType = framebuffer->getDepthReadType();
3257                 break;
3258         default:
3259                 readFormat = framebuffer->getImplementationColorReadFormat();
3260                 readType = framebuffer->getImplementationColorReadType();
3261                 break;
3262         }
3263
3264         if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion))
3265         {
3266                 return error(GL_INVALID_OPERATION);
3267         }
3268
3269         GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3270         GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3271         GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3272         pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3273         pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3274
3275         // Sized query sanity check
3276         if(bufSize)
3277         {
3278                 int requiredSize = outputPitch * height;
3279                 if(requiredSize > *bufSize)
3280                 {
3281                         return error(GL_INVALID_OPERATION);
3282                 }
3283         }
3284
3285         egl::Image *renderTarget = nullptr;
3286         switch(format)
3287         {
3288         case GL_DEPTH_COMPONENT:
3289                 renderTarget = framebuffer->getDepthBuffer();
3290                 break;
3291         default:
3292                 renderTarget = framebuffer->getReadRenderTarget();
3293                 break;
3294         }
3295
3296         if(!renderTarget)
3297         {
3298                 return error(GL_INVALID_OPERATION);
3299         }
3300
3301         sw::Rect rect = {x, y, x + width, y + height};
3302         sw::Rect dstRect = { 0, 0, width, height };
3303         rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3304
3305         sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3306         sw::SliceRect sliceRect(rect);
3307         sw::SliceRect dstSliceRect(dstRect);
3308         device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false);
3309
3310         renderTarget->release();
3311 }
3312
3313 void Context::clear(GLbitfield mask)
3314 {
3315         if(mState.rasterizerDiscardEnabled)
3316         {
3317                 return;
3318         }
3319
3320         Framebuffer *framebuffer = getDrawFramebuffer();
3321
3322         if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3323         {
3324                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3325         }
3326
3327         if(!applyRenderTarget())
3328         {
3329                 return;
3330         }
3331
3332         if(mask & GL_COLOR_BUFFER_BIT)
3333         {
3334                 unsigned int rgbaMask = getColorMask();
3335
3336                 if(rgbaMask != 0)
3337                 {
3338                         device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3339                 }
3340         }
3341
3342         if(mask & GL_DEPTH_BUFFER_BIT)
3343         {
3344                 if(mState.depthMask != 0)
3345                 {
3346                         float depth = clamp01(mState.depthClearValue);
3347                         device->clearDepth(depth);
3348                 }
3349         }
3350
3351         if(mask & GL_STENCIL_BUFFER_BIT)
3352         {
3353                 if(mState.stencilWritemask != 0)
3354                 {
3355                         int stencil = mState.stencilClearValue & 0x000000FF;
3356                         device->clearStencil(stencil, mState.stencilWritemask);
3357                 }
3358         }
3359 }
3360
3361 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3362 {
3363         unsigned int rgbaMask = getColorMask();
3364         if(rgbaMask && !mState.rasterizerDiscardEnabled)
3365         {
3366                 Framebuffer *framebuffer = getDrawFramebuffer();
3367                 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3368
3369                 if(colorbuffer)
3370                 {
3371                         sw::SliceRect clearRect = colorbuffer->getRect();
3372
3373                         if(mState.scissorTestEnabled)
3374                         {
3375                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3376                         }
3377
3378                         device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3379
3380                         colorbuffer->release();
3381                 }
3382         }
3383 }
3384
3385 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3386 {
3387         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3388 }
3389
3390 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3391 {
3392         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3393 }
3394
3395 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3396 {
3397         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3398 }
3399
3400 void Context::clearDepthBuffer(const GLfloat value)
3401 {
3402         if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3403         {
3404                 Framebuffer *framebuffer = getDrawFramebuffer();
3405                 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3406
3407                 if(depthbuffer)
3408                 {
3409                         float depth = clamp01(value);
3410                         sw::SliceRect clearRect = depthbuffer->getRect();
3411
3412                         if(mState.scissorTestEnabled)
3413                         {
3414                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3415                         }
3416
3417                         depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3418
3419                         depthbuffer->release();
3420                 }
3421         }
3422 }
3423
3424 void Context::clearStencilBuffer(const GLint value)
3425 {
3426         if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3427         {
3428                 Framebuffer *framebuffer = getDrawFramebuffer();
3429                 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3430
3431                 if(stencilbuffer)
3432                 {
3433                         unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3434                         sw::SliceRect clearRect = stencilbuffer->getRect();
3435
3436                         if(mState.scissorTestEnabled)
3437                         {
3438                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3439                         }
3440
3441                         stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3442
3443                         stencilbuffer->release();
3444                 }
3445         }
3446 }
3447
3448 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3449 {
3450         if(!mState.currentProgram)
3451         {
3452                 return error(GL_INVALID_OPERATION);
3453         }
3454
3455         sw::DrawType primitiveType;
3456         int primitiveCount;
3457         int verticesPerPrimitive;
3458
3459         if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3460                 return error(GL_INVALID_ENUM);
3461
3462         if(primitiveCount <= 0)
3463         {
3464                 return;
3465         }
3466
3467         if(!applyRenderTarget())
3468         {
3469                 return;
3470         }
3471
3472         applyState(mode);
3473
3474         for(int i = 0; i < instanceCount; ++i)
3475         {
3476                 device->setInstanceID(i);
3477
3478                 GLenum err = applyVertexBuffer(0, first, count, i);
3479                 if(err != GL_NO_ERROR)
3480                 {
3481                         return error(err);
3482                 }
3483
3484                 applyShaders();
3485                 applyTextures();
3486
3487                 if(!getCurrentProgram()->validateSamplers(false))
3488                 {
3489                         return error(GL_INVALID_OPERATION);
3490                 }
3491
3492                 TransformFeedback* transformFeedback = getTransformFeedback();
3493                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3494                 {
3495                         device->drawPrimitive(primitiveType, primitiveCount);
3496                 }
3497                 if(transformFeedback)
3498                 {
3499                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3500                 }
3501         }
3502 }
3503
3504 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3505 {
3506         if(!mState.currentProgram)
3507         {
3508                 return error(GL_INVALID_OPERATION);
3509         }
3510
3511         if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3512         {
3513                 return error(GL_INVALID_OPERATION);
3514         }
3515
3516         sw::DrawType primitiveType;
3517         int primitiveCount;
3518         int verticesPerPrimitive;
3519
3520         if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3521                 return error(GL_INVALID_ENUM);
3522
3523         if(primitiveCount <= 0)
3524         {
3525                 return;
3526         }
3527
3528         if(!applyRenderTarget())
3529         {
3530                 return;
3531         }
3532
3533         applyState(mode);
3534
3535         for(int i = 0; i < instanceCount; ++i)
3536         {
3537                 device->setInstanceID(i);
3538
3539                 TranslatedIndexData indexInfo;
3540                 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3541                 if(err != GL_NO_ERROR)
3542                 {
3543                         return error(err);
3544                 }
3545
3546                 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3547                 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3548                 if(err != GL_NO_ERROR)
3549                 {
3550                         return error(err);
3551                 }
3552
3553                 applyShaders();
3554                 applyTextures();
3555
3556                 if(!getCurrentProgram()->validateSamplers(false))
3557                 {
3558                         return error(GL_INVALID_OPERATION);
3559                 }
3560
3561                 TransformFeedback* transformFeedback = getTransformFeedback();
3562                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3563                 {
3564                         device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
3565                 }
3566                 if(transformFeedback)
3567                 {
3568                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3569                 }
3570         }
3571 }
3572
3573 void Context::finish()
3574 {
3575         device->finish();
3576 }
3577
3578 void Context::flush()
3579 {
3580         // We don't queue anything without processing it as fast as possible
3581 }
3582
3583 void Context::recordInvalidEnum()
3584 {
3585         mInvalidEnum = true;
3586 }
3587
3588 void Context::recordInvalidValue()
3589 {
3590         mInvalidValue = true;
3591 }
3592
3593 void Context::recordInvalidOperation()
3594 {
3595         mInvalidOperation = true;
3596 }
3597
3598 void Context::recordOutOfMemory()
3599 {
3600         mOutOfMemory = true;
3601 }
3602
3603 void Context::recordInvalidFramebufferOperation()
3604 {
3605         mInvalidFramebufferOperation = true;
3606 }
3607
3608 // Get one of the recorded errors and clear its flag, if any.
3609 // [OpenGL ES 2.0.24] section 2.5 page 13.
3610 GLenum Context::getError()
3611 {
3612         if(mInvalidEnum)
3613         {
3614                 mInvalidEnum = false;
3615
3616                 return GL_INVALID_ENUM;
3617         }
3618
3619         if(mInvalidValue)
3620         {
3621                 mInvalidValue = false;
3622
3623                 return GL_INVALID_VALUE;
3624         }
3625
3626         if(mInvalidOperation)
3627         {
3628                 mInvalidOperation = false;
3629
3630                 return GL_INVALID_OPERATION;
3631         }
3632
3633         if(mOutOfMemory)
3634         {
3635                 mOutOfMemory = false;
3636
3637                 return GL_OUT_OF_MEMORY;
3638         }
3639
3640         if(mInvalidFramebufferOperation)
3641         {
3642                 mInvalidFramebufferOperation = false;
3643
3644                 return GL_INVALID_FRAMEBUFFER_OPERATION;
3645         }
3646
3647         return GL_NO_ERROR;
3648 }
3649
3650 int Context::getSupportedMultisampleCount(int requested)
3651 {
3652         int supported = 0;
3653
3654         for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3655         {
3656                 if(supported >= requested)
3657                 {
3658                         return supported;
3659                 }
3660
3661                 supported = multisampleCount[i];
3662         }
3663
3664         return supported;
3665 }
3666
3667 void Context::detachBuffer(GLuint buffer)
3668 {
3669         // [OpenGL ES 2.0.24] section 2.9 page 22:
3670         // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3671         // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3672
3673         if(mState.copyReadBuffer.name() == buffer)
3674         {
3675                 mState.copyReadBuffer = nullptr;
3676         }
3677
3678         if(mState.copyWriteBuffer.name() == buffer)
3679         {
3680                 mState.copyWriteBuffer = nullptr;
3681         }
3682
3683         if(mState.pixelPackBuffer.name() == buffer)
3684         {
3685                 mState.pixelPackBuffer = nullptr;
3686         }
3687
3688         if(mState.pixelUnpackBuffer.name() == buffer)
3689         {
3690                 mState.pixelUnpackBuffer = nullptr;
3691         }
3692
3693         if(mState.genericUniformBuffer.name() == buffer)
3694         {
3695                 mState.genericUniformBuffer = nullptr;
3696         }
3697
3698         if(getArrayBufferName() == buffer)
3699         {
3700                 mState.arrayBuffer = nullptr;
3701         }
3702
3703         // Only detach from the current transform feedback
3704         TransformFeedback* currentTransformFeedback = getTransformFeedback();
3705         if(currentTransformFeedback)
3706         {
3707                 currentTransformFeedback->detachBuffer(buffer);
3708         }
3709
3710         // Only detach from the current vertex array
3711         VertexArray* currentVertexArray = getCurrentVertexArray();
3712         if(currentVertexArray)
3713         {
3714                 currentVertexArray->detachBuffer(buffer);
3715         }
3716
3717         for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3718         {
3719                 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3720                 {
3721                         mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3722                 }
3723         }
3724 }
3725
3726 void Context::detachTexture(GLuint texture)
3727 {
3728         // [OpenGL ES 2.0.24] section 3.8 page 84:
3729         // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3730         // rebound to texture object zero
3731
3732         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3733         {
3734                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3735                 {
3736                         if(mState.samplerTexture[type][sampler].name() == texture)
3737                         {
3738                                 mState.samplerTexture[type][sampler] = nullptr;
3739                         }
3740                 }
3741         }
3742
3743         // [OpenGL ES 2.0.24] section 4.4 page 112:
3744         // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3745         // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3746         // image was attached in the currently bound framebuffer.
3747
3748         Framebuffer *readFramebuffer = getReadFramebuffer();
3749         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3750
3751         if(readFramebuffer)
3752         {
3753                 readFramebuffer->detachTexture(texture);
3754         }
3755
3756         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3757         {
3758                 drawFramebuffer->detachTexture(texture);
3759         }
3760 }
3761
3762 void Context::detachFramebuffer(GLuint framebuffer)
3763 {
3764         // [OpenGL ES 2.0.24] section 4.4 page 107:
3765         // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3766         // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3767
3768         if(mState.readFramebuffer == framebuffer)
3769         {
3770                 bindReadFramebuffer(0);
3771         }
3772
3773         if(mState.drawFramebuffer == framebuffer)
3774         {
3775                 bindDrawFramebuffer(0);
3776         }
3777 }
3778
3779 void Context::detachRenderbuffer(GLuint renderbuffer)
3780 {
3781         // [OpenGL ES 2.0.24] section 4.4 page 109:
3782         // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3783         // had been executed with the target RENDERBUFFER and name of zero.
3784
3785         if(mState.renderbuffer.name() == renderbuffer)
3786         {
3787                 bindRenderbuffer(0);
3788         }
3789
3790         // [OpenGL ES 2.0.24] section 4.4 page 111:
3791         // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3792         // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3793         // point to which this image was attached in the currently bound framebuffer.
3794
3795         Framebuffer *readFramebuffer = getReadFramebuffer();
3796         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3797
3798         if(readFramebuffer)
3799         {
3800                 readFramebuffer->detachRenderbuffer(renderbuffer);
3801         }
3802
3803         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3804         {
3805                 drawFramebuffer->detachRenderbuffer(renderbuffer);
3806         }
3807 }
3808
3809 void Context::detachSampler(GLuint sampler)
3810 {
3811         // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3812         // If a sampler object that is currently bound to one or more texture units is
3813         // deleted, it is as though BindSampler is called once for each texture unit to
3814         // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3815         for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3816         {
3817                 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3818                 if(samplerBinding.name() == sampler)
3819                 {
3820                         samplerBinding = nullptr;
3821                 }
3822         }
3823 }
3824
3825 bool Context::cullSkipsDraw(GLenum drawMode)
3826 {
3827         return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3828 }
3829
3830 bool Context::isTriangleMode(GLenum drawMode)
3831 {
3832         switch(drawMode)
3833         {
3834         case GL_TRIANGLES:
3835         case GL_TRIANGLE_FAN:
3836         case GL_TRIANGLE_STRIP:
3837                 return true;
3838         case GL_POINTS:
3839         case GL_LINES:
3840         case GL_LINE_LOOP:
3841         case GL_LINE_STRIP:
3842                 return false;
3843         default: UNREACHABLE(drawMode);
3844         }
3845
3846         return false;
3847 }
3848
3849 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3850 {
3851         ASSERT(index < MAX_VERTEX_ATTRIBS);
3852
3853         mState.vertexAttribute[index].setCurrentValue(values);
3854
3855         mVertexDataManager->dirtyCurrentValue(index);
3856 }
3857
3858 void Context::setVertexAttrib(GLuint index, const GLint *values)
3859 {
3860         ASSERT(index < MAX_VERTEX_ATTRIBS);
3861
3862         mState.vertexAttribute[index].setCurrentValue(values);
3863
3864         mVertexDataManager->dirtyCurrentValue(index);
3865 }
3866
3867 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3868 {
3869         ASSERT(index < MAX_VERTEX_ATTRIBS);
3870
3871         mState.vertexAttribute[index].setCurrentValue(values);
3872
3873         mVertexDataManager->dirtyCurrentValue(index);
3874 }
3875
3876 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3877                               GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3878                               GLbitfield mask)
3879 {
3880         Framebuffer *readFramebuffer = getReadFramebuffer();
3881         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3882
3883         int readBufferWidth, readBufferHeight, readBufferSamples;
3884         int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3885
3886         if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3887            !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3888         {
3889                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3890         }
3891
3892         if(drawBufferSamples > 1)
3893         {
3894                 return error(GL_INVALID_OPERATION);
3895         }
3896
3897         sw::SliceRect sourceRect;
3898         sw::SliceRect destRect;
3899         bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3900         bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3901
3902         if(srcX0 < srcX1)
3903         {
3904                 sourceRect.x0 = srcX0;
3905                 sourceRect.x1 = srcX1;
3906         }
3907         else
3908         {
3909                 sourceRect.x0 = srcX1;
3910                 sourceRect.x1 = srcX0;
3911         }
3912
3913         if(dstX0 < dstX1)
3914         {
3915                 destRect.x0 = dstX0;
3916                 destRect.x1 = dstX1;
3917         }
3918         else
3919         {
3920                 destRect.x0 = dstX1;
3921                 destRect.x1 = dstX0;
3922         }
3923
3924         if(srcY0 < srcY1)
3925         {
3926                 sourceRect.y0 = srcY0;
3927                 sourceRect.y1 = srcY1;
3928         }
3929         else
3930         {
3931                 sourceRect.y0 = srcY1;
3932                 sourceRect.y1 = srcY0;
3933         }
3934
3935         if(dstY0 < dstY1)
3936         {
3937                 destRect.y0 = dstY0;
3938                 destRect.y1 = dstY1;
3939         }
3940         else
3941         {
3942                 destRect.y0 = dstY1;
3943                 destRect.y1 = dstY0;
3944         }
3945
3946         sw::Rect sourceScissoredRect = sourceRect;
3947         sw::Rect destScissoredRect = destRect;
3948
3949         if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
3950         {
3951                 if(destRect.x0 < mState.scissorX)
3952                 {
3953                         int xDiff = mState.scissorX - destRect.x0;
3954                         destScissoredRect.x0 = mState.scissorX;
3955                         sourceScissoredRect.x0 += xDiff;
3956                 }
3957
3958                 if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3959                 {
3960                         int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3961                         destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3962                         sourceScissoredRect.x1 -= xDiff;
3963                 }
3964
3965                 if(destRect.y0 < mState.scissorY)
3966                 {
3967                         int yDiff = mState.scissorY - destRect.y0;
3968                         destScissoredRect.y0 = mState.scissorY;
3969                         sourceScissoredRect.y0 += yDiff;
3970                 }
3971
3972                 if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3973                 {
3974                         int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3975                         destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3976                         sourceScissoredRect.y1 -= yDiff;
3977                 }
3978         }
3979
3980         sw::Rect sourceTrimmedRect = sourceScissoredRect;
3981         sw::Rect destTrimmedRect = destScissoredRect;
3982
3983         // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3984         // the actual draw and read surfaces.
3985         if(sourceTrimmedRect.x0 < 0)
3986         {
3987                 int xDiff = 0 - sourceTrimmedRect.x0;
3988                 sourceTrimmedRect.x0 = 0;
3989                 destTrimmedRect.x0 += xDiff;
3990         }
3991
3992         if(sourceTrimmedRect.x1 > readBufferWidth)
3993         {
3994                 int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3995                 sourceTrimmedRect.x1 = readBufferWidth;
3996                 destTrimmedRect.x1 -= xDiff;
3997         }
3998
3999         if(sourceTrimmedRect.y0 < 0)
4000         {
4001                 int yDiff = 0 - sourceTrimmedRect.y0;
4002                 sourceTrimmedRect.y0 = 0;
4003                 destTrimmedRect.y0 += yDiff;
4004         }
4005
4006         if(sourceTrimmedRect.y1 > readBufferHeight)
4007         {
4008                 int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
4009                 sourceTrimmedRect.y1 = readBufferHeight;
4010                 destTrimmedRect.y1 -= yDiff;
4011         }
4012
4013         if(destTrimmedRect.x0 < 0)
4014         {
4015                 int xDiff = 0 - destTrimmedRect.x0;
4016                 destTrimmedRect.x0 = 0;
4017                 sourceTrimmedRect.x0 += xDiff;
4018         }
4019
4020         if(destTrimmedRect.x1 > drawBufferWidth)
4021         {
4022                 int xDiff = destTrimmedRect.x1 - drawBufferWidth;
4023                 destTrimmedRect.x1 = drawBufferWidth;
4024                 sourceTrimmedRect.x1 -= xDiff;
4025         }
4026
4027         if(destTrimmedRect.y0 < 0)
4028         {
4029                 int yDiff = 0 - destTrimmedRect.y0;
4030                 destTrimmedRect.y0 = 0;
4031                 sourceTrimmedRect.y0 += yDiff;
4032         }
4033
4034         if(destTrimmedRect.y1 > drawBufferHeight)
4035         {
4036                 int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4037                 destTrimmedRect.y1 = drawBufferHeight;
4038                 sourceTrimmedRect.y1 -= yDiff;
4039         }
4040
4041         bool partialBufferCopy = false;
4042
4043         if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4044            sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4045            destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4046            destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4047            sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4048         {
4049                 partialBufferCopy = true;
4050         }
4051
4052         bool blitRenderTarget = false;
4053         bool blitDepthStencil = false;
4054
4055         if(mask & GL_COLOR_BUFFER_BIT)
4056         {
4057                 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4058                 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4059                 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4060                 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4061                 if(!validReadType || !validDrawType)
4062                 {
4063                         return error(GL_INVALID_OPERATION);
4064                 }
4065
4066                 if(partialBufferCopy && readBufferSamples > 1)
4067                 {
4068                         return error(GL_INVALID_OPERATION);
4069                 }
4070
4071                 blitRenderTarget = true;
4072         }
4073
4074         if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4075         {
4076                 Renderbuffer *readDSBuffer = nullptr;
4077                 Renderbuffer *drawDSBuffer = nullptr;
4078
4079                 if(mask & GL_DEPTH_BUFFER_BIT)
4080                 {
4081                         if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4082                         {
4083                                 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType())
4084                                 {
4085                                         return error(GL_INVALID_OPERATION);
4086                                 }
4087
4088                                 blitDepthStencil = true;
4089                                 readDSBuffer = readFramebuffer->getDepthbuffer();
4090                                 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4091                         }
4092                 }
4093
4094                 if(mask & GL_STENCIL_BUFFER_BIT)
4095                 {
4096                         if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4097                         {
4098                                 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType())
4099                                 {
4100                                         return error(GL_INVALID_OPERATION);
4101                                 }
4102
4103                                 blitDepthStencil = true;
4104                                 readDSBuffer = readFramebuffer->getStencilbuffer();
4105                                 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4106                         }
4107                 }
4108
4109                 if(partialBufferCopy)
4110                 {
4111                         ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
4112                         return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4113                 }
4114
4115                 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4116                    (readDSBuffer && readDSBuffer->getSamples() > 1))
4117                 {
4118                         return error(GL_INVALID_OPERATION);
4119                 }
4120         }
4121
4122         if(blitRenderTarget || blitDepthStencil)
4123         {
4124                 if(blitRenderTarget)
4125                 {
4126                         egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4127                         egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4128
4129                         if(flipX)
4130                         {
4131                                 swap(destRect.x0, destRect.x1);
4132                         }
4133                         if(flipy)
4134                         {
4135                                 swap(destRect.y0, destRect.y1);
4136                         }
4137
4138                         bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false);
4139
4140                         readRenderTarget->release();
4141                         drawRenderTarget->release();
4142
4143                         if(!success)
4144                         {
4145                                 ERR("BlitFramebuffer failed.");
4146                                 return;
4147                         }
4148                 }
4149
4150                 if(blitDepthStencil)
4151                 {
4152                         bool success = device->stretchRect(readFramebuffer->getDepthBuffer(), nullptr, drawFramebuffer->getDepthBuffer(), nullptr, false);
4153
4154                         if(!success)
4155                         {
4156                                 ERR("BlitFramebuffer failed.");
4157                                 return;
4158                         }
4159                 }
4160         }
4161 }
4162
4163 void Context::bindTexImage(egl::Surface *surface)
4164 {
4165         es2::Texture2D *textureObject = getTexture2D();
4166
4167         if(textureObject)
4168         {
4169                 textureObject->bindTexImage(surface);
4170         }
4171 }
4172
4173 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4174 {
4175         GLenum textureTarget = GL_NONE;
4176
4177         switch(target)
4178         {
4179         case EGL_GL_TEXTURE_2D_KHR:
4180                 textureTarget = GL_TEXTURE_2D;
4181                 break;
4182         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4183         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4184         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4185         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4186         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4187         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4188                 textureTarget = GL_TEXTURE_CUBE_MAP;
4189                 break;
4190         case EGL_GL_RENDERBUFFER_KHR:
4191                 break;
4192         default:
4193                 return EGL_BAD_PARAMETER;
4194         }
4195
4196         if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4197         {
4198                 return EGL_BAD_MATCH;
4199         }
4200
4201         if(textureTarget != GL_NONE)
4202         {
4203                 es2::Texture *texture = getTexture(name);
4204
4205                 if(!texture || texture->getTarget() != textureTarget)
4206                 {
4207                         return EGL_BAD_PARAMETER;
4208                 }
4209
4210                 if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4211                 {
4212                         return EGL_BAD_ACCESS;
4213                 }
4214
4215                 if(textureLevel != 0 && !texture->isSamplerComplete())
4216                 {
4217                         return EGL_BAD_PARAMETER;
4218                 }
4219
4220                 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4221                 {
4222                         return EGL_BAD_PARAMETER;
4223                 }
4224         }
4225         else if(target == EGL_GL_RENDERBUFFER_KHR)
4226         {
4227                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4228
4229                 if(!renderbuffer)
4230                 {
4231                         return EGL_BAD_PARAMETER;
4232                 }
4233
4234                 if(renderbuffer->isShared())   // Already an EGLImage sibling
4235                 {
4236                         return EGL_BAD_ACCESS;
4237                 }
4238         }
4239         else UNREACHABLE(target);
4240
4241         return EGL_SUCCESS;
4242 }
4243
4244 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4245 {
4246         GLenum textureTarget = GL_NONE;
4247
4248         switch(target)
4249         {
4250         case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4251         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4252         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4253         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4254         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4255         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4256         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4257         }
4258
4259         if(textureTarget != GL_NONE)
4260         {
4261                 es2::Texture *texture = getTexture(name);
4262
4263                 return texture->createSharedImage(textureTarget, textureLevel);
4264         }
4265         else if(target == EGL_GL_RENDERBUFFER_KHR)
4266         {
4267                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4268
4269                 return renderbuffer->createSharedImage();
4270         }
4271         else UNREACHABLE(target);
4272
4273         return nullptr;
4274 }
4275
4276 egl::Image *Context::getSharedImage(GLeglImageOES image)
4277 {
4278         return display->getSharedImage(image);
4279 }
4280
4281 Device *Context::getDevice()
4282 {
4283         return device;
4284 }
4285
4286 const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const
4287 {
4288         // Keep list sorted in following order:
4289         // OES extensions
4290         // EXT extensions
4291         // Vendor extensions
4292         static const GLubyte* extensions[] = {
4293                 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture",
4294                 (const GLubyte*)"GL_OES_depth24",
4295                 (const GLubyte*)"GL_OES_depth32",
4296                 (const GLubyte*)"GL_OES_depth_texture",
4297                 (const GLubyte*)"GL_OES_depth_texture_cube_map",
4298                 (const GLubyte*)"GL_OES_EGL_image",
4299                 (const GLubyte*)"GL_OES_EGL_image_external",
4300                 (const GLubyte*)"GL_OES_EGL_sync",
4301                 (const GLubyte*)"GL_OES_element_index_uint",
4302                 (const GLubyte*)"GL_OES_framebuffer_object",
4303                 (const GLubyte*)"GL_OES_packed_depth_stencil",
4304                 (const GLubyte*)"GL_OES_rgb8_rgba8",
4305                 (const GLubyte*)"GL_OES_standard_derivatives",
4306                 (const GLubyte*)"GL_OES_texture_float",
4307                 (const GLubyte*)"GL_OES_texture_float_linear",
4308                 (const GLubyte*)"GL_OES_texture_half_float",
4309                 (const GLubyte*)"GL_OES_texture_half_float_linear",
4310                 (const GLubyte*)"GL_OES_texture_npot",
4311                 (const GLubyte*)"GL_OES_texture_3D",
4312                 (const GLubyte*)"GL_EXT_blend_minmax",
4313                 (const GLubyte*)"GL_EXT_color_buffer_half_float",
4314                 (const GLubyte*)"GL_EXT_draw_buffers",
4315                 (const GLubyte*)"GL_EXT_occlusion_query_boolean",
4316                 (const GLubyte*)"GL_EXT_read_format_bgra",
4317 #if (S3TC_SUPPORT)
4318                 (const GLubyte*)"GL_EXT_texture_compression_dxt1",
4319 #endif
4320                 (const GLubyte*)"GL_EXT_texture_filter_anisotropic",
4321                 (const GLubyte*)"GL_EXT_texture_format_BGRA8888",
4322                 (const GLubyte*)"GL_ANGLE_framebuffer_blit",
4323                 (const GLubyte*)"GL_NV_framebuffer_blit",
4324                 (const GLubyte*)"GL_ANGLE_framebuffer_multisample",
4325 #if (S3TC_SUPPORT)
4326                 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3",
4327                 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5",
4328 #endif
4329                 (const GLubyte*)"GL_NV_fence",
4330                 (const GLubyte*)"GL_NV_read_depth",
4331                 (const GLubyte*)"GL_EXT_instanced_arrays",
4332                 (const GLubyte*)"GL_ANGLE_instanced_arrays",
4333         };
4334         static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions);
4335
4336         if(numExt)
4337         {
4338                 *numExt = numExtensions;
4339                 return nullptr;
4340         }
4341
4342         if(index == GL_INVALID_INDEX)
4343         {
4344                 static GLubyte* extensionsCat = nullptr;
4345                 if(!extensionsCat && (numExtensions > 0))
4346                 {
4347                         size_t totalLength = numExtensions; // 1 space between each extension name + terminating null
4348                         for(unsigned int i = 0; i < numExtensions; i++)
4349                         {
4350                                 totalLength += strlen(reinterpret_cast<const char*>(extensions[i]));
4351                         }
4352                         extensionsCat = new GLubyte[totalLength];
4353                         extensionsCat[0] = '\0';
4354                         for(unsigned int i = 0; i < numExtensions; i++)
4355                         {
4356                                 if(i != 0)
4357                                 {
4358                                         strcat(reinterpret_cast<char*>(extensionsCat), " ");
4359                                 }
4360                                 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i]));
4361                         }
4362                 }
4363                 return extensionsCat;
4364         }
4365
4366         if(index >= numExtensions)
4367         {
4368                 return nullptr;
4369         }
4370
4371         return extensions[index];
4372 }
4373
4374 }
4375
4376 egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion)
4377 {
4378         ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4379         return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion);
4380 }