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Enabling Transform Feedback
[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(const egl::Config *config, const Context *shareContext, EGLint clientVersion)
46         : clientVersion(clientVersion), mConfig(config)
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 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1537 {
1538         switch(target)
1539         {
1540         case GL_ARRAY_BUFFER:
1541                 *buffer = getArrayBuffer();
1542                 break;
1543         case GL_ELEMENT_ARRAY_BUFFER:
1544                 *buffer = getElementArrayBuffer();
1545                 break;
1546         case GL_COPY_READ_BUFFER:
1547                 if(clientVersion >= 3)
1548                 {
1549                         *buffer = getCopyReadBuffer();
1550                         break;
1551                 }
1552                 else return false;
1553         case GL_COPY_WRITE_BUFFER:
1554                 if(clientVersion >= 3)
1555                 {
1556                         *buffer = getCopyWriteBuffer();
1557                         break;
1558                 }
1559                 else return false;
1560         case GL_PIXEL_PACK_BUFFER:
1561                 if(clientVersion >= 3)
1562                 {
1563                         *buffer = getPixelPackBuffer();
1564                         break;
1565                 }
1566                 else return false;
1567         case GL_PIXEL_UNPACK_BUFFER:
1568                 if(clientVersion >= 3)
1569                 {
1570                         *buffer = getPixelUnpackBuffer();
1571                         break;
1572                 }
1573                 else return false;
1574         case GL_TRANSFORM_FEEDBACK_BUFFER:
1575                 if(clientVersion >= 3)
1576                 {
1577                         TransformFeedback* transformFeedback = getTransformFeedback();
1578                         *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1579                         break;
1580                 }
1581                 else return false;
1582         case GL_UNIFORM_BUFFER:
1583                 if(clientVersion >= 3)
1584                 {
1585                         *buffer = getGenericUniformBuffer();
1586                         break;
1587                 }
1588                 else return false;
1589         default:
1590                 return false;
1591         }
1592         return true;
1593 }
1594
1595 TransformFeedback *Context::getTransformFeedback() const
1596 {
1597         return getTransformFeedback(mState.transformFeedback);
1598 }
1599
1600 Program *Context::getCurrentProgram() const
1601 {
1602         return mResourceManager->getProgram(mState.currentProgram);
1603 }
1604
1605 Texture2D *Context::getTexture2D() const
1606 {
1607         return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1608 }
1609
1610 Texture3D *Context::getTexture3D() const
1611 {
1612         return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1613 }
1614
1615 Texture2DArray *Context::getTexture2DArray() const
1616 {
1617         return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1618 }
1619
1620 TextureCubeMap *Context::getTextureCubeMap() const
1621 {
1622         return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1623 }
1624
1625 TextureExternal *Context::getTextureExternal() const
1626 {
1627         return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1628 }
1629
1630 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1631 {
1632         GLuint texid = mState.samplerTexture[type][sampler].name();
1633
1634         if(texid == 0)   // Special case: 0 refers to different initial textures based on the target
1635         {
1636                 switch(type)
1637                 {
1638                 case TEXTURE_2D: return mTexture2DZero;
1639                 case TEXTURE_3D: return mTexture3DZero;
1640                 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1641                 case TEXTURE_CUBE: return mTextureCubeMapZero;
1642                 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1643                 default: UNREACHABLE(type);
1644                 }
1645         }
1646
1647         return mState.samplerTexture[type][sampler];
1648 }
1649
1650 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1651 {
1652         mResourceManager->checkSamplerAllocation(sampler);
1653
1654         Sampler *samplerObject = getSampler(sampler);
1655         ASSERT(samplerObject);
1656
1657         switch(pname)
1658         {
1659         case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(param));       break;
1660         case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(param));       break;
1661         case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(param));           break;
1662         case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(param));           break;
1663         case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(param));           break;
1664         case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(static_cast<GLfloat>(param));         break;
1665         case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(static_cast<GLfloat>(param));         break;
1666         case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(param));  break;
1667         case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(param));  break;
1668         default:                       UNREACHABLE(pname); break;
1669         }
1670 }
1671
1672 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1673 {
1674         mResourceManager->checkSamplerAllocation(sampler);
1675
1676         Sampler *samplerObject = getSampler(sampler);
1677         ASSERT(samplerObject);
1678
1679         switch(pname)
1680         {
1681         case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(roundf(param)));       break;
1682         case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(roundf(param)));       break;
1683         case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(roundf(param)));           break;
1684         case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(roundf(param)));           break;
1685         case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(roundf(param)));           break;
1686         case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(param);                                       break;
1687         case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(param);                                       break;
1688         case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param)));  break;
1689         case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param)));  break;
1690         default:                       UNREACHABLE(pname); break;
1691         }
1692 }
1693
1694 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1695 {
1696         mResourceManager->checkSamplerAllocation(sampler);
1697
1698         Sampler *samplerObject = getSampler(sampler);
1699         ASSERT(samplerObject);
1700
1701         switch(pname)
1702         {
1703         case GL_TEXTURE_MIN_FILTER:    return static_cast<GLint>(samplerObject->getMinFilter());
1704         case GL_TEXTURE_MAG_FILTER:    return static_cast<GLint>(samplerObject->getMagFilter());
1705         case GL_TEXTURE_WRAP_S:        return static_cast<GLint>(samplerObject->getWrapS());
1706         case GL_TEXTURE_WRAP_T:        return static_cast<GLint>(samplerObject->getWrapT());
1707         case GL_TEXTURE_WRAP_R:        return static_cast<GLint>(samplerObject->getWrapR());
1708         case GL_TEXTURE_MIN_LOD:       return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1709         case GL_TEXTURE_MAX_LOD:       return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1710         case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLint>(samplerObject->getComparisonMode());
1711         case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLint>(samplerObject->getComparisonFunc());
1712         default:                       UNREACHABLE(pname); return 0;
1713         }
1714 }
1715
1716 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1717 {
1718         mResourceManager->checkSamplerAllocation(sampler);
1719
1720         Sampler *samplerObject = getSampler(sampler);
1721         ASSERT(samplerObject);
1722
1723         switch(pname)
1724         {
1725         case GL_TEXTURE_MIN_FILTER:    return static_cast<GLfloat>(samplerObject->getMinFilter());
1726         case GL_TEXTURE_MAG_FILTER:    return static_cast<GLfloat>(samplerObject->getMagFilter());
1727         case GL_TEXTURE_WRAP_S:        return static_cast<GLfloat>(samplerObject->getWrapS());
1728         case GL_TEXTURE_WRAP_T:        return static_cast<GLfloat>(samplerObject->getWrapT());
1729         case GL_TEXTURE_WRAP_R:        return static_cast<GLfloat>(samplerObject->getWrapR());
1730         case GL_TEXTURE_MIN_LOD:       return samplerObject->getMinLod();
1731         case GL_TEXTURE_MAX_LOD:       return samplerObject->getMaxLod();
1732         case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLfloat>(samplerObject->getComparisonMode());
1733         case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1734         default:                       UNREACHABLE(pname); return 0;
1735         }
1736 }
1737
1738 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1739 {
1740         switch(pname)
1741         {
1742         case GL_SHADER_COMPILER:          *params = GL_TRUE;                          break;
1743         case GL_SAMPLE_COVERAGE_INVERT:   *params = mState.sampleCoverageInvert;      break;
1744         case GL_DEPTH_WRITEMASK:          *params = mState.depthMask;                 break;
1745         case GL_COLOR_WRITEMASK:
1746                 params[0] = mState.colorMaskRed;
1747                 params[1] = mState.colorMaskGreen;
1748                 params[2] = mState.colorMaskBlue;
1749                 params[3] = mState.colorMaskAlpha;
1750                 break;
1751         case GL_CULL_FACE:                *params = mState.cullFaceEnabled;                  break;
1752         case GL_POLYGON_OFFSET_FILL:      *params = mState.polygonOffsetFillEnabled;         break;
1753         case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled;     break;
1754         case GL_SAMPLE_COVERAGE:          *params = mState.sampleCoverageEnabled;            break;
1755         case GL_SCISSOR_TEST:             *params = mState.scissorTestEnabled;               break;
1756         case GL_STENCIL_TEST:             *params = mState.stencilTestEnabled;               break;
1757         case GL_DEPTH_TEST:               *params = mState.depthTestEnabled;                 break;
1758         case GL_BLEND:                    *params = mState.blendEnabled;                     break;
1759         case GL_DITHER:                   *params = mState.ditherEnabled;                    break;
1760         case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1761         case GL_RASTERIZER_DISCARD:       *params = mState.rasterizerDiscardEnabled;         break;
1762         case GL_TRANSFORM_FEEDBACK_ACTIVE:
1763                 {
1764                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1765                         if(transformFeedback)
1766                         {
1767                                 *params = transformFeedback->isActive();
1768                                 break;
1769                         }
1770                         else return false;
1771                 }
1772          case GL_TRANSFORM_FEEDBACK_PAUSED:
1773                 {
1774                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1775                         if(transformFeedback)
1776                         {
1777                                 *params = transformFeedback->isPaused();
1778                                 break;
1779                         }
1780                         else return false;
1781                 }
1782         default:
1783                 return false;
1784         }
1785
1786         return true;
1787 }
1788
1789 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1790 {
1791         // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1792         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1793         // GetIntegerv as its native query function. As it would require conversion in any
1794         // case, this should make no difference to the calling application.
1795         switch(pname)
1796         {
1797         case GL_LINE_WIDTH:               *params = mState.lineWidth;            break;
1798         case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;  break;
1799         case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;      break;
1800         case GL_POLYGON_OFFSET_FACTOR:    *params = mState.polygonOffsetFactor;  break;
1801         case GL_POLYGON_OFFSET_UNITS:     *params = mState.polygonOffsetUnits;   break;
1802         case GL_ALIASED_LINE_WIDTH_RANGE:
1803                 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1804                 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1805                 break;
1806         case GL_ALIASED_POINT_SIZE_RANGE:
1807                 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1808                 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1809                 break;
1810         case GL_DEPTH_RANGE:
1811                 params[0] = mState.zNear;
1812                 params[1] = mState.zFar;
1813                 break;
1814         case GL_COLOR_CLEAR_VALUE:
1815                 params[0] = mState.colorClearValue.red;
1816                 params[1] = mState.colorClearValue.green;
1817                 params[2] = mState.colorClearValue.blue;
1818                 params[3] = mState.colorClearValue.alpha;
1819                 break;
1820         case GL_BLEND_COLOR:
1821                 params[0] = mState.blendColor.red;
1822                 params[1] = mState.blendColor.green;
1823                 params[2] = mState.blendColor.blue;
1824                 params[3] = mState.blendColor.alpha;
1825                 break;
1826         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1827                 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1828                 break;
1829         default:
1830                 return false;
1831         }
1832
1833         return true;
1834 }
1835
1836 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1837 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1838
1839 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1840 {
1841         // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1842         // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1843         // GetIntegerv as its native query function. As it would require conversion in any
1844         // case, this should make no difference to the calling application. You may find it in
1845         // Context::getFloatv.
1846         switch(pname)
1847         {
1848         case GL_MAX_VERTEX_ATTRIBS:               *params = MAX_VERTEX_ATTRIBS;               break;
1849         case GL_MAX_VERTEX_UNIFORM_VECTORS:       *params = MAX_VERTEX_UNIFORM_VECTORS;       break;
1850         case GL_MAX_VARYING_VECTORS:              *params = MAX_VARYING_VECTORS;              break;
1851         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
1852         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:   *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS;   break;
1853         case GL_MAX_TEXTURE_IMAGE_UNITS:          *params = MAX_TEXTURE_IMAGE_UNITS;          break;
1854         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:     *params = MAX_FRAGMENT_UNIFORM_VECTORS;     break;
1855         case GL_MAX_RENDERBUFFER_SIZE:            *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break;
1856         case GL_NUM_SHADER_BINARY_FORMATS:        *params = 0;                                    break;
1857         case GL_SHADER_BINARY_FORMATS:      /* no shader binary formats are supported */          break;
1858         case GL_ARRAY_BUFFER_BINDING:             *params = getArrayBufferName();                 break;
1859         case GL_ELEMENT_ARRAY_BUFFER_BINDING:     *params = getElementArrayBufferName();          break;
1860 //      case GL_FRAMEBUFFER_BINDING:            // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1861         case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.drawFramebuffer;               break;
1862         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:   *params = mState.readFramebuffer;               break;
1863         case GL_RENDERBUFFER_BINDING:             *params = mState.renderbuffer.name();           break;
1864         case GL_CURRENT_PROGRAM:                  *params = mState.currentProgram;                break;
1865         case GL_PACK_ALIGNMENT:                   *params = mState.packAlignment;                 break;
1866         case GL_UNPACK_ALIGNMENT:                 *params = mState.unpackInfo.alignment;          break;
1867         case GL_GENERATE_MIPMAP_HINT:             *params = mState.generateMipmapHint;            break;
1868         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1869         case GL_ACTIVE_TEXTURE:                   *params = (mState.activeSampler + GL_TEXTURE0); break;
1870         case GL_STENCIL_FUNC:                     *params = mState.stencilFunc;                   break;
1871         case GL_STENCIL_REF:                      *params = mState.stencilRef;                    break;
1872         case GL_STENCIL_VALUE_MASK:               *params = sw::clampToSignedInt(mState.stencilMask); break;
1873         case GL_STENCIL_BACK_FUNC:                *params = mState.stencilBackFunc;               break;
1874         case GL_STENCIL_BACK_REF:                 *params = mState.stencilBackRef;                break;
1875         case GL_STENCIL_BACK_VALUE_MASK:          *params = sw::clampToSignedInt(mState.stencilBackMask); break;
1876         case GL_STENCIL_FAIL:                     *params = mState.stencilFail;                   break;
1877         case GL_STENCIL_PASS_DEPTH_FAIL:          *params = mState.stencilPassDepthFail;          break;
1878         case GL_STENCIL_PASS_DEPTH_PASS:          *params = mState.stencilPassDepthPass;          break;
1879         case GL_STENCIL_BACK_FAIL:                *params = mState.stencilBackFail;               break;
1880         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:     *params = mState.stencilBackPassDepthFail;      break;
1881         case GL_STENCIL_BACK_PASS_DEPTH_PASS:     *params = mState.stencilBackPassDepthPass;      break;
1882         case GL_DEPTH_FUNC:                       *params = mState.depthFunc;                     break;
1883         case GL_BLEND_SRC_RGB:                    *params = mState.sourceBlendRGB;                break;
1884         case GL_BLEND_SRC_ALPHA:                  *params = mState.sourceBlendAlpha;              break;
1885         case GL_BLEND_DST_RGB:                    *params = mState.destBlendRGB;                  break;
1886         case GL_BLEND_DST_ALPHA:                  *params = mState.destBlendAlpha;                break;
1887         case GL_BLEND_EQUATION_RGB:               *params = mState.blendEquationRGB;              break;
1888         case GL_BLEND_EQUATION_ALPHA:             *params = mState.blendEquationAlpha;            break;
1889         case GL_STENCIL_WRITEMASK:                *params = sw::clampToSignedInt(mState.stencilWritemask); break;
1890         case GL_STENCIL_BACK_WRITEMASK:           *params = sw::clampToSignedInt(mState.stencilBackWritemask); break;
1891         case GL_STENCIL_CLEAR_VALUE:              *params = mState.stencilClearValue;             break;
1892         case GL_SUBPIXEL_BITS:                    *params = 4;                                    break;
1893         case GL_MAX_TEXTURE_SIZE:                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;          break;
1894         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:        *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break;
1895         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:   *params = NUM_COMPRESSED_TEXTURE_FORMATS;           break;
1896         case GL_MAX_SAMPLES_ANGLE:                *params = IMPLEMENTATION_MAX_SAMPLES;               break;
1897         case GL_SAMPLE_BUFFERS:
1898         case GL_SAMPLES:
1899                 {
1900                         Framebuffer *framebuffer = getDrawFramebuffer();
1901                         int width, height, samples;
1902
1903                         if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1904                         {
1905                                 switch(pname)
1906                                 {
1907                                 case GL_SAMPLE_BUFFERS:
1908                                         if(samples > 1)
1909                                         {
1910                                                 *params = 1;
1911                                         }
1912                                         else
1913                                         {
1914                                                 *params = 0;
1915                                         }
1916                                         break;
1917                                 case GL_SAMPLES:
1918                                         *params = samples;
1919                                         break;
1920                                 }
1921                         }
1922                         else
1923                         {
1924                                 *params = 0;
1925                         }
1926                 }
1927                 break;
1928         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1929                 {
1930                         Framebuffer *framebuffer = getReadFramebuffer();
1931                         *params = framebuffer->getImplementationColorReadType();
1932                 }
1933                 break;
1934         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1935                 {
1936                         Framebuffer *framebuffer = getReadFramebuffer();
1937                         *params = framebuffer->getImplementationColorReadFormat();
1938                 }
1939                 break;
1940         case GL_MAX_VIEWPORT_DIMS:
1941                 {
1942                         int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1943                         params[0] = maxDimension;
1944                         params[1] = maxDimension;
1945                 }
1946                 break;
1947         case GL_COMPRESSED_TEXTURE_FORMATS:
1948                 {
1949                         for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1950                         {
1951                                 params[i] = compressedTextureFormats[i];
1952                         }
1953                 }
1954                 break;
1955         case GL_VIEWPORT:
1956                 params[0] = mState.viewportX;
1957                 params[1] = mState.viewportY;
1958                 params[2] = mState.viewportWidth;
1959                 params[3] = mState.viewportHeight;
1960                 break;
1961         case GL_SCISSOR_BOX:
1962                 params[0] = mState.scissorX;
1963                 params[1] = mState.scissorY;
1964                 params[2] = mState.scissorWidth;
1965                 params[3] = mState.scissorHeight;
1966                 break;
1967         case GL_CULL_FACE_MODE:                   *params = mState.cullMode;                 break;
1968         case GL_FRONT_FACE:                       *params = mState.frontFace;                break;
1969         case GL_RED_BITS:
1970         case GL_GREEN_BITS:
1971         case GL_BLUE_BITS:
1972         case GL_ALPHA_BITS:
1973                 {
1974                         Framebuffer *framebuffer = getDrawFramebuffer();
1975                         Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
1976
1977                         if(colorbuffer)
1978                         {
1979                                 switch(pname)
1980                                 {
1981                                 case GL_RED_BITS:   *params = colorbuffer->getRedSize();   break;
1982                                 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1983                                 case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();  break;
1984                                 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1985                                 }
1986                         }
1987                         else
1988                         {
1989                                 *params = 0;
1990                         }
1991                 }
1992                 break;
1993         case GL_DEPTH_BITS:
1994                 {
1995                         Framebuffer *framebuffer = getDrawFramebuffer();
1996                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1997
1998                         if(depthbuffer)
1999                         {
2000                                 *params = depthbuffer->getDepthSize();
2001                         }
2002                         else
2003                         {
2004                                 *params = 0;
2005                         }
2006                 }
2007                 break;
2008         case GL_STENCIL_BITS:
2009                 {
2010                         Framebuffer *framebuffer = getDrawFramebuffer();
2011                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2012
2013                         if(stencilbuffer)
2014                         {
2015                                 *params = stencilbuffer->getStencilSize();
2016                         }
2017                         else
2018                         {
2019                                 *params = 0;
2020                         }
2021                 }
2022                 break;
2023         case GL_TEXTURE_BINDING_2D:
2024                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2025                 {
2026                         error(GL_INVALID_OPERATION);
2027                         return false;
2028                 }
2029
2030                 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2031                 break;
2032         case GL_TEXTURE_BINDING_CUBE_MAP:
2033                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2034                 {
2035                         error(GL_INVALID_OPERATION);
2036                         return false;
2037                 }
2038
2039                 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2040                 break;
2041         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2042                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2043                 {
2044                         error(GL_INVALID_OPERATION);
2045                         return false;
2046                 }
2047
2048                 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2049                 break;
2050         case GL_TEXTURE_BINDING_3D_OES:
2051                 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2052                 {
2053                         error(GL_INVALID_OPERATION);
2054                         return false;
2055                 }
2056
2057                 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2058                 break;
2059         case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0
2060                 if(clientVersion < 3)
2061                 {
2062                         return false;
2063                 }
2064                 else if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2065                 {
2066                         error(GL_INVALID_OPERATION);
2067                         return false;
2068                 }
2069
2070                 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2071                 break;
2072         case GL_COPY_READ_BUFFER_BINDING: // name, initially 0
2073                 if(clientVersion >= 3)
2074                 {
2075                         *params = mState.copyReadBuffer.name();
2076                 }
2077                 else
2078                 {
2079                         return false;
2080                 }
2081                 break;
2082         case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0
2083                 if(clientVersion >= 3)
2084                 {
2085                         *params = mState.copyWriteBuffer.name();
2086                 }
2087                 else
2088                 {
2089                         return false;
2090                 }
2091                 break;
2092         case GL_DRAW_BUFFER0:
2093         case GL_DRAW_BUFFER1:
2094         case GL_DRAW_BUFFER2:
2095         case GL_DRAW_BUFFER3:
2096         case GL_DRAW_BUFFER4:
2097         case GL_DRAW_BUFFER5:
2098         case GL_DRAW_BUFFER6:
2099         case GL_DRAW_BUFFER7:
2100         case GL_DRAW_BUFFER8:
2101         case GL_DRAW_BUFFER9:
2102         case GL_DRAW_BUFFER10:
2103         case GL_DRAW_BUFFER11:
2104         case GL_DRAW_BUFFER12:
2105         case GL_DRAW_BUFFER13:
2106         case GL_DRAW_BUFFER14:
2107         case GL_DRAW_BUFFER15:
2108                 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2109                 break;
2110         case GL_MAJOR_VERSION:
2111                 if(clientVersion >= 3)
2112                 {
2113                         *params = clientVersion;
2114                 }
2115                 else
2116                 {
2117                         return false;
2118                 }
2119                 break;
2120         case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048
2121                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2122                 break;
2123         case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048
2124                 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2125                 break;
2126         case GL_MAX_COLOR_ATTACHMENTS:
2127                 *params = MAX_COLOR_ATTACHMENTS;
2128                 break;
2129         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048
2130                 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2131                 break;
2132         case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70
2133                 UNIMPLEMENTED();
2134                 *params = 70;
2135                 break;
2136         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176
2137                 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2138                 break;
2139         case GL_MAX_DRAW_BUFFERS:
2140                 *params = MAX_DRAW_BUFFERS;
2141                 break;
2142         case GL_MAX_ELEMENT_INDEX:
2143                 *params = MAX_ELEMENT_INDEX;
2144                 break;
2145         case GL_MAX_ELEMENTS_INDICES:
2146                 *params = MAX_ELEMENTS_INDICES;
2147                 break;
2148         case GL_MAX_ELEMENTS_VERTICES:
2149                 *params = MAX_ELEMENTS_VERTICES;
2150                 break;
2151         case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128
2152                 UNIMPLEMENTED();
2153                 *params = 128;
2154                 break;
2155         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12
2156                 *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2157                 break;
2158         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896
2159                 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2160                 break;
2161         case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7
2162                 UNIMPLEMENTED();
2163                 *params = 7;
2164                 break;
2165         case GL_MAX_SERVER_WAIT_TIMEOUT: // integer
2166                 UNIMPLEMENTED();
2167                 *params = 0;
2168                 break;
2169         case GL_MAX_TEXTURE_LOD_BIAS: // integer,  at least 2.0
2170                 UNIMPLEMENTED();
2171                 *params = 2;
2172                 break;
2173         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64
2174                 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2175                 break;
2176         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4
2177                 UNIMPLEMENTED();
2178                 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2179                 break;
2180         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4
2181                 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2182                 break;
2183         case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384
2184                 *params = MAX_UNIFORM_BLOCK_SIZE;
2185                 break;
2186         case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24
2187                 *params = MAX_UNIFORM_BUFFER_BINDINGS;
2188                 break;
2189         case GL_MAX_VARYING_COMPONENTS: // integer, at least 60
2190                 UNIMPLEMENTED();
2191                 *params = 60;
2192                 break;
2193         case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer,  at least 64
2194                 UNIMPLEMENTED();
2195                 *params = 64;
2196                 break;
2197         case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer,  at least 12
2198                 *params = MAX_VERTEX_UNIFORM_BLOCKS;
2199                 break;
2200         case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer,  at least 1024
2201                 *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2202                 break;
2203         case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8
2204                 UNIMPLEMENTED();
2205                 *params = -8;
2206                 break;
2207         case GL_MINOR_VERSION: // integer
2208                 UNIMPLEMENTED();
2209                 *params = 0;
2210                 break;
2211         case GL_NUM_EXTENSIONS: // integer
2212                 GLuint numExtensions;
2213                 getExtensions(0, &numExtensions);
2214                 *params = numExtensions;
2215                 break;
2216         case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0
2217                 UNIMPLEMENTED();
2218                 *params = 0;
2219                 break;
2220         case GL_PACK_ROW_LENGTH: // integer, initially 0
2221                 *params = mState.packRowLength;
2222                 break;
2223         case GL_PACK_SKIP_PIXELS: // integer, initially 0
2224                 *params = mState.packSkipPixels;
2225                 break;
2226         case GL_PACK_SKIP_ROWS: // integer, initially 0
2227                 *params = mState.packSkipRows;
2228                 break;
2229         case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0
2230                 if(clientVersion >= 3)
2231                 {
2232                         *params = mState.pixelPackBuffer.name();
2233                 }
2234                 else
2235                 {
2236                         return false;
2237                 }
2238                 break;
2239         case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0
2240                 if(clientVersion >= 3)
2241                 {
2242                         *params = mState.pixelUnpackBuffer.name();
2243                 }
2244                 else
2245                 {
2246                         return false;
2247                 }
2248                 break;
2249         case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS​]
2250                 UNIMPLEMENTED();
2251                 *params = 0;
2252                 break;
2253         case GL_READ_BUFFER: // symbolic constant,  initial value is GL_BACK​
2254                 *params = getReadFramebuffer()->getReadBuffer();
2255                 break;
2256         case GL_SAMPLER_BINDING: // GLint, default 0
2257                 *params = mState.sampler[mState.activeSampler].name();
2258                 break;
2259         case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2260                 if(clientVersion >= 3)
2261                 {
2262                         *params = mState.genericUniformBuffer.name();
2263                 }
2264                 else
2265                 {
2266                         return false;
2267                 }
2268                 break;
2269         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1
2270                 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2271                 break;
2272         case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2273                 if(clientVersion >= 3)
2274                 {
2275                         *params = mState.genericUniformBuffer->size();
2276                 }
2277                 else
2278                 {
2279                         return false;
2280                 }
2281                 break;
2282         case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2283                 if(clientVersion >= 3)
2284                 {
2285                         *params = mState.genericUniformBuffer->offset();
2286                 }
2287                 else
2288                 {
2289                         return false;
2290                 }
2291                 *params = 0;
2292                 break;
2293         case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0
2294                 *params = mState.unpackInfo.imageHeight;
2295                 break;
2296         case GL_UNPACK_ROW_LENGTH: // integer, initially 0
2297                 *params = mState.unpackInfo.rowLength;
2298                 break;
2299         case GL_UNPACK_SKIP_IMAGES: // integer, initially 0
2300                 *params = mState.unpackInfo.skipImages;
2301                 break;
2302         case GL_UNPACK_SKIP_PIXELS: // integer, initially 0
2303                 *params = mState.unpackInfo.skipPixels;
2304                 break;
2305         case GL_UNPACK_SKIP_ROWS: // integer, initially 0
2306                 *params = mState.unpackInfo.skipRows;
2307                 break;
2308         case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0
2309                 *params = getCurrentVertexArray()->name;
2310                 break;
2311         case GL_TRANSFORM_FEEDBACK_BINDING:
2312                 {
2313                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2314                         if(transformFeedback)
2315                         {
2316                                 *params = transformFeedback->name;
2317                         }
2318                         else
2319                         {
2320                                 return false;
2321                         }
2322                 }
2323                 break;
2324         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2325                 {
2326                         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2327                         if(transformFeedback)
2328                         {
2329                                 *params = transformFeedback->getGenericBufferName();
2330                         }
2331                         else
2332                         {
2333                                 return false;
2334                         }
2335                 }
2336                 break;
2337         default:
2338                 return false;
2339         }
2340
2341         return true;
2342 }
2343
2344 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2345 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2346
2347 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2348 {
2349         TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2350         if(!transformFeedback)
2351         {
2352                 return false;
2353         }
2354
2355         switch(pname)
2356         {
2357         case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2358                 *param = transformFeedback->name;
2359                 break;
2360         case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2361                 *param = transformFeedback->isActive();
2362                 break;
2363         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2364                 *param = transformFeedback->getBufferName(index);
2365                 break;
2366         case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2367                 *param = transformFeedback->isPaused();
2368                 break;
2369         case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2370                 if(transformFeedback->getBuffer(index))
2371                 {
2372                         *param = transformFeedback->getSize(index);
2373                         break;
2374                 }
2375                 else return false;
2376         case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2377                 if(transformFeedback->getBuffer(index))
2378                 {
2379                         *param = transformFeedback->getOffset(index);
2380                 break;
2381                 }
2382                 else return false;
2383         default:
2384                 return false;
2385         }
2386
2387         return true;
2388 }
2389
2390 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2391 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2392
2393 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2394 {
2395         const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2396
2397         switch(pname)
2398         {
2399         case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2400                 *param = uniformBuffer.get().name();
2401                 break;
2402         case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2403                 *param = uniformBuffer.getSize();
2404                 break;
2405         case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2406                 *param = uniformBuffer.getOffset();
2407                 break;
2408         default:
2409                 return false;
2410         }
2411
2412         return true;
2413 }
2414
2415 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2416 {
2417         // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2418         // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2419         // to the fact that it is stored internally as a float, and so would require conversion
2420         // if returned from Context::getIntegerv. Since this conversion is already implemented
2421         // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2422         // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2423         // application.
2424         switch(pname)
2425         {
2426         case GL_COMPRESSED_TEXTURE_FORMATS:
2427                 {
2428                         *type = GL_INT;
2429                         *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2430                 }
2431                 break;
2432         case GL_SHADER_BINARY_FORMATS:
2433                 {
2434                         *type = GL_INT;
2435                         *numParams = 0;
2436                 }
2437                 break;
2438         case GL_MAX_VERTEX_ATTRIBS:
2439         case GL_MAX_VERTEX_UNIFORM_VECTORS:
2440         case GL_MAX_VARYING_VECTORS:
2441         case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2442         case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2443         case GL_MAX_TEXTURE_IMAGE_UNITS:
2444         case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2445         case GL_MAX_RENDERBUFFER_SIZE:
2446         case GL_NUM_SHADER_BINARY_FORMATS:
2447         case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2448         case GL_ARRAY_BUFFER_BINDING:
2449         case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2450         case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2451         case GL_RENDERBUFFER_BINDING:
2452         case GL_CURRENT_PROGRAM:
2453         case GL_PACK_ALIGNMENT:
2454         case GL_UNPACK_ALIGNMENT:
2455         case GL_GENERATE_MIPMAP_HINT:
2456         case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2457         case GL_RED_BITS:
2458         case GL_GREEN_BITS:
2459         case GL_BLUE_BITS:
2460         case GL_ALPHA_BITS:
2461         case GL_DEPTH_BITS:
2462         case GL_STENCIL_BITS:
2463         case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2464         case GL_CULL_FACE_MODE:
2465         case GL_FRONT_FACE:
2466         case GL_ACTIVE_TEXTURE:
2467         case GL_STENCIL_FUNC:
2468         case GL_STENCIL_VALUE_MASK:
2469         case GL_STENCIL_REF:
2470         case GL_STENCIL_FAIL:
2471         case GL_STENCIL_PASS_DEPTH_FAIL:
2472         case GL_STENCIL_PASS_DEPTH_PASS:
2473         case GL_STENCIL_BACK_FUNC:
2474         case GL_STENCIL_BACK_VALUE_MASK:
2475         case GL_STENCIL_BACK_REF:
2476         case GL_STENCIL_BACK_FAIL:
2477         case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2478         case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2479         case GL_DEPTH_FUNC:
2480         case GL_BLEND_SRC_RGB:
2481         case GL_BLEND_SRC_ALPHA:
2482         case GL_BLEND_DST_RGB:
2483         case GL_BLEND_DST_ALPHA:
2484         case GL_BLEND_EQUATION_RGB:
2485         case GL_BLEND_EQUATION_ALPHA:
2486         case GL_STENCIL_WRITEMASK:
2487         case GL_STENCIL_BACK_WRITEMASK:
2488         case GL_STENCIL_CLEAR_VALUE:
2489         case GL_SUBPIXEL_BITS:
2490         case GL_MAX_TEXTURE_SIZE:
2491         case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2492         case GL_SAMPLE_BUFFERS:
2493         case GL_SAMPLES:
2494         case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2495         case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2496         case GL_TEXTURE_BINDING_2D:
2497         case GL_TEXTURE_BINDING_CUBE_MAP:
2498         case GL_TEXTURE_BINDING_EXTERNAL_OES:
2499         case GL_TEXTURE_BINDING_3D_OES:
2500         case GL_COPY_READ_BUFFER_BINDING:
2501         case GL_COPY_WRITE_BUFFER_BINDING:
2502         case GL_DRAW_BUFFER0:
2503         case GL_DRAW_BUFFER1:
2504         case GL_DRAW_BUFFER2:
2505         case GL_DRAW_BUFFER3:
2506         case GL_DRAW_BUFFER4:
2507         case GL_DRAW_BUFFER5:
2508         case GL_DRAW_BUFFER6:
2509         case GL_DRAW_BUFFER7:
2510         case GL_DRAW_BUFFER8:
2511         case GL_DRAW_BUFFER9:
2512         case GL_DRAW_BUFFER10:
2513         case GL_DRAW_BUFFER11:
2514         case GL_DRAW_BUFFER12:
2515         case GL_DRAW_BUFFER13:
2516         case GL_DRAW_BUFFER14:
2517         case GL_DRAW_BUFFER15:
2518         case GL_MAJOR_VERSION:
2519         case GL_MAX_3D_TEXTURE_SIZE:
2520         case GL_MAX_ARRAY_TEXTURE_LAYERS:
2521         case GL_MAX_COLOR_ATTACHMENTS:
2522         case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2523         case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2524         case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2525         case GL_MAX_DRAW_BUFFERS:
2526         case GL_MAX_ELEMENT_INDEX:
2527         case GL_MAX_ELEMENTS_INDICES:
2528         case GL_MAX_ELEMENTS_VERTICES:
2529         case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2530         case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2531         case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2532         case GL_MAX_PROGRAM_TEXEL_OFFSET:
2533         case GL_MAX_SERVER_WAIT_TIMEOUT:
2534         case GL_MAX_TEXTURE_LOD_BIAS:
2535         case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2536         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2537         case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2538         case GL_MAX_UNIFORM_BLOCK_SIZE:
2539         case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2540         case GL_MAX_VARYING_COMPONENTS:
2541         case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2542         case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2543         case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2544         case GL_MIN_PROGRAM_TEXEL_OFFSET:
2545         case GL_MINOR_VERSION:
2546         case GL_NUM_EXTENSIONS:
2547         case GL_NUM_PROGRAM_BINARY_FORMATS:
2548         case GL_PACK_ROW_LENGTH:
2549         case GL_PACK_SKIP_PIXELS:
2550         case GL_PACK_SKIP_ROWS:
2551         case GL_PIXEL_PACK_BUFFER_BINDING:
2552         case GL_PIXEL_UNPACK_BUFFER_BINDING:
2553         case GL_PROGRAM_BINARY_FORMATS:
2554         case GL_READ_BUFFER:
2555         case GL_SAMPLER_BINDING:
2556         case GL_TEXTURE_BINDING_2D_ARRAY:
2557         case GL_UNIFORM_BUFFER_BINDING:
2558         case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2559         case GL_UNIFORM_BUFFER_SIZE:
2560         case GL_UNIFORM_BUFFER_START:
2561         case GL_UNPACK_IMAGE_HEIGHT:
2562         case GL_UNPACK_ROW_LENGTH:
2563         case GL_UNPACK_SKIP_IMAGES:
2564         case GL_UNPACK_SKIP_PIXELS:
2565         case GL_UNPACK_SKIP_ROWS:
2566         case GL_VERTEX_ARRAY_BINDING:
2567         case GL_TRANSFORM_FEEDBACK_BINDING:
2568         case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2569                 {
2570                         *type = GL_INT;
2571                         *numParams = 1;
2572                 }
2573                 break;
2574         case GL_MAX_SAMPLES_ANGLE:
2575                 {
2576                         *type = GL_INT;
2577                         *numParams = 1;
2578                 }
2579                 break;
2580         case GL_MAX_VIEWPORT_DIMS:
2581                 {
2582                         *type = GL_INT;
2583                         *numParams = 2;
2584                 }
2585                 break;
2586         case GL_VIEWPORT:
2587         case GL_SCISSOR_BOX:
2588                 {
2589                         *type = GL_INT;
2590                         *numParams = 4;
2591                 }
2592                 break;
2593         case GL_SHADER_COMPILER:
2594         case GL_SAMPLE_COVERAGE_INVERT:
2595         case GL_DEPTH_WRITEMASK:
2596         case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2597         case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2598         case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2599         case GL_SAMPLE_COVERAGE:
2600         case GL_SCISSOR_TEST:
2601         case GL_STENCIL_TEST:
2602         case GL_DEPTH_TEST:
2603         case GL_BLEND:
2604         case GL_DITHER:
2605         case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2606         case GL_RASTERIZER_DISCARD:
2607         case GL_TRANSFORM_FEEDBACK_ACTIVE:
2608         case GL_TRANSFORM_FEEDBACK_PAUSED:
2609                 {
2610                         *type = GL_BOOL;
2611                         *numParams = 1;
2612                 }
2613                 break;
2614         case GL_COLOR_WRITEMASK:
2615                 {
2616                         *type = GL_BOOL;
2617                         *numParams = 4;
2618                 }
2619                 break;
2620         case GL_POLYGON_OFFSET_FACTOR:
2621         case GL_POLYGON_OFFSET_UNITS:
2622         case GL_SAMPLE_COVERAGE_VALUE:
2623         case GL_DEPTH_CLEAR_VALUE:
2624         case GL_LINE_WIDTH:
2625                 {
2626                         *type = GL_FLOAT;
2627                         *numParams = 1;
2628                 }
2629                 break;
2630         case GL_ALIASED_LINE_WIDTH_RANGE:
2631         case GL_ALIASED_POINT_SIZE_RANGE:
2632         case GL_DEPTH_RANGE:
2633                 {
2634                         *type = GL_FLOAT;
2635                         *numParams = 2;
2636                 }
2637                 break;
2638         case GL_COLOR_CLEAR_VALUE:
2639         case GL_BLEND_COLOR:
2640                 {
2641                         *type = GL_FLOAT;
2642                         *numParams = 4;
2643                 }
2644                 break;
2645         case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2646                 *type = GL_FLOAT;
2647                 *numParams = 1;
2648                 break;
2649         default:
2650                 return false;
2651         }
2652
2653         return true;
2654 }
2655
2656 void Context::applyScissor(int width, int height)
2657 {
2658         if(mState.scissorTestEnabled)
2659         {
2660                 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2661                 scissor.clip(0, 0, width, height);
2662
2663                 device->setScissorRect(scissor);
2664                 device->setScissorEnable(true);
2665         }
2666         else
2667         {
2668                 device->setScissorEnable(false);
2669         }
2670 }
2671
2672 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
2673 bool Context::applyRenderTarget()
2674 {
2675         Framebuffer *framebuffer = getDrawFramebuffer();
2676         int width, height, samples;
2677
2678         if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2679         {
2680                 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2681         }
2682
2683         for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2684         {
2685                 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2686                 {
2687                         egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2688                         device->setRenderTarget(i, renderTarget);
2689                         if(renderTarget) renderTarget->release();
2690                 }
2691                 else
2692                 {
2693                         device->setRenderTarget(i, nullptr);
2694                 }
2695         }
2696
2697         egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2698         device->setDepthBuffer(depthBuffer);
2699         if(depthBuffer) depthBuffer->release();
2700
2701         egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2702         device->setStencilBuffer(stencilBuffer);
2703         if(stencilBuffer) stencilBuffer->release();
2704
2705         Viewport viewport;
2706         float zNear = clamp01(mState.zNear);
2707         float zFar = clamp01(mState.zFar);
2708
2709         viewport.x0 = mState.viewportX;
2710         viewport.y0 = mState.viewportY;
2711         viewport.width = mState.viewportWidth;
2712         viewport.height = mState.viewportHeight;
2713         viewport.minZ = zNear;
2714         viewport.maxZ = zFar;
2715
2716         device->setViewport(viewport);
2717
2718         applyScissor(width, height);
2719
2720         Program *program = getCurrentProgram();
2721
2722         if(program)
2723         {
2724                 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2725                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2726                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2727                 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2728         }
2729
2730         return true;
2731 }
2732
2733 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
2734 void Context::applyState(GLenum drawMode)
2735 {
2736         Framebuffer *framebuffer = getDrawFramebuffer();
2737
2738         if(mState.cullFaceEnabled)
2739         {
2740                 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2741         }
2742         else
2743         {
2744                 device->setCullMode(sw::CULL_NONE);
2745         }
2746
2747         if(mDepthStateDirty)
2748         {
2749                 if(mState.depthTestEnabled)
2750                 {
2751                         device->setDepthBufferEnable(true);
2752                         device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2753                 }
2754                 else
2755                 {
2756                         device->setDepthBufferEnable(false);
2757                 }
2758
2759                 mDepthStateDirty = false;
2760         }
2761
2762         if(mBlendStateDirty)
2763         {
2764                 if(mState.blendEnabled)
2765                 {
2766                         device->setAlphaBlendEnable(true);
2767                         device->setSeparateAlphaBlendEnable(true);
2768
2769                         device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2770
2771                         device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2772                         device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2773                         device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2774
2775                         device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2776                         device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2777                         device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2778                 }
2779                 else
2780                 {
2781                         device->setAlphaBlendEnable(false);
2782                 }
2783
2784                 mBlendStateDirty = false;
2785         }
2786
2787         if(mStencilStateDirty || mFrontFaceDirty)
2788         {
2789                 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2790                 {
2791                         device->setStencilEnable(true);
2792                         device->setTwoSidedStencil(true);
2793
2794                         // get the maximum size of the stencil ref
2795                         Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2796                         GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2797
2798                         if(mState.frontFace == GL_CCW)
2799                         {
2800                                 device->setStencilWriteMask(mState.stencilWritemask);
2801                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2802
2803                                 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2804                                 device->setStencilMask(mState.stencilMask);
2805
2806                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2807                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2808                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2809
2810                                 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2811                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2812
2813                                 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2814                                 device->setStencilMaskCCW(mState.stencilBackMask);
2815
2816                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2817                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2818                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2819                         }
2820                         else
2821                         {
2822                                 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2823                                 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2824
2825                                 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2826                                 device->setStencilMaskCCW(mState.stencilMask);
2827
2828                                 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2829                                 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2830                                 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2831
2832                                 device->setStencilWriteMask(mState.stencilBackWritemask);
2833                                 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2834
2835                                 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2836                                 device->setStencilMask(mState.stencilBackMask);
2837
2838                                 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2839                                 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2840                                 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2841                         }
2842                 }
2843                 else
2844                 {
2845                         device->setStencilEnable(false);
2846                 }
2847
2848                 mStencilStateDirty = false;
2849                 mFrontFaceDirty = false;
2850         }
2851
2852         if(mMaskStateDirty)
2853         {
2854                 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2855                 {
2856                         device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2857                 }
2858
2859                 device->setDepthWriteEnable(mState.depthMask);
2860
2861                 mMaskStateDirty = false;
2862         }
2863
2864         if(mPolygonOffsetStateDirty)
2865         {
2866                 if(mState.polygonOffsetFillEnabled)
2867                 {
2868                         Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2869                         if(depthbuffer)
2870                         {
2871                                 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2872                                 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2873                                 device->setDepthBias(depthBias);
2874                         }
2875                 }
2876                 else
2877                 {
2878                         device->setSlopeDepthBias(0);
2879                         device->setDepthBias(0);
2880                 }
2881
2882                 mPolygonOffsetStateDirty = false;
2883         }
2884
2885         if(mSampleStateDirty)
2886         {
2887                 if(mState.sampleAlphaToCoverageEnabled)
2888                 {
2889                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2890                 }
2891                 else
2892                 {
2893                         device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2894                 }
2895
2896                 if(mState.sampleCoverageEnabled)
2897                 {
2898                         unsigned int mask = 0;
2899                         if(mState.sampleCoverageValue != 0)
2900                         {
2901                                 int width, height, samples;
2902                                 framebuffer->completeness(width, height, samples);
2903
2904                                 float threshold = 0.5f;
2905
2906                                 for(int i = 0; i < samples; i++)
2907                                 {
2908                                         mask <<= 1;
2909
2910                                         if((i + 1) * mState.sampleCoverageValue >= threshold)
2911                                         {
2912                                                 threshold += 1.0f;
2913                                                 mask |= 1;
2914                                         }
2915                                 }
2916                         }
2917
2918                         if(mState.sampleCoverageInvert)
2919                         {
2920                                 mask = ~mask;
2921                         }
2922
2923                         device->setMultiSampleMask(mask);
2924                 }
2925                 else
2926                 {
2927                         device->setMultiSampleMask(0xFFFFFFFF);
2928                 }
2929
2930                 mSampleStateDirty = false;
2931         }
2932
2933         if(mDitherStateDirty)
2934         {
2935         //      UNIMPLEMENTED();   // FIXME
2936
2937                 mDitherStateDirty = false;
2938         }
2939
2940         device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2941 }
2942
2943 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2944 {
2945         TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2946
2947         GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2948         if(err != GL_NO_ERROR)
2949         {
2950                 return err;
2951         }
2952
2953         Program *program = getCurrentProgram();
2954
2955         device->resetInputStreams(false);
2956
2957         for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2958         {
2959                 if(program->getAttributeStream(i) == -1)
2960                 {
2961                         continue;
2962                 }
2963
2964                 sw::Resource *resource = attributes[i].vertexBuffer;
2965                 const void *buffer = (char*)resource->data() + attributes[i].offset;
2966
2967                 int stride = attributes[i].stride;
2968
2969                 buffer = (char*)buffer + stride * base;
2970
2971                 sw::Stream attribute(resource, buffer, stride);
2972
2973                 attribute.type = attributes[i].type;
2974                 attribute.count = attributes[i].count;
2975                 attribute.normalized = attributes[i].normalized;
2976
2977                 int stream = program->getAttributeStream(i);
2978                 device->setInputStream(stream, attribute);
2979         }
2980
2981         return GL_NO_ERROR;
2982 }
2983
2984 // Applies the indices and element array bindings
2985 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2986 {
2987         GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2988
2989         if(err == GL_NO_ERROR)
2990         {
2991                 device->setIndexBuffer(indexInfo->indexBuffer);
2992         }
2993
2994         return err;
2995 }
2996
2997 // Applies the shaders and shader constants
2998 void Context::applyShaders()
2999 {
3000         Program *programObject = getCurrentProgram();
3001         sw::VertexShader *vertexShader = programObject->getVertexShader();
3002         sw::PixelShader *pixelShader = programObject->getPixelShader();
3003
3004         device->setVertexShader(vertexShader);
3005         device->setPixelShader(pixelShader);
3006
3007         if(programObject->getSerial() != mAppliedProgramSerial)
3008         {
3009                 programObject->dirtyAllUniforms();
3010                 mAppliedProgramSerial = programObject->getSerial();
3011         }
3012
3013         programObject->applyTransformFeedback(getTransformFeedback());
3014         programObject->applyUniformBuffers(mState.uniformBuffers);
3015         programObject->applyUniforms();
3016 }
3017
3018 void Context::applyTextures()
3019 {
3020         applyTextures(sw::SAMPLER_PIXEL);
3021         applyTextures(sw::SAMPLER_VERTEX);
3022 }
3023
3024 void Context::applyTextures(sw::SamplerType samplerType)
3025 {
3026         Program *programObject = getCurrentProgram();
3027
3028         int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS;   // Range of samplers of given sampler type
3029
3030         for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3031         {
3032                 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex);   // OpenGL texture image unit index
3033
3034                 if(textureUnit != -1)
3035                 {
3036                         TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3037
3038                         Texture *texture = getSamplerTexture(textureUnit, textureType);
3039
3040                         if(texture->isSamplerComplete())
3041                         {
3042                                 GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3043
3044                                 Sampler *samplerObject = mState.sampler[textureUnit];
3045                                 if(samplerObject)
3046                                 {
3047                                         wrapS = samplerObject->getWrapS();
3048                                         wrapT = samplerObject->getWrapT();
3049                                         wrapR = samplerObject->getWrapR();
3050                                         minFilter = samplerObject->getMinFilter();
3051                                         magFilter = samplerObject->getMagFilter();
3052                                 }
3053                                 else
3054                                 {
3055                                         wrapS = texture->getWrapS();
3056                                         wrapT = texture->getWrapT();
3057                                         wrapR = texture->getWrapR();
3058                                         minFilter = texture->getMinFilter();
3059                                         magFilter = texture->getMagFilter();
3060                                 }
3061                                 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3062
3063                                 GLenum swizzleR = texture->getSwizzleR();
3064                                 GLenum swizzleG = texture->getSwizzleG();
3065                                 GLenum swizzleB = texture->getSwizzleB();
3066                                 GLenum swizzleA = texture->getSwizzleA();
3067
3068                                 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3069                                 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3070                                 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3071                                 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3072                                 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3073                                 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3074                                 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3075
3076                                 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3077                                 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3078                                 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3079
3080                                 applyTexture(samplerType, samplerIndex, texture);
3081                         }
3082                         else
3083                         {
3084                                 applyTexture(samplerType, samplerIndex, nullptr);
3085                         }
3086                 }
3087                 else
3088                 {
3089                         applyTexture(samplerType, samplerIndex, nullptr);
3090                 }
3091         }
3092 }
3093
3094 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3095 {
3096         Program *program = getCurrentProgram();
3097         int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3098         bool textureUsed = false;
3099
3100         if(type == sw::SAMPLER_PIXEL)
3101         {
3102                 textureUsed = program->getPixelShader()->usesSampler(index);
3103         }
3104         else if(type == sw::SAMPLER_VERTEX)
3105         {
3106                 textureUsed = program->getVertexShader()->usesSampler(index);
3107         }
3108         else UNREACHABLE(type);
3109
3110         sw::Resource *resource = 0;
3111
3112         if(baseTexture && textureUsed)
3113         {
3114                 resource = baseTexture->getResource();
3115         }
3116
3117         device->setTextureResource(sampler, resource);
3118
3119         if(baseTexture && textureUsed)
3120         {
3121                 int levelCount = baseTexture->getLevelCount();
3122
3123                 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3124                 {
3125                         Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3126
3127                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3128                         {
3129                                 int surfaceLevel = mipmapLevel;
3130
3131                                 if(surfaceLevel < 0)
3132                                 {
3133                                         surfaceLevel = 0;
3134                                 }
3135                                 else if(surfaceLevel >= levelCount)
3136                                 {
3137                                         surfaceLevel = levelCount - 1;
3138                                 }
3139
3140                                 egl::Image *surface = texture->getImage(surfaceLevel);
3141                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3142                         }
3143                 }
3144                 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3145                 {
3146                         Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3147
3148                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3149                         {
3150                                 int surfaceLevel = mipmapLevel;
3151
3152                                 if(surfaceLevel < 0)
3153                                 {
3154                                         surfaceLevel = 0;
3155                                 }
3156                                 else if(surfaceLevel >= levelCount)
3157                                 {
3158                                         surfaceLevel = levelCount - 1;
3159                                 }
3160
3161                                 egl::Image *surface = texture->getImage(surfaceLevel);
3162                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3163                         }
3164                 }
3165                 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3166                 {
3167                         Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3168
3169                         for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3170                         {
3171                                 int surfaceLevel = mipmapLevel;
3172
3173                                 if(surfaceLevel < 0)
3174                                 {
3175                                         surfaceLevel = 0;
3176                                 }
3177                                 else if(surfaceLevel >= levelCount)
3178                                 {
3179                                         surfaceLevel = levelCount - 1;
3180                                 }
3181
3182                                 egl::Image *surface = texture->getImage(surfaceLevel);
3183                                 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3184                         }
3185                 }
3186                 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3187                 {
3188                         for(int face = 0; face < 6; face++)
3189                         {
3190                                 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3191
3192                                 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3193                                 {
3194                                         int surfaceLevel = mipmapLevel;
3195
3196                                         if(surfaceLevel < 0)
3197                                         {
3198                                                 surfaceLevel = 0;
3199                                         }
3200                                         else if(surfaceLevel >= levelCount)
3201                                         {
3202                                                 surfaceLevel = levelCount - 1;
3203                                         }
3204
3205                                         egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3206                                         device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3207                                 }
3208                         }
3209                 }
3210                 else UNIMPLEMENTED();
3211         }
3212         else
3213         {
3214                 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3215         }
3216 }
3217
3218 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3219 {
3220         Framebuffer *framebuffer = getReadFramebuffer();
3221         int framebufferWidth, framebufferHeight, framebufferSamples;
3222
3223         if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3224         {
3225                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3226         }
3227
3228         if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3229         {
3230                 return error(GL_INVALID_OPERATION);
3231         }
3232
3233         GLenum readFormat = GL_NONE;
3234         GLenum readType = GL_NONE;
3235         switch(format)
3236         {
3237         case GL_DEPTH_COMPONENT:
3238                 readFormat = framebuffer->getDepthReadFormat();
3239                 readType = framebuffer->getDepthReadType();
3240                 break;
3241         default:
3242                 readFormat = framebuffer->getImplementationColorReadFormat();
3243                 readType = framebuffer->getImplementationColorReadType();
3244                 break;
3245         }
3246
3247         if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion))
3248         {
3249                 return error(GL_INVALID_OPERATION);
3250         }
3251
3252         GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3253         GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3254         GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3255         pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3256         pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3257
3258         // Sized query sanity check
3259         if(bufSize)
3260         {
3261                 int requiredSize = outputPitch * height;
3262                 if(requiredSize > *bufSize)
3263                 {
3264                         return error(GL_INVALID_OPERATION);
3265                 }
3266         }
3267
3268         egl::Image *renderTarget = nullptr;
3269         switch(format)
3270         {
3271         case GL_DEPTH_COMPONENT:
3272                 renderTarget = framebuffer->getDepthBuffer();
3273                 break;
3274         default:
3275                 renderTarget = framebuffer->getReadRenderTarget();
3276                 break;
3277         }
3278
3279         if(!renderTarget)
3280         {
3281                 return error(GL_INVALID_OPERATION);
3282         }
3283
3284         sw::Rect rect = {x, y, x + width, y + height};
3285         sw::Rect dstRect = { 0, 0, width, height };
3286         rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3287
3288         sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3289         sw::SliceRect sliceRect(rect);
3290         sw::SliceRect dstSliceRect(dstRect);
3291         device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false);
3292
3293         renderTarget->release();
3294 }
3295
3296 void Context::clear(GLbitfield mask)
3297 {
3298         if(mState.rasterizerDiscardEnabled)
3299         {
3300                 return;
3301         }
3302
3303         Framebuffer *framebuffer = getDrawFramebuffer();
3304
3305         if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3306         {
3307                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3308         }
3309
3310         if(!applyRenderTarget())
3311         {
3312                 return;
3313         }
3314
3315         if(mask & GL_COLOR_BUFFER_BIT)
3316         {
3317                 unsigned int rgbaMask = getColorMask();
3318
3319                 if(rgbaMask != 0)
3320                 {
3321                         device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3322                 }
3323         }
3324
3325         if(mask & GL_DEPTH_BUFFER_BIT)
3326         {
3327                 if(mState.depthMask != 0)
3328                 {
3329                         float depth = clamp01(mState.depthClearValue);
3330                         device->clearDepth(depth);
3331                 }
3332         }
3333
3334         if(mask & GL_STENCIL_BUFFER_BIT)
3335         {
3336                 if(mState.stencilWritemask != 0)
3337                 {
3338                         int stencil = mState.stencilClearValue & 0x000000FF;
3339                         device->clearStencil(stencil, mState.stencilWritemask);
3340                 }
3341         }
3342 }
3343
3344 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3345 {
3346         unsigned int rgbaMask = getColorMask();
3347         if(rgbaMask && !mState.rasterizerDiscardEnabled)
3348         {
3349                 Framebuffer *framebuffer = getDrawFramebuffer();
3350                 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3351
3352                 if(colorbuffer)
3353                 {
3354                         sw::SliceRect clearRect = colorbuffer->getRect();
3355
3356                         if(mState.scissorTestEnabled)
3357                         {
3358                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3359                         }
3360
3361                         device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3362
3363                         colorbuffer->release();
3364                 }
3365         }
3366 }
3367
3368 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3369 {
3370         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3371 }
3372
3373 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3374 {
3375         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3376 }
3377
3378 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3379 {
3380         clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3381 }
3382
3383 void Context::clearDepthBuffer(const GLfloat value)
3384 {
3385         if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3386         {
3387                 Framebuffer *framebuffer = getDrawFramebuffer();
3388                 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3389
3390                 if(depthbuffer)
3391                 {
3392                         float depth = clamp01(value);
3393                         sw::SliceRect clearRect = depthbuffer->getRect();
3394
3395                         if(mState.scissorTestEnabled)
3396                         {
3397                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3398                         }
3399
3400                         depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3401
3402                         depthbuffer->release();
3403                 }
3404         }
3405 }
3406
3407 void Context::clearStencilBuffer(const GLint value)
3408 {
3409         if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3410         {
3411                 Framebuffer *framebuffer = getDrawFramebuffer();
3412                 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3413
3414                 if(stencilbuffer)
3415                 {
3416                         unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3417                         sw::SliceRect clearRect = stencilbuffer->getRect();
3418
3419                         if(mState.scissorTestEnabled)
3420                         {
3421                                 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3422                         }
3423
3424                         stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3425
3426                         stencilbuffer->release();
3427                 }
3428         }
3429 }
3430
3431 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3432 {
3433         if(!mState.currentProgram)
3434         {
3435                 return error(GL_INVALID_OPERATION);
3436         }
3437
3438         sw::DrawType primitiveType;
3439         int primitiveCount;
3440         int verticesPerPrimitive;
3441
3442         if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3443                 return error(GL_INVALID_ENUM);
3444
3445         if(primitiveCount <= 0)
3446         {
3447                 return;
3448         }
3449
3450         if(!applyRenderTarget())
3451         {
3452                 return;
3453         }
3454
3455         applyState(mode);
3456
3457         for(int i = 0; i < instanceCount; ++i)
3458         {
3459                 device->setInstanceID(i);
3460
3461                 GLenum err = applyVertexBuffer(0, first, count, i);
3462                 if(err != GL_NO_ERROR)
3463                 {
3464                         return error(err);
3465                 }
3466
3467                 applyShaders();
3468                 applyTextures();
3469
3470                 if(!getCurrentProgram()->validateSamplers(false))
3471                 {
3472                         return error(GL_INVALID_OPERATION);
3473                 }
3474
3475                 TransformFeedback* transformFeedback = getTransformFeedback();
3476                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3477                 {
3478                         device->drawPrimitive(primitiveType, primitiveCount);
3479                 }
3480                 if(transformFeedback)
3481                 {
3482                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3483                 }
3484         }
3485 }
3486
3487 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3488 {
3489         if(!mState.currentProgram)
3490         {
3491                 return error(GL_INVALID_OPERATION);
3492         }
3493
3494         if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3495         {
3496                 return error(GL_INVALID_OPERATION);
3497         }
3498
3499         sw::DrawType primitiveType;
3500         int primitiveCount;
3501         int verticesPerPrimitive;
3502
3503         if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3504                 return error(GL_INVALID_ENUM);
3505
3506         if(primitiveCount <= 0)
3507         {
3508                 return;
3509         }
3510
3511         if(!applyRenderTarget())
3512         {
3513                 return;
3514         }
3515
3516         applyState(mode);
3517
3518         for(int i = 0; i < instanceCount; ++i)
3519         {
3520                 device->setInstanceID(i);
3521
3522                 TranslatedIndexData indexInfo;
3523                 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3524                 if(err != GL_NO_ERROR)
3525                 {
3526                         return error(err);
3527                 }
3528
3529                 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3530                 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3531                 if(err != GL_NO_ERROR)
3532                 {
3533                         return error(err);
3534                 }
3535
3536                 applyShaders();
3537                 applyTextures();
3538
3539                 if(!getCurrentProgram()->validateSamplers(false))
3540                 {
3541                         return error(GL_INVALID_OPERATION);
3542                 }
3543
3544                 TransformFeedback* transformFeedback = getTransformFeedback();
3545                 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3546                 {
3547                         device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
3548                 }
3549                 if(transformFeedback)
3550                 {
3551                         transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3552                 }
3553         }
3554 }
3555
3556 void Context::finish()
3557 {
3558         device->finish();
3559 }
3560
3561 void Context::flush()
3562 {
3563         // We don't queue anything without processing it as fast as possible
3564 }
3565
3566 void Context::recordInvalidEnum()
3567 {
3568         mInvalidEnum = true;
3569 }
3570
3571 void Context::recordInvalidValue()
3572 {
3573         mInvalidValue = true;
3574 }
3575
3576 void Context::recordInvalidOperation()
3577 {
3578         mInvalidOperation = true;
3579 }
3580
3581 void Context::recordOutOfMemory()
3582 {
3583         mOutOfMemory = true;
3584 }
3585
3586 void Context::recordInvalidFramebufferOperation()
3587 {
3588         mInvalidFramebufferOperation = true;
3589 }
3590
3591 // Get one of the recorded errors and clear its flag, if any.
3592 // [OpenGL ES 2.0.24] section 2.5 page 13.
3593 GLenum Context::getError()
3594 {
3595         if(mInvalidEnum)
3596         {
3597                 mInvalidEnum = false;
3598
3599                 return GL_INVALID_ENUM;
3600         }
3601
3602         if(mInvalidValue)
3603         {
3604                 mInvalidValue = false;
3605
3606                 return GL_INVALID_VALUE;
3607         }
3608
3609         if(mInvalidOperation)
3610         {
3611                 mInvalidOperation = false;
3612
3613                 return GL_INVALID_OPERATION;
3614         }
3615
3616         if(mOutOfMemory)
3617         {
3618                 mOutOfMemory = false;
3619
3620                 return GL_OUT_OF_MEMORY;
3621         }
3622
3623         if(mInvalidFramebufferOperation)
3624         {
3625                 mInvalidFramebufferOperation = false;
3626
3627                 return GL_INVALID_FRAMEBUFFER_OPERATION;
3628         }
3629
3630         return GL_NO_ERROR;
3631 }
3632
3633 int Context::getSupportedMultisampleCount(int requested)
3634 {
3635         int supported = 0;
3636
3637         for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3638         {
3639                 if(supported >= requested)
3640                 {
3641                         return supported;
3642                 }
3643
3644                 supported = multisampleCount[i];
3645         }
3646
3647         return supported;
3648 }
3649
3650 void Context::detachBuffer(GLuint buffer)
3651 {
3652         // [OpenGL ES 2.0.24] section 2.9 page 22:
3653         // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3654         // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3655
3656         if(mState.copyReadBuffer.name() == buffer)
3657         {
3658                 mState.copyReadBuffer = nullptr;
3659         }
3660
3661         if(mState.copyWriteBuffer.name() == buffer)
3662         {
3663                 mState.copyWriteBuffer = nullptr;
3664         }
3665
3666         if(mState.pixelPackBuffer.name() == buffer)
3667         {
3668                 mState.pixelPackBuffer = nullptr;
3669         }
3670
3671         if(mState.pixelUnpackBuffer.name() == buffer)
3672         {
3673                 mState.pixelUnpackBuffer = nullptr;
3674         }
3675
3676         if(mState.genericUniformBuffer.name() == buffer)
3677         {
3678                 mState.genericUniformBuffer = nullptr;
3679         }
3680
3681         if(getArrayBufferName() == buffer)
3682         {
3683                 mState.arrayBuffer = nullptr;
3684         }
3685
3686         // Only detach from the current transform feedback
3687         TransformFeedback* currentTransformFeedback = getTransformFeedback();
3688         if(currentTransformFeedback)
3689         {
3690                 currentTransformFeedback->detachBuffer(buffer);
3691         }
3692
3693         // Only detach from the current vertex array
3694         VertexArray* currentVertexArray = getCurrentVertexArray();
3695         if(currentVertexArray)
3696         {
3697                 currentVertexArray->detachBuffer(buffer);
3698         }
3699
3700         for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3701         {
3702                 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3703                 {
3704                         mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3705                 }
3706         }
3707 }
3708
3709 void Context::detachTexture(GLuint texture)
3710 {
3711         // [OpenGL ES 2.0.24] section 3.8 page 84:
3712         // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3713         // rebound to texture object zero
3714
3715         for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3716         {
3717                 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3718                 {
3719                         if(mState.samplerTexture[type][sampler].name() == texture)
3720                         {
3721                                 mState.samplerTexture[type][sampler] = nullptr;
3722                         }
3723                 }
3724         }
3725
3726         // [OpenGL ES 2.0.24] section 4.4 page 112:
3727         // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3728         // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3729         // image was attached in the currently bound framebuffer.
3730
3731         Framebuffer *readFramebuffer = getReadFramebuffer();
3732         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3733
3734         if(readFramebuffer)
3735         {
3736                 readFramebuffer->detachTexture(texture);
3737         }
3738
3739         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3740         {
3741                 drawFramebuffer->detachTexture(texture);
3742         }
3743 }
3744
3745 void Context::detachFramebuffer(GLuint framebuffer)
3746 {
3747         // [OpenGL ES 2.0.24] section 4.4 page 107:
3748         // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3749         // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3750
3751         if(mState.readFramebuffer == framebuffer)
3752         {
3753                 bindReadFramebuffer(0);
3754         }
3755
3756         if(mState.drawFramebuffer == framebuffer)
3757         {
3758                 bindDrawFramebuffer(0);
3759         }
3760 }
3761
3762 void Context::detachRenderbuffer(GLuint renderbuffer)
3763 {
3764         // [OpenGL ES 2.0.24] section 4.4 page 109:
3765         // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3766         // had been executed with the target RENDERBUFFER and name of zero.
3767
3768         if(mState.renderbuffer.name() == renderbuffer)
3769         {
3770                 bindRenderbuffer(0);
3771         }
3772
3773         // [OpenGL ES 2.0.24] section 4.4 page 111:
3774         // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3775         // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3776         // point to which this image was attached in the currently bound framebuffer.
3777
3778         Framebuffer *readFramebuffer = getReadFramebuffer();
3779         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3780
3781         if(readFramebuffer)
3782         {
3783                 readFramebuffer->detachRenderbuffer(renderbuffer);
3784         }
3785
3786         if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3787         {
3788                 drawFramebuffer->detachRenderbuffer(renderbuffer);
3789         }
3790 }
3791
3792 void Context::detachSampler(GLuint sampler)
3793 {
3794         // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3795         // If a sampler object that is currently bound to one or more texture units is
3796         // deleted, it is as though BindSampler is called once for each texture unit to
3797         // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3798         for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3799         {
3800                 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3801                 if(samplerBinding.name() == sampler)
3802                 {
3803                         samplerBinding = nullptr;
3804                 }
3805         }
3806 }
3807
3808 bool Context::cullSkipsDraw(GLenum drawMode)
3809 {
3810         return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3811 }
3812
3813 bool Context::isTriangleMode(GLenum drawMode)
3814 {
3815         switch(drawMode)
3816         {
3817         case GL_TRIANGLES:
3818         case GL_TRIANGLE_FAN:
3819         case GL_TRIANGLE_STRIP:
3820                 return true;
3821         case GL_POINTS:
3822         case GL_LINES:
3823         case GL_LINE_LOOP:
3824         case GL_LINE_STRIP:
3825                 return false;
3826         default: UNREACHABLE(drawMode);
3827         }
3828
3829         return false;
3830 }
3831
3832 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3833 {
3834         ASSERT(index < MAX_VERTEX_ATTRIBS);
3835
3836         mState.vertexAttribute[index].setCurrentValue(values);
3837
3838         mVertexDataManager->dirtyCurrentValue(index);
3839 }
3840
3841 void Context::setVertexAttrib(GLuint index, const GLint *values)
3842 {
3843         ASSERT(index < MAX_VERTEX_ATTRIBS);
3844
3845         mState.vertexAttribute[index].setCurrentValue(values);
3846
3847         mVertexDataManager->dirtyCurrentValue(index);
3848 }
3849
3850 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3851 {
3852         ASSERT(index < MAX_VERTEX_ATTRIBS);
3853
3854         mState.vertexAttribute[index].setCurrentValue(values);
3855
3856         mVertexDataManager->dirtyCurrentValue(index);
3857 }
3858
3859 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3860                               GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3861                               GLbitfield mask)
3862 {
3863         Framebuffer *readFramebuffer = getReadFramebuffer();
3864         Framebuffer *drawFramebuffer = getDrawFramebuffer();
3865
3866         int readBufferWidth, readBufferHeight, readBufferSamples;
3867         int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3868
3869         if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3870            !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3871         {
3872                 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3873         }
3874
3875         if(drawBufferSamples > 1)
3876         {
3877                 return error(GL_INVALID_OPERATION);
3878         }
3879
3880         sw::SliceRect sourceRect;
3881         sw::SliceRect destRect;
3882         bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3883         bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3884
3885         if(srcX0 < srcX1)
3886         {
3887                 sourceRect.x0 = srcX0;
3888                 sourceRect.x1 = srcX1;
3889         }
3890         else
3891         {
3892                 sourceRect.x0 = srcX1;
3893                 sourceRect.x1 = srcX0;
3894         }
3895
3896         if(dstX0 < dstX1)
3897         {
3898                 destRect.x0 = dstX0;
3899                 destRect.x1 = dstX1;
3900         }
3901         else
3902         {
3903                 destRect.x0 = dstX1;
3904                 destRect.x1 = dstX0;
3905         }
3906
3907         if(srcY0 < srcY1)
3908         {
3909                 sourceRect.y0 = srcY0;
3910                 sourceRect.y1 = srcY1;
3911         }
3912         else
3913         {
3914                 sourceRect.y0 = srcY1;
3915                 sourceRect.y1 = srcY0;
3916         }
3917
3918         if(dstY0 < dstY1)
3919         {
3920                 destRect.y0 = dstY0;
3921                 destRect.y1 = dstY1;
3922         }
3923         else
3924         {
3925                 destRect.y0 = dstY1;
3926                 destRect.y1 = dstY0;
3927         }
3928
3929         sw::Rect sourceScissoredRect = sourceRect;
3930         sw::Rect destScissoredRect = destRect;
3931
3932         if(mState.scissorTestEnabled)   // Only write to parts of the destination framebuffer which pass the scissor test
3933         {
3934                 if(destRect.x0 < mState.scissorX)
3935                 {
3936                         int xDiff = mState.scissorX - destRect.x0;
3937                         destScissoredRect.x0 = mState.scissorX;
3938                         sourceScissoredRect.x0 += xDiff;
3939                 }
3940
3941                 if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3942                 {
3943                         int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3944                         destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3945                         sourceScissoredRect.x1 -= xDiff;
3946                 }
3947
3948                 if(destRect.y0 < mState.scissorY)
3949                 {
3950                         int yDiff = mState.scissorY - destRect.y0;
3951                         destScissoredRect.y0 = mState.scissorY;
3952                         sourceScissoredRect.y0 += yDiff;
3953                 }
3954
3955                 if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3956                 {
3957                         int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3958                         destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3959                         sourceScissoredRect.y1 -= yDiff;
3960                 }
3961         }
3962
3963         sw::Rect sourceTrimmedRect = sourceScissoredRect;
3964         sw::Rect destTrimmedRect = destScissoredRect;
3965
3966         // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3967         // the actual draw and read surfaces.
3968         if(sourceTrimmedRect.x0 < 0)
3969         {
3970                 int xDiff = 0 - sourceTrimmedRect.x0;
3971                 sourceTrimmedRect.x0 = 0;
3972                 destTrimmedRect.x0 += xDiff;
3973         }
3974
3975         if(sourceTrimmedRect.x1 > readBufferWidth)
3976         {
3977                 int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3978                 sourceTrimmedRect.x1 = readBufferWidth;
3979                 destTrimmedRect.x1 -= xDiff;
3980         }
3981
3982         if(sourceTrimmedRect.y0 < 0)
3983         {
3984                 int yDiff = 0 - sourceTrimmedRect.y0;
3985                 sourceTrimmedRect.y0 = 0;
3986                 destTrimmedRect.y0 += yDiff;
3987         }
3988
3989         if(sourceTrimmedRect.y1 > readBufferHeight)
3990         {
3991                 int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
3992                 sourceTrimmedRect.y1 = readBufferHeight;
3993                 destTrimmedRect.y1 -= yDiff;
3994         }
3995
3996         if(destTrimmedRect.x0 < 0)
3997         {
3998                 int xDiff = 0 - destTrimmedRect.x0;
3999                 destTrimmedRect.x0 = 0;
4000                 sourceTrimmedRect.x0 += xDiff;
4001         }
4002
4003         if(destTrimmedRect.x1 > drawBufferWidth)
4004         {
4005                 int xDiff = destTrimmedRect.x1 - drawBufferWidth;
4006                 destTrimmedRect.x1 = drawBufferWidth;
4007                 sourceTrimmedRect.x1 -= xDiff;
4008         }
4009
4010         if(destTrimmedRect.y0 < 0)
4011         {
4012                 int yDiff = 0 - destTrimmedRect.y0;
4013                 destTrimmedRect.y0 = 0;
4014                 sourceTrimmedRect.y0 += yDiff;
4015         }
4016
4017         if(destTrimmedRect.y1 > drawBufferHeight)
4018         {
4019                 int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4020                 destTrimmedRect.y1 = drawBufferHeight;
4021                 sourceTrimmedRect.y1 -= yDiff;
4022         }
4023
4024         bool partialBufferCopy = false;
4025
4026         if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4027            sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4028            destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4029            destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4030            sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4031         {
4032                 partialBufferCopy = true;
4033         }
4034
4035         bool blitRenderTarget = false;
4036         bool blitDepthStencil = false;
4037
4038         if(mask & GL_COLOR_BUFFER_BIT)
4039         {
4040                 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4041                 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4042                 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4043                 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4044                 if(!validReadType || !validDrawType)
4045                 {
4046                         return error(GL_INVALID_OPERATION);
4047                 }
4048
4049                 if(partialBufferCopy && readBufferSamples > 1)
4050                 {
4051                         return error(GL_INVALID_OPERATION);
4052                 }
4053
4054                 blitRenderTarget = true;
4055         }
4056
4057         if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4058         {
4059                 Renderbuffer *readDSBuffer = nullptr;
4060                 Renderbuffer *drawDSBuffer = nullptr;
4061
4062                 if(mask & GL_DEPTH_BUFFER_BIT)
4063                 {
4064                         if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4065                         {
4066                                 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType())
4067                                 {
4068                                         return error(GL_INVALID_OPERATION);
4069                                 }
4070
4071                                 blitDepthStencil = true;
4072                                 readDSBuffer = readFramebuffer->getDepthbuffer();
4073                                 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4074                         }
4075                 }
4076
4077                 if(mask & GL_STENCIL_BUFFER_BIT)
4078                 {
4079                         if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4080                         {
4081                                 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType())
4082                                 {
4083                                         return error(GL_INVALID_OPERATION);
4084                                 }
4085
4086                                 blitDepthStencil = true;
4087                                 readDSBuffer = readFramebuffer->getStencilbuffer();
4088                                 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4089                         }
4090                 }
4091
4092                 if(partialBufferCopy)
4093                 {
4094                         ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
4095                         return error(GL_INVALID_OPERATION);   // Only whole-buffer copies are permitted
4096                 }
4097
4098                 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4099                    (readDSBuffer && readDSBuffer->getSamples() > 1))
4100                 {
4101                         return error(GL_INVALID_OPERATION);
4102                 }
4103         }
4104
4105         if(blitRenderTarget || blitDepthStencil)
4106         {
4107                 if(blitRenderTarget)
4108                 {
4109                         egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4110                         egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4111
4112                         if(flipX)
4113                         {
4114                                 swap(destRect.x0, destRect.x1);
4115                         }
4116                         if(flipy)
4117                         {
4118                                 swap(destRect.y0, destRect.y1);
4119                         }
4120
4121                         bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false);
4122
4123                         readRenderTarget->release();
4124                         drawRenderTarget->release();
4125
4126                         if(!success)
4127                         {
4128                                 ERR("BlitFramebuffer failed.");
4129                                 return;
4130                         }
4131                 }
4132
4133                 if(blitDepthStencil)
4134                 {
4135                         bool success = device->stretchRect(readFramebuffer->getDepthBuffer(), nullptr, drawFramebuffer->getDepthBuffer(), nullptr, false);
4136
4137                         if(!success)
4138                         {
4139                                 ERR("BlitFramebuffer failed.");
4140                                 return;
4141                         }
4142                 }
4143         }
4144 }
4145
4146 void Context::bindTexImage(egl::Surface *surface)
4147 {
4148         es2::Texture2D *textureObject = getTexture2D();
4149
4150         if(textureObject)
4151         {
4152                 textureObject->bindTexImage(surface);
4153         }
4154 }
4155
4156 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4157 {
4158         GLenum textureTarget = GL_NONE;
4159
4160         switch(target)
4161         {
4162         case EGL_GL_TEXTURE_2D_KHR:
4163                 textureTarget = GL_TEXTURE_2D;
4164                 break;
4165         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4166         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4167         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4168         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4169         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4170         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4171                 textureTarget = GL_TEXTURE_CUBE_MAP;
4172                 break;
4173         case EGL_GL_RENDERBUFFER_KHR:
4174                 break;
4175         default:
4176                 return EGL_BAD_PARAMETER;
4177         }
4178
4179         if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4180         {
4181                 return EGL_BAD_MATCH;
4182         }
4183
4184         if(textureTarget != GL_NONE)
4185         {
4186                 es2::Texture *texture = getTexture(name);
4187
4188                 if(!texture || texture->getTarget() != textureTarget)
4189                 {
4190                         return EGL_BAD_PARAMETER;
4191                 }
4192
4193                 if(texture->isShared(textureTarget, textureLevel))   // Bound to an EGLSurface or already an EGLImage sibling
4194                 {
4195                         return EGL_BAD_ACCESS;
4196                 }
4197
4198                 if(textureLevel != 0 && !texture->isSamplerComplete())
4199                 {
4200                         return EGL_BAD_PARAMETER;
4201                 }
4202
4203                 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4204                 {
4205                         return EGL_BAD_PARAMETER;
4206                 }
4207         }
4208         else if(target == EGL_GL_RENDERBUFFER_KHR)
4209         {
4210                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4211
4212                 if(!renderbuffer)
4213                 {
4214                         return EGL_BAD_PARAMETER;
4215                 }
4216
4217                 if(renderbuffer->isShared())   // Already an EGLImage sibling
4218                 {
4219                         return EGL_BAD_ACCESS;
4220                 }
4221         }
4222         else UNREACHABLE(target);
4223
4224         return EGL_SUCCESS;
4225 }
4226
4227 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4228 {
4229         GLenum textureTarget = GL_NONE;
4230
4231         switch(target)
4232         {
4233         case EGL_GL_TEXTURE_2D_KHR:                  textureTarget = GL_TEXTURE_2D;                  break;
4234         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4235         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4236         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4237         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4238         case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4239         case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4240         }
4241
4242         if(textureTarget != GL_NONE)
4243         {
4244                 es2::Texture *texture = getTexture(name);
4245
4246                 return texture->createSharedImage(textureTarget, textureLevel);
4247         }
4248         else if(target == EGL_GL_RENDERBUFFER_KHR)
4249         {
4250                 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4251
4252                 return renderbuffer->createSharedImage();
4253         }
4254         else UNREACHABLE(target);
4255
4256         return 0;
4257 }
4258
4259 Device *Context::getDevice()
4260 {
4261         return device;
4262 }
4263
4264 const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const
4265 {
4266         // Keep list sorted in following order:
4267         // OES extensions
4268         // EXT extensions
4269         // Vendor extensions
4270         static const GLubyte* extensions[] = {
4271                 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture",
4272                 (const GLubyte*)"GL_OES_depth24",
4273                 (const GLubyte*)"GL_OES_depth32",
4274                 (const GLubyte*)"GL_OES_depth_texture",
4275                 (const GLubyte*)"GL_OES_depth_texture_cube_map",
4276                 (const GLubyte*)"GL_OES_EGL_image",
4277                 (const GLubyte*)"GL_OES_EGL_image_external",
4278                 (const GLubyte*)"GL_OES_EGL_sync",
4279                 (const GLubyte*)"GL_OES_element_index_uint",
4280                 (const GLubyte*)"GL_OES_framebuffer_object",
4281                 (const GLubyte*)"GL_OES_packed_depth_stencil",
4282                 (const GLubyte*)"GL_OES_rgb8_rgba8",
4283                 (const GLubyte*)"GL_OES_standard_derivatives",
4284                 (const GLubyte*)"GL_OES_texture_float",
4285                 (const GLubyte*)"GL_OES_texture_float_linear",
4286                 (const GLubyte*)"GL_OES_texture_half_float",
4287                 (const GLubyte*)"GL_OES_texture_half_float_linear",
4288                 (const GLubyte*)"GL_OES_texture_npot",
4289                 (const GLubyte*)"GL_OES_texture_3D",
4290                 (const GLubyte*)"GL_EXT_blend_minmax",
4291                 (const GLubyte*)"GL_EXT_color_buffer_half_float",
4292                 (const GLubyte*)"GL_EXT_draw_buffers",
4293                 (const GLubyte*)"GL_EXT_occlusion_query_boolean",
4294                 (const GLubyte*)"GL_EXT_read_format_bgra",
4295 #if (S3TC_SUPPORT)
4296                 (const GLubyte*)"GL_EXT_texture_compression_dxt1",
4297 #endif
4298                 (const GLubyte*)"GL_EXT_texture_filter_anisotropic",
4299                 (const GLubyte*)"GL_EXT_texture_format_BGRA8888",
4300                 (const GLubyte*)"GL_ANGLE_framebuffer_blit",
4301                 (const GLubyte*)"GL_NV_framebuffer_blit",
4302                 (const GLubyte*)"GL_ANGLE_framebuffer_multisample",
4303 #if (S3TC_SUPPORT)
4304                 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3",
4305                 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5",
4306 #endif
4307                 (const GLubyte*)"GL_NV_fence",
4308                 (const GLubyte*)"GL_NV_read_depth",
4309                 (const GLubyte*)"GL_EXT_instanced_arrays",
4310                 (const GLubyte*)"GL_ANGLE_instanced_arrays",
4311         };
4312         static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions);
4313
4314         if(numExt)
4315         {
4316                 *numExt = numExtensions;
4317                 return nullptr;
4318         }
4319
4320         if(index == GL_INVALID_INDEX)
4321         {
4322                 static GLubyte* extensionsCat = nullptr;
4323                 if(!extensionsCat && (numExtensions > 0))
4324                 {
4325                         size_t totalLength = numExtensions; // 1 space between each extension name + terminating null
4326                         for(unsigned int i = 0; i < numExtensions; i++)
4327                         {
4328                                 totalLength += strlen(reinterpret_cast<const char*>(extensions[i]));
4329                         }
4330                         extensionsCat = new GLubyte[totalLength];
4331                         extensionsCat[0] = '\0';
4332                         for(unsigned int i = 0; i < numExtensions; i++)
4333                         {
4334                                 if(i != 0)
4335                                 {
4336                                         strcat(reinterpret_cast<char*>(extensionsCat), " ");
4337                                 }
4338                                 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i]));
4339                         }
4340                 }
4341                 return extensionsCat;
4342         }
4343
4344         if(index >= numExtensions)
4345         {
4346                 return nullptr;
4347         }
4348
4349         return extensions[index];
4350 }
4351
4352 }
4353
4354 egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion)
4355 {
4356         ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion);   // Should be checked by eglCreateContext
4357         return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion);
4358 }