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Pixel unpack buffer validation follow up
[android-x86/external-swiftshader.git] / src / OpenGL / libGLESv2 / libGLESv3.cpp
index e784e50..ce5872a 100644 (file)
-// SwiftShader Software Renderer\r
-//\r
-// Copyright(c) 2015 Google Inc.\r
-//\r
-// All rights reserved. No part of this software may be copied, distributed, transmitted,\r
-// transcribed, stored in a retrieval system, translated into any human or computer\r
-// language by any means, or disclosed to third parties without the explicit written\r
-// agreement of Google Inc. Without such an agreement, no rights or licenses, express\r
-// or implied, including but not limited to any patent rights, are granted to you.\r
-//\r
-// libGLESv3.cpp: Implements the exported OpenGL ES 3.0 functions.\r
-\r
-#include "main.h"\r
-#include "Buffer.h"\r
-#include "Fence.h"\r
-#include "Framebuffer.h"\r
-#include "Program.h"\r
-#include "Query.h"\r
-#include "Sampler.h"\r
-#include "Texture.h"\r
-#include "common/debug.h"\r
-\r
-#include <GLES3/gl3.h>\r
-#include <GLES2/gl2ext.h>\r
-\r
-using namespace es2;\r
-\r
-typedef std::pair<GLenum, GLenum> InternalFormatTypePair;\r
-typedef std::map<InternalFormatTypePair, GLenum> FormatMap;\r
-\r
-// A helper function to insert data into the format map with fewer characters.\r
-static void InsertFormatMapping(FormatMap& map, GLenum internalformat, GLenum format, GLenum type)\r
-{\r
-       map[InternalFormatTypePair(internalformat, type)] = format;\r
-}\r
-\r
-static bool validImageSize(GLint level, GLsizei width, GLsizei height)\r
-{\r
-       if(level < 0 || level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS || width < 0 || height < 0)\r
-       {\r
-               return false;\r
-       }\r
-\r
-       return true;\r
-}\r
-\r
-static bool validateSubImageParams(bool compressed, GLsizei width, GLsizei height, GLint xoffset, GLint yoffset, GLenum target, GLint level, GLenum format, es2::Texture *texture)\r
-{\r
-       if(!texture)\r
-       {\r
-               return error(GL_INVALID_OPERATION, false);\r
-       }\r
-\r
-       if(compressed != texture->isCompressed(target, level))\r
-       {\r
-               return error(GL_INVALID_OPERATION, false);\r
-       }\r
-\r
-       if(format != GL_NONE && format != texture->getFormat(target, level))\r
-       {\r
-               return error(GL_INVALID_OPERATION, false);\r
-       }\r
-\r
-       if(compressed)\r
-       {\r
-               if((width % 4 != 0 && width != texture->getWidth(target, 0)) ||\r
-                  (height % 4 != 0 && height != texture->getHeight(target, 0)))\r
-               {\r
-                       return error(GL_INVALID_OPERATION, false);\r
-               }\r
-       }\r
-\r
-       if(xoffset + width > texture->getWidth(target, level) ||\r
-               yoffset + height > texture->getHeight(target, level))\r
-       {\r
-               return error(GL_INVALID_VALUE, false);\r
-       }\r
-\r
-       return true;\r
-}\r
-\r
-static bool validateSubImageParams(bool compressed, GLsizei width, GLsizei height, GLsizei depth, GLint xoffset, GLint yoffset, GLint zoffset, GLenum target, GLint level, GLenum format, es2::Texture *texture)\r
-{\r
-       if(!texture)\r
-       {\r
-               return error(GL_INVALID_OPERATION, false);\r
-       }\r
-\r
-       if(compressed != texture->isCompressed(target, level))\r
-       {\r
-               return error(GL_INVALID_OPERATION, false);\r
-       }\r
-\r
-       if(format != GL_NONE && format != texture->getFormat(target, level))\r
-       {\r
-               return error(GL_INVALID_OPERATION, false);\r
-       }\r
-\r
-       if(compressed)\r
-       {\r
-               if((width % 4 != 0 && width != texture->getWidth(target, 0)) ||\r
-                       (height % 4 != 0 && height != texture->getHeight(target, 0)) ||\r
-                       (depth % 4 != 0 && depth != texture->getDepth(target, 0)))\r
-               {\r
-                       return error(GL_INVALID_OPERATION, false);\r
-               }\r
-       }\r
-\r
-       if(xoffset + width > texture->getWidth(target, level) ||\r
-               yoffset + height > texture->getHeight(target, level) ||\r
-               zoffset + depth > texture->getDepth(target, level))\r
-       {\r
-               return error(GL_INVALID_VALUE, false);\r
-       }\r
-\r
-       return true;\r
-}\r
-\r
-static bool validateColorBufferFormat(GLenum textureFormat, GLenum colorbufferFormat)\r
-{\r
-       switch(textureFormat)\r
-       {\r
-       case GL_ALPHA:\r
-               if(colorbufferFormat != GL_ALPHA &&\r
-                       colorbufferFormat != GL_RGBA &&\r
-                       colorbufferFormat != GL_RGBA4 &&\r
-                       colorbufferFormat != GL_RGB5_A1 &&\r
-                       colorbufferFormat != GL_RGBA8)\r
-               {\r
-                       return error(GL_INVALID_OPERATION, false);\r
-               }\r
-               break;\r
-       case GL_LUMINANCE:\r
-       case GL_RGB:\r
-               if(colorbufferFormat != GL_RGB &&\r
-                       colorbufferFormat != GL_RGB565 &&\r
-                       colorbufferFormat != GL_RGB8 &&\r
-                       colorbufferFormat != GL_RGBA &&\r
-                       colorbufferFormat != GL_RGBA4 &&\r
-                       colorbufferFormat != GL_RGB5_A1 &&\r
-                       colorbufferFormat != GL_RGBA8)\r
-               {\r
-                       return error(GL_INVALID_OPERATION, false);\r
-               }\r
-               break;\r
-       case GL_LUMINANCE_ALPHA:\r
-       case GL_RGBA:\r
-               if(colorbufferFormat != GL_RGBA &&\r
-                       colorbufferFormat != GL_RGBA4 &&\r
-                       colorbufferFormat != GL_RGB5_A1 &&\r
-                       colorbufferFormat != GL_RGBA8)\r
-               {\r
-                       return error(GL_INVALID_OPERATION, false);\r
-               }\r
-               break;\r
-       case GL_ETC1_RGB8_OES:\r
-       case GL_COMPRESSED_R11_EAC:\r
-       case GL_COMPRESSED_SIGNED_R11_EAC:\r
-       case GL_COMPRESSED_RG11_EAC:\r
-       case GL_COMPRESSED_SIGNED_RG11_EAC:\r
-       case GL_COMPRESSED_RGB8_ETC2:\r
-       case GL_COMPRESSED_SRGB8_ETC2:\r
-       case GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r
-       case GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r
-       case GL_COMPRESSED_RGBA8_ETC2_EAC:\r
-       case GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:\r
-               return error(GL_INVALID_OPERATION, false);\r
-       case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:\r
-       case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:\r
-       case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:\r
-       case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:\r
-               if(S3TC_SUPPORT)\r
-               {\r
-                       return error(GL_INVALID_OPERATION, false);\r
-               }\r
-               else\r
-               {\r
-                       return error(GL_INVALID_ENUM, false);\r
-               }\r
-       case GL_DEPTH_COMPONENT:\r
-       case GL_DEPTH_STENCIL:\r
-               return error(GL_INVALID_OPERATION, false);\r
-       default:\r
-               return error(GL_INVALID_ENUM, false);\r
-       }\r
-       return true;\r
-}\r
-\r
-static FormatMap BuildFormatMap3D()\r
-{\r
-       FormatMap map;\r
-\r
-       //                       Internal format | Format | Type\r
-       InsertFormatMapping(map, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5);\r
-       InsertFormatMapping(map, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4);\r
-       InsertFormatMapping(map, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);\r
-       InsertFormatMapping(map, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_R8, GL_RED, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_R8_SNORM, GL_RED, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_R16F, GL_RED, GL_HALF_FLOAT);\r
-       InsertFormatMapping(map, GL_R16F, GL_RED, GL_FLOAT);\r
-       InsertFormatMapping(map, GL_R32F, GL_RED, GL_FLOAT);\r
-       InsertFormatMapping(map, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_R8I, GL_RED_INTEGER, GL_BYTE);\r
-       InsertFormatMapping(map, GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT);\r
-       InsertFormatMapping(map, GL_R16I, GL_RED_INTEGER, GL_SHORT);\r
-       InsertFormatMapping(map, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT);\r
-       InsertFormatMapping(map, GL_R32I, GL_RED_INTEGER, GL_INT);\r
-       InsertFormatMapping(map, GL_RG8, GL_RG, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_RG8_SNORM, GL_RG, GL_BYTE);\r
-       InsertFormatMapping(map, GL_R16F, GL_RED, GL_HALF_FLOAT);\r
-       InsertFormatMapping(map, GL_R16F, GL_RED, GL_FLOAT);\r
-       InsertFormatMapping(map, GL_RG32F, GL_RG, GL_FLOAT);\r
-       InsertFormatMapping(map, GL_RG8UI, GL_RG_INTEGER, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_RG8I, GL_RG_INTEGER, GL_BYTE);\r
-       InsertFormatMapping(map, GL_RG16UI, GL_RG_INTEGER, GL_UNSIGNED_SHORT);\r
-       InsertFormatMapping(map, GL_RG16I, GL_RG_INTEGER, GL_SHORT);\r
-       InsertFormatMapping(map, GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT);\r
-       InsertFormatMapping(map, GL_RG32I, GL_RG_INTEGER, GL_INT);\r
-       InsertFormatMapping(map, GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_SRGB8, GL_RGB, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_RGB565, GL_RGB, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5);\r
-       InsertFormatMapping(map, GL_RGB8_SNORM, GL_RGB, GL_BYTE);\r
-       InsertFormatMapping(map, GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV);\r
-       InsertFormatMapping(map, GL_R11F_G11F_B10F, GL_RGB, GL_HALF_FLOAT);\r
-       InsertFormatMapping(map, GL_R11F_G11F_B10F, GL_RGB, GL_FLOAT);\r
-       InsertFormatMapping(map, GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV);\r
-       InsertFormatMapping(map, GL_RGB9_E5, GL_RGB, GL_HALF_FLOAT);\r
-       InsertFormatMapping(map, GL_RGB9_E5, GL_RGB, GL_FLOAT);\r
-       InsertFormatMapping(map, GL_RGB16F, GL_RGB, GL_HALF_FLOAT);\r
-       InsertFormatMapping(map, GL_RGB16F, GL_RGB, GL_FLOAT);\r
-       InsertFormatMapping(map, GL_RGB32F, GL_RGB, GL_FLOAT);\r
-       InsertFormatMapping(map, GL_RGB8UI, GL_RGB_INTEGER, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_RGB8I, GL_RGB_INTEGER, GL_BYTE);\r
-       InsertFormatMapping(map, GL_RGB16UI, GL_RGB_INTEGER, GL_UNSIGNED_SHORT);\r
-       InsertFormatMapping(map, GL_RGB16I, GL_RGB_INTEGER, GL_SHORT);\r
-       InsertFormatMapping(map, GL_RGB32UI, GL_RGB_INTEGER, GL_UNSIGNED_INT);\r
-       InsertFormatMapping(map, GL_RGB32I, GL_RGB_INTEGER, GL_INT);\r
-       InsertFormatMapping(map, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);\r
-       InsertFormatMapping(map, GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV);\r
-       InsertFormatMapping(map, GL_RGBA4, GL_RGBA, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4);\r
-       InsertFormatMapping(map, GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV);\r
-       InsertFormatMapping(map, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);\r
-       InsertFormatMapping(map, GL_RGBA16F, GL_RGBA, GL_FLOAT);\r
-       InsertFormatMapping(map, GL_RGBA32F, GL_RGBA, GL_FLOAT);\r
-       InsertFormatMapping(map, GL_RGBA8UI, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE);\r
-       InsertFormatMapping(map, GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE);\r
-       InsertFormatMapping(map, GL_RGB10_A2UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT_2_10_10_10_REV);\r
-       InsertFormatMapping(map, GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT);\r
-       InsertFormatMapping(map, GL_RGBA16I, GL_RGBA_INTEGER, GL_SHORT);\r
-       InsertFormatMapping(map, GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT);\r
-       InsertFormatMapping(map, GL_RGBA32I, GL_RGBA_INTEGER, GL_INT);\r
-\r
-       InsertFormatMapping(map, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT);\r
-       InsertFormatMapping(map, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);\r
-       InsertFormatMapping(map, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);\r
-       InsertFormatMapping(map, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT);\r
-       InsertFormatMapping(map, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);\r
-       InsertFormatMapping(map, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV);\r
-\r
-       return map;\r
-}\r
-\r
-static bool ValidateType3D(GLenum type)\r
-{\r
-       switch(type)\r
-       {\r
-       case GL_UNSIGNED_BYTE:\r
-       case GL_BYTE:\r
-       case GL_UNSIGNED_SHORT:\r
-       case GL_SHORT:\r
-       case GL_UNSIGNED_INT:\r
-       case GL_INT:\r
-       case GL_HALF_FLOAT:\r
-       case GL_FLOAT:\r
-       case GL_UNSIGNED_SHORT_5_6_5:\r
-       case GL_UNSIGNED_SHORT_4_4_4_4:\r
-       case GL_UNSIGNED_SHORT_5_5_5_1:\r
-       case GL_UNSIGNED_INT_2_10_10_10_REV:\r
-       case GL_UNSIGNED_INT_10F_11F_11F_REV:\r
-       case GL_UNSIGNED_INT_5_9_9_9_REV:\r
-       case GL_UNSIGNED_INT_24_8:\r
-       case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:\r
-               return true;\r
-       default:\r
-               break;\r
-       }\r
-       return false;\r
-}\r
-\r
-static bool ValidateFormat3D(GLenum format)\r
-{\r
-       switch(format)\r
-       {\r
-       case GL_RED:\r
-       case GL_RG:\r
-       case GL_RGB:\r
-       case GL_RGBA:\r
-       case GL_DEPTH_COMPONENT:\r
-       case GL_DEPTH_STENCIL:\r
-       case GL_LUMINANCE_ALPHA:\r
-       case GL_LUMINANCE:\r
-       case GL_ALPHA:\r
-       case GL_RED_INTEGER:\r
-       case GL_RG_INTEGER:\r
-       case GL_RGB_INTEGER:\r
-       case GL_RGBA_INTEGER:\r
-               return true;\r
-       default:\r
-               break;\r
-       }\r
-       return false;\r
-}\r
-\r
-static bool ValidateInternalFormat3D(GLenum internalformat, GLenum format, GLenum type)\r
-{\r
-       static const FormatMap formatMap = BuildFormatMap3D();\r
-       FormatMap::const_iterator iter = formatMap.find(InternalFormatTypePair(internalformat, type));\r
-       if(iter != formatMap.end())\r
-       {\r
-               return iter->second == format;\r
-       }\r
-       return false;\r
-}\r
-\r
-typedef std::map<GLenum, GLenum> FormatMapStorage;\r
-\r
-// A helper function to insert data into the format map with fewer characters.\r
-static void InsertFormatStorageMapping(FormatMapStorage& map, GLenum internalformat, GLenum type)\r
-{\r
-       map[internalformat] = type;\r
-}\r
-\r
-static FormatMapStorage BuildFormatMapStorage2D()\r
-{\r
-       FormatMapStorage map;\r
-\r
-       //                              Internal format | Type\r
-       InsertFormatStorageMapping(map, GL_R8, GL_UNSIGNED_BYTE);\r
-       InsertFormatStorageMapping(map, GL_R8_SNORM, GL_UNSIGNED_BYTE);\r
-       InsertFormatStorageMapping(map, GL_R16F, GL_HALF_FLOAT);\r
-       InsertFormatStorageMapping(map, GL_R32F, GL_FLOAT);\r
-       InsertFormatStorageMapping(map, GL_R8UI, GL_UNSIGNED_BYTE);\r
-       InsertFormatStorageMapping(map, GL_R8I, GL_BYTE);\r
-       InsertFormatStorageMapping(map, GL_R16UI, GL_UNSIGNED_SHORT);\r
-       InsertFormatStorageMapping(map, GL_R16I, GL_SHORT);\r
-       InsertFormatStorageMapping(map, GL_R32UI, GL_UNSIGNED_INT);\r
-       InsertFormatStorageMapping(map, GL_R32I, GL_INT);\r
-       InsertFormatStorageMapping(map, GL_RG8, GL_UNSIGNED_BYTE);\r
-       InsertFormatStorageMapping(map, GL_RG8_SNORM, GL_BYTE);\r
-       InsertFormatStorageMapping(map, GL_R16F, GL_HALF_FLOAT);\r
-       InsertFormatStorageMapping(map, GL_RG32F, GL_FLOAT);\r
-       InsertFormatStorageMapping(map, GL_RG8UI, GL_UNSIGNED_BYTE);\r
-       InsertFormatStorageMapping(map, GL_RG8I, GL_BYTE);\r
-       InsertFormatStorageMapping(map, GL_RG16UI, GL_UNSIGNED_SHORT);\r
-       InsertFormatStorageMapping(map, GL_RG16I, GL_SHORT);\r
-       InsertFormatStorageMapping(map, GL_RG32UI, GL_UNSIGNED_INT);\r
-       InsertFormatStorageMapping(map, GL_RG32I, GL_INT);\r
-       InsertFormatStorageMapping(map, GL_RGB8, GL_UNSIGNED_BYTE);\r
-       InsertFormatStorageMapping(map, GL_SRGB8, GL_UNSIGNED_BYTE);\r
-       InsertFormatStorageMapping(map, GL_RGB565, GL_UNSIGNED_SHORT_5_6_5);\r
-       InsertFormatStorageMapping(map, GL_RGB8_SNORM, GL_BYTE);\r
-       InsertFormatStorageMapping(map, GL_R11F_G11F_B10F, GL_UNSIGNED_INT_10F_11F_11F_REV);\r
-       InsertFormatStorageMapping(map, GL_RGB9_E5, GL_UNSIGNED_INT_5_9_9_9_REV);\r
-       InsertFormatStorageMapping(map, GL_RGB16F, GL_HALF_FLOAT);\r
-       InsertFormatStorageMapping(map, GL_RGB32F, GL_FLOAT);\r
-       InsertFormatStorageMapping(map, GL_RGB8UI, GL_UNSIGNED_BYTE);\r
-       InsertFormatStorageMapping(map, GL_RGB8I, GL_BYTE);\r
-       InsertFormatStorageMapping(map, GL_RGB16UI, GL_UNSIGNED_SHORT);\r
-       InsertFormatStorageMapping(map, GL_RGB16I, GL_SHORT);\r
-       InsertFormatStorageMapping(map, GL_RGB32UI, GL_UNSIGNED_INT);\r
-       InsertFormatStorageMapping(map, GL_RGB32I, GL_INT);\r
-       InsertFormatStorageMapping(map, GL_RGBA8, GL_UNSIGNED_BYTE);\r
-       InsertFormatStorageMapping(map, GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE);\r
-       InsertFormatStorageMapping(map, GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1);\r
-       InsertFormatStorageMapping(map, GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4);\r
-       InsertFormatStorageMapping(map, GL_RGB10_A2, GL_UNSIGNED_INT_2_10_10_10_REV);\r
-       InsertFormatStorageMapping(map, GL_RGBA16F, GL_HALF_FLOAT);\r
-       InsertFormatStorageMapping(map, GL_RGBA32F, GL_FLOAT);\r
-       InsertFormatStorageMapping(map, GL_RGBA8UI, GL_UNSIGNED_BYTE);\r
-       InsertFormatStorageMapping(map, GL_RGBA8I, GL_BYTE);\r
-       InsertFormatStorageMapping(map, GL_RGB10_A2UI, GL_UNSIGNED_INT_2_10_10_10_REV);\r
-       InsertFormatStorageMapping(map, GL_RGBA16UI, GL_UNSIGNED_SHORT);\r
-       InsertFormatStorageMapping(map, GL_RGBA16I, GL_SHORT);\r
-       InsertFormatStorageMapping(map, GL_RGBA32UI, GL_UNSIGNED_INT);\r
-       InsertFormatStorageMapping(map, GL_RGBA32I, GL_INT);\r
-\r
-       InsertFormatStorageMapping(map, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT);\r
-       InsertFormatStorageMapping(map, GL_DEPTH_COMPONENT24, GL_UNSIGNED_INT);\r
-       InsertFormatStorageMapping(map, GL_DEPTH_COMPONENT32F, GL_FLOAT);\r
-       InsertFormatStorageMapping(map, GL_DEPTH24_STENCIL8, GL_UNSIGNED_INT_24_8);\r
-       InsertFormatStorageMapping(map, GL_DEPTH32F_STENCIL8, GL_FLOAT_32_UNSIGNED_INT_24_8_REV);\r
-\r
-       return map;\r
-}\r
-\r
-static bool GetStorageType(GLenum internalformat, GLenum& type)\r
-{\r
-       static const FormatMapStorage formatMap = BuildFormatMapStorage2D();\r
-       FormatMapStorage::const_iterator iter = formatMap.find(internalformat);\r
-       if(iter != formatMap.end())\r
-       {\r
-               type = iter->second;\r
-               return true;\r
-       }\r
-       return false;\r
-}\r
-\r
-static bool ValidateQueryTarget(GLenum target)\r
-{\r
-       switch(target)\r
-       {\r
-       case GL_ANY_SAMPLES_PASSED:\r
-       case GL_ANY_SAMPLES_PASSED_CONSERVATIVE:\r
-       case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:\r
-               break;\r
-       default:\r
-               return false;\r
-       }\r
-\r
-       return true;\r
-}\r
-\r
-static bool ValidateBufferTarget(GLenum target)\r
-{\r
-       switch(target)\r
-       {\r
-       case GL_ARRAY_BUFFER:\r
-       case GL_COPY_READ_BUFFER:\r
-       case GL_COPY_WRITE_BUFFER:\r
-       case GL_ELEMENT_ARRAY_BUFFER:\r
-       case GL_PIXEL_PACK_BUFFER:\r
-       case GL_PIXEL_UNPACK_BUFFER:\r
-       case GL_TRANSFORM_FEEDBACK_BUFFER:\r
-       case GL_UNIFORM_BUFFER:\r
-               break;\r
-       default:\r
-               return false;\r
-       }\r
-\r
-       return true;\r
-}\r
-\r
-extern "C"\r
-{\r
-\r
-GL_APICALL void GL_APIENTRY glReadBuffer(GLenum src)\r
-{\r
-       TRACE("(GLenum src = 0x%X)", src);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               GLuint readFramebufferName = context->getReadFramebufferName();\r
-\r
-               switch(src)\r
-               {\r
-               case GL_BACK:\r
-                       if(readFramebufferName != 0)\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-                       context->setReadFramebufferColorIndex(0);\r
-                       break;\r
-               case GL_NONE:\r
-                       context->setReadFramebufferColorIndex(GL_INVALID_INDEX);\r
-                       break;\r
-               case GL_COLOR_ATTACHMENT0:\r
-               case GL_COLOR_ATTACHMENT1:\r
-               case GL_COLOR_ATTACHMENT2:\r
-               case GL_COLOR_ATTACHMENT3:\r
-               case GL_COLOR_ATTACHMENT4:\r
-               case GL_COLOR_ATTACHMENT5:\r
-               case GL_COLOR_ATTACHMENT6:\r
-               case GL_COLOR_ATTACHMENT7:\r
-               case GL_COLOR_ATTACHMENT8:\r
-               case GL_COLOR_ATTACHMENT9:\r
-               case GL_COLOR_ATTACHMENT10:\r
-               case GL_COLOR_ATTACHMENT11:\r
-               case GL_COLOR_ATTACHMENT12:\r
-               case GL_COLOR_ATTACHMENT13:\r
-               case GL_COLOR_ATTACHMENT14:\r
-               case GL_COLOR_ATTACHMENT15:\r
-               {\r
-                       GLuint index = (src - GL_COLOR_ATTACHMENT0);\r
-                       if(index >= es2::IMPLEMENTATION_MAX_COLOR_ATTACHMENTS)\r
-                       {\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       if(readFramebufferName == 0)\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-                       context->setReadFramebufferColorIndex(index);\r
-               }\r
-                       break;\r
-               default:\r
-                       error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices)\r
-{\r
-       TRACE("(GLenum mode = 0x%X, GLuint start = %d, GLuint end = %d, "\r
-                 "GLsizei count = %d, GLenum type = 0x%x, const void* indices = %p)",\r
-                 mode, start, end, count, type, indices);\r
-\r
-       switch(mode)\r
-       {\r
-       case GL_POINTS:\r
-       case GL_LINES:\r
-       case GL_LINE_LOOP:\r
-       case GL_LINE_STRIP:\r
-       case GL_TRIANGLES:\r
-       case GL_TRIANGLE_FAN:\r
-       case GL_TRIANGLE_STRIP:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       switch(type)\r
-       {\r
-       case GL_UNSIGNED_BYTE:\r
-       case GL_UNSIGNED_SHORT:\r
-       case GL_UNSIGNED_INT:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if((count < 0) || (end < start))\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::TransformFeedback* transformFeedback = context->getTransformFeedback();\r
-               if(transformFeedback && transformFeedback->isActive() && !transformFeedback->isPaused())\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               context->drawElements(mode, start, end, count, type, indices);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "\r
-             "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "\r
-             "GLenum format = 0x%X, GLenum type = 0x%x, const GLvoid* pixels = %p)",\r
-             target, level, internalformat, width, height, depth, border, format, type, pixels);\r
-\r
-       switch(target)\r
-       {\r
-       case GL_TEXTURE_3D:\r
-       case GL_TEXTURE_2D_ARRAY:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if(!ValidateType3D(type) || !ValidateFormat3D(format))\r
-       {\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if((level < 0) || (level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS))\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       const GLsizei maxSize3D = es2::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level;\r
-       if((width < 0) || (height < 0) || (depth < 0) || (width > maxSize3D) || (height > maxSize3D) || (depth > maxSize3D))\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(border != 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(!ValidateInternalFormat3D(internalformat, format, type))\r
-       {\r
-               return error(GL_INVALID_OPERATION);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Texture3D *texture = (target == GL_TEXTURE_3D) ? context->getTexture3D() : context->getTexture2DArray();\r
-\r
-               if(!texture)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               texture->setImage(level, width, height, depth, internalformat, type, context->getUnpackInfo(), pixels);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "\r
-               "GLint zoffset = %d, GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, "\r
-               "GLenum format = 0x%X, GLenum type = 0x%x, const GLvoid* pixels = %p)",\r
-               target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);\r
-\r
-       switch(target)\r
-       {\r
-       case GL_TEXTURE_3D:\r
-       case GL_TEXTURE_2D_ARRAY:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if(!ValidateType3D(type) || !ValidateFormat3D(format))\r
-       {\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if((level < 0) || (level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS))\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if((width < 0) || (height < 0) || (depth < 0) || (xoffset < 0) || (yoffset < 0) || (zoffset < 0))\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Texture3D *texture = (target == GL_TEXTURE_3D) ? context->getTexture3D() : context->getTexture2DArray();\r
-\r
-               if(validateSubImageParams(false, width, height, depth, xoffset, yoffset, zoffset, target, level, format, texture))\r
-               {\r
-                       texture->subImage(level, xoffset, yoffset, zoffset, width, height, depth, format, type, context->getUnpackInfo(), pixels);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "\r
-               "GLint zoffset = %d, GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",\r
-               target, level, xoffset, yoffset, zoffset, x, y, width, height);\r
-\r
-       switch(target)\r
-       {\r
-       case GL_TEXTURE_3D:\r
-       case GL_TEXTURE_2D_ARRAY:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if((level < 0) || (level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS))\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if((width < 0) || (height < 0) || (xoffset < 0) || (yoffset < 0) || (zoffset < 0))\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Framebuffer *framebuffer = context->getReadFramebuffer();\r
-\r
-               if(framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)\r
-               {\r
-                       return error(GL_INVALID_FRAMEBUFFER_OPERATION);\r
-               }\r
-\r
-               es2::Renderbuffer *source = framebuffer->getReadColorbuffer();\r
-\r
-               if(context->getReadFramebufferName() != 0 && (!source || source->getSamples() > 1))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               GLenum colorbufferFormat = source->getFormat();\r
-               es2::Texture3D *texture = (target == GL_TEXTURE_3D) ? context->getTexture3D() : context->getTexture2DArray();\r
-\r
-               if(!validateSubImageParams(false, width, height, 1, xoffset, yoffset, zoffset, target, level, GL_NONE, texture))\r
-               {\r
-                       return;\r
-               }\r
-\r
-               GLenum textureFormat = texture->getFormat(target, level);\r
-\r
-               if(!validateColorBufferFormat(textureFormat, colorbufferFormat))\r
-               {\r
-                       return;\r
-               }\r
-\r
-               texture->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, framebuffer);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "\r
-               "GLsizei height = %d, GLsizei depth = %d, GLint border = %d, GLsizei imageSize = %d, const GLvoid* data = %p)",\r
-               target, level, internalformat, width, height, depth, border, imageSize, data);\r
-\r
-       switch(target)\r
-       {\r
-       case GL_TEXTURE_3D:\r
-       case GL_TEXTURE_2D_ARRAY:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if((level < 0) || (level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS))\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       const GLsizei maxSize3D = es2::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level;\r
-       if((width < 0) || (height < 0) || (depth < 0) || (width > maxSize3D) || (height > maxSize3D) || (depth > maxSize3D) || (border != 0) || (imageSize < 0))\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       switch(internalformat)\r
-       {\r
-       case GL_ETC1_RGB8_OES:\r
-       case GL_COMPRESSED_R11_EAC:\r
-       case GL_COMPRESSED_SIGNED_R11_EAC:\r
-       case GL_COMPRESSED_RG11_EAC:\r
-       case GL_COMPRESSED_SIGNED_RG11_EAC:\r
-       case GL_COMPRESSED_RGB8_ETC2:\r
-       case GL_COMPRESSED_SRGB8_ETC2:\r
-       case GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r
-       case GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r
-       case GL_COMPRESSED_RGBA8_ETC2_EAC:\r
-       case GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:\r
-               break;\r
-       case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:\r
-       case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:\r
-       case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:\r
-       case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:\r
-               if(!S3TC_SUPPORT)\r
-               {\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-               break;\r
-       case GL_DEPTH_COMPONENT:\r
-       case GL_DEPTH_COMPONENT16:\r
-       case GL_DEPTH_COMPONENT32_OES:\r
-       case GL_DEPTH_STENCIL:\r
-       case GL_DEPTH24_STENCIL8:\r
-               return error(GL_INVALID_OPERATION);\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if(imageSize != egl::ComputeCompressedSize(width, height, internalformat) * depth)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Texture3D *texture = (target == GL_TEXTURE_3D) ? context->getTexture3D() : context->getTexture2DArray();\r
-\r
-               if(!texture)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               texture->setCompressedImage(level, internalformat, width, height, depth, imageSize, data);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "\r
-             "GLint zoffset = %d, GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, "\r
-             "GLenum format = 0x%X, GLsizei imageSize = %d, const void *data = %p)",\r
-             target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);\r
-\r
-       switch(target)\r
-       {\r
-       case GL_TEXTURE_3D:\r
-       case GL_TEXTURE_2D_ARRAY:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if(xoffset < 0 || yoffset < 0 || zoffset < 0 || !validImageSize(level, width, height) || depth < 0 || imageSize < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       switch(format)\r
-       {\r
-       case GL_ETC1_RGB8_OES:\r
-       case GL_COMPRESSED_R11_EAC:\r
-       case GL_COMPRESSED_SIGNED_R11_EAC:\r
-       case GL_COMPRESSED_RG11_EAC:\r
-       case GL_COMPRESSED_SIGNED_RG11_EAC:\r
-       case GL_COMPRESSED_RGB8_ETC2:\r
-       case GL_COMPRESSED_SRGB8_ETC2:\r
-       case GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r
-       case GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r
-       case GL_COMPRESSED_RGBA8_ETC2_EAC:\r
-       case GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:\r
-               break;\r
-       case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:\r
-       case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:\r
-       case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:\r
-       case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:\r
-               if(!S3TC_SUPPORT)\r
-               {\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if(width == 0 || height == 0 || depth == 0 || data == NULL)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Texture3D *texture = (target == GL_TEXTURE_3D) ? context->getTexture3D() : context->getTexture2DArray();\r
-\r
-               if(!texture)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               texture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGenQueries(GLsizei n, GLuint *ids)\r
-{\r
-       TRACE("(GLsizei n = %d, GLuint* ids = %p)", n, ids);\r
-\r
-       if(n < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               for(int i = 0; i < n; i++)\r
-               {\r
-                       ids[i] = context->createQuery();\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glDeleteQueries(GLsizei n, const GLuint *ids)\r
-{\r
-       TRACE("(GLsizei n = %d, GLuint* ids = %p)", n, ids);\r
-\r
-       if(n < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               for(int i = 0; i < n; i++)\r
-               {\r
-                       context->deleteQuery(ids[i]);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL GLboolean GL_APIENTRY glIsQuery(GLuint id)\r
-{\r
-       TRACE("(GLuint id = %d)", id);\r
-\r
-       if(id == 0)\r
-       {\r
-               return GL_FALSE;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Query *queryObject = context->getQuery(id);\r
-\r
-               if(queryObject)\r
-               {\r
-                       return GL_TRUE;\r
-               }\r
-       }\r
-\r
-       return GL_FALSE;\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glBeginQuery(GLenum target, GLuint id)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLuint id = %d)", target, id);\r
-\r
-       if(!ValidateQueryTarget(target))\r
-       {\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if(id == 0)\r
-       {\r
-               return error(GL_INVALID_OPERATION);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               context->beginQuery(target, id);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glEndQuery(GLenum target)\r
-{\r
-       TRACE("(GLenum target = 0x%X)", target);\r
-\r
-       if(!ValidateQueryTarget(target))\r
-       {\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               context->endQuery(target);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetQueryiv(GLenum target, GLenum pname, GLint *params)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint *params = %p)",\r
-                 target, pname, params);\r
-\r
-       if(!ValidateQueryTarget(target) || (pname != GL_CURRENT_QUERY))\r
-       {\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               params[0] = context->getActiveQuery(target);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)\r
-{\r
-       TRACE("(GLuint id = %d, GLenum pname = 0x%X, GLint *params = %p)",\r
-             id, pname, params);\r
-\r
-       switch(pname)\r
-       {\r
-       case GL_QUERY_RESULT:\r
-       case GL_QUERY_RESULT_AVAILABLE:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Query *queryObject = context->getQuery(id);\r
-\r
-               if(!queryObject)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(context->getActiveQuery(queryObject->getType()) == id)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               switch(pname)\r
-               {\r
-               case GL_QUERY_RESULT:\r
-                       params[0] = queryObject->getResult();\r
-                       break;\r
-               case GL_QUERY_RESULT_AVAILABLE:\r
-                       params[0] = queryObject->isResultAvailable();\r
-                       break;\r
-               default:\r
-                       ASSERT(false);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL GLboolean GL_APIENTRY glUnmapBuffer(GLenum target)\r
-{\r
-       TRACE("(GLenum target = 0x%X)", target);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Buffer *buffer = nullptr;\r
-               if(!context->getBuffer(target, &buffer))\r
-               {\r
-                       return error(GL_INVALID_ENUM, GL_TRUE);\r
-               }\r
-\r
-               if(!buffer)\r
-               {\r
-                       // A null buffer means that "0" is bound to the requested buffer target\r
-                       return error(GL_INVALID_OPERATION, GL_TRUE);\r
-               }\r
-\r
-               return buffer->unmap() ? GL_TRUE : GL_FALSE;\r
-       }\r
-\r
-       return GL_TRUE;\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetBufferPointerv(GLenum target, GLenum pname, void **params)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint *params = %p)",\r
-             target, pname, params);\r
-\r
-       if(pname != GL_BUFFER_MAP_POINTER)\r
-       {\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Buffer *buffer = nullptr;\r
-               if(!context->getBuffer(target, &buffer))\r
-               {\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-\r
-               if(!buffer)\r
-               {\r
-                       // A null buffer means that "0" is bound to the requested buffer target\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               *params = buffer->isMapped() ? (void*)(((const char*)buffer->data()) + buffer->offset()) : nullptr;\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glDrawBuffers(GLsizei n, const GLenum *bufs)\r
-{\r
-       TRACE("(GLsizei n = %d, const GLenum *bufs = %p)", n, bufs);\r
-\r
-       if(n < 0 || n > es2::IMPLEMENTATION_MAX_DRAW_BUFFERS)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(n == 0)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               GLuint drawFramebufferName = context->getDrawFramebufferName();\r
-\r
-               if((drawFramebufferName == 0) && (n != 1))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               for(int i = 0; i < n; ++i)\r
-               {\r
-                       switch(bufs[i])\r
-                       {\r
-                       case GL_BACK:\r
-                               if(drawFramebufferName != 0)\r
-                               {\r
-                                       return error(GL_INVALID_OPERATION);\r
-                               }\r
-                               break;\r
-                       case GL_NONE:\r
-                               break;\r
-                       case GL_COLOR_ATTACHMENT0:\r
-                       case GL_COLOR_ATTACHMENT1:\r
-                       case GL_COLOR_ATTACHMENT2:\r
-                       case GL_COLOR_ATTACHMENT3:\r
-                       case GL_COLOR_ATTACHMENT4:\r
-                       case GL_COLOR_ATTACHMENT5:\r
-                       case GL_COLOR_ATTACHMENT6:\r
-                       case GL_COLOR_ATTACHMENT7:\r
-                       case GL_COLOR_ATTACHMENT8:\r
-                       case GL_COLOR_ATTACHMENT9:\r
-                       case GL_COLOR_ATTACHMENT10:\r
-                       case GL_COLOR_ATTACHMENT11:\r
-                       case GL_COLOR_ATTACHMENT12:\r
-                       case GL_COLOR_ATTACHMENT13:\r
-                       case GL_COLOR_ATTACHMENT14:\r
-                       case GL_COLOR_ATTACHMENT15:\r
-                       {\r
-                               GLuint index = (bufs[i] - GL_COLOR_ATTACHMENT0);\r
-                               if(index >= es2::IMPLEMENTATION_MAX_COLOR_ATTACHMENTS)\r
-                               {\r
-                                       return error(GL_INVALID_ENUM);\r
-                               }\r
-                               if(index != i)\r
-                               {\r
-                                       return error(GL_INVALID_OPERATION);\r
-                               }\r
-                               if(drawFramebufferName == 0)\r
-                               {\r
-                                       return error(GL_INVALID_OPERATION);\r
-                               }\r
-                       }\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-               }\r
-\r
-               context->setDrawFramebufferColorIndices(n, bufs);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)\r
-{\r
-       TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat *value = %p)", location, count, transpose, value);\r
-\r
-       if(count < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(location == -1)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *program = context->getCurrentProgram();\r
-\r
-               if(!program)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!program->setUniformMatrix2x3fv(location, count, transpose, value))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)\r
-{\r
-       TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat *value = %p)", location, count, transpose, value);\r
-\r
-       if(count < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(location == -1)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *program = context->getCurrentProgram();\r
-\r
-               if(!program)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!program->setUniformMatrix3x2fv(location, count, transpose, value))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)\r
-{\r
-       TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat *value = %p)", location, count, transpose, value);\r
-\r
-       if(count < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(location == -1)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *program = context->getCurrentProgram();\r
-\r
-               if(!program)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!program->setUniformMatrix2x4fv(location, count, transpose, value))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)\r
-{\r
-       TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat *value = %p)", location, count, transpose, value);\r
-\r
-       if(count < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(location == -1)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *program = context->getCurrentProgram();\r
-\r
-               if(!program)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!program->setUniformMatrix4x2fv(location, count, transpose, value))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)\r
-{\r
-       TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat *value = %p)", location, count, transpose, value);\r
-\r
-       if(count < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(location == -1)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *program = context->getCurrentProgram();\r
-\r
-               if(!program)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!program->setUniformMatrix3x4fv(location, count, transpose, value))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)\r
-{\r
-       TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat *value = %p)", location, count, transpose, value);\r
-\r
-       if(count < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(location == -1)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *program = context->getCurrentProgram();\r
-\r
-               if(!program)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!program->setUniformMatrix4x3fv(location, count, transpose, value))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)\r
-{\r
-       TRACE("(GLint srcX0 = %d, GLint srcY0 = %d, GLint srcX1 = %d, GLint srcY1 = %d, "\r
-             "GLint dstX0 = %d, GLint dstY0 = %d, GLint dstX1 = %d, GLint dstY1 = %d, "\r
-             "GLbitfield mask = 0x%X, GLenum filter = 0x%X)",\r
-             srcX0, srcY0, srcX1, srcX1, dstX0, dstY0, dstX1, dstY1, mask, filter);\r
-\r
-       switch(filter)\r
-       {\r
-       case GL_NEAREST:\r
-       case GL_LINEAR:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if((mask & ~(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)) != 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               if(context->getReadFramebufferName() == context->getDrawFramebufferName())\r
-               {\r
-                       ERR("Blits with the same source and destination framebuffer are not supported by this implementation.");\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               context->blitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLsizei samples = %d, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",\r
-             target, samples, internalformat, width, height);\r
-\r
-       switch(target)\r
-       {\r
-       case GL_RENDERBUFFER:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if(width < 0 || height < 0 || samples < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               if(width > es2::IMPLEMENTATION_MAX_RENDERBUFFER_SIZE ||\r
-                  height > es2::IMPLEMENTATION_MAX_RENDERBUFFER_SIZE ||\r
-                  samples > es2::IMPLEMENTATION_MAX_SAMPLES)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               GLuint handle = context->getRenderbufferName();\r
-               if(handle == 0)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               switch(internalformat)\r
-               {\r
-               case GL_DEPTH_COMPONENT16:\r
-               case GL_DEPTH_COMPONENT24:\r
-               case GL_DEPTH_COMPONENT32F:\r
-                       context->setRenderbufferStorage(new es2::Depthbuffer(width, height, samples));\r
-                       break;\r
-               case GL_R8UI:\r
-               case GL_R8I:\r
-               case GL_R16UI:\r
-               case GL_R16I:\r
-               case GL_R32UI:\r
-               case GL_R32I:\r
-               case GL_RG8UI:\r
-               case GL_RG8I:\r
-               case GL_RG16UI:\r
-               case GL_RG16I:\r
-               case GL_RG32UI:\r
-               case GL_RG32I:\r
-               case GL_RGB8UI:\r
-               case GL_RGB8I:\r
-               case GL_RGB16UI:\r
-               case GL_RGB16I:\r
-               case GL_RGB32UI:\r
-               case GL_RGB32I:\r
-               case GL_RGBA8UI:\r
-               case GL_RGBA8I:\r
-               case GL_RGB10_A2UI:\r
-               case GL_RGBA16UI:\r
-               case GL_RGBA16I:\r
-               case GL_RGBA32UI:\r
-               case GL_RGBA32I:\r
-                       if(samples > 0)\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-               case GL_RGBA4:\r
-               case GL_RGB5_A1:\r
-               case GL_RGB565:\r
-               case GL_SRGB8_ALPHA8:\r
-               case GL_RGB10_A2:\r
-               case GL_R8:\r
-               case GL_RG8:\r
-               case GL_RGB8:\r
-               case GL_RGBA8:\r
-                       context->setRenderbufferStorage(new es2::Colorbuffer(width, height, internalformat, samples));\r
-                       break;\r
-               case GL_STENCIL_INDEX8:\r
-                       context->setRenderbufferStorage(new es2::Stencilbuffer(width, height, samples));\r
-                       break;\r
-               case GL_DEPTH24_STENCIL8:\r
-               case GL_DEPTH32F_STENCIL8:\r
-                       context->setRenderbufferStorage(new es2::DepthStencilbuffer(width, height, samples));\r
-                       break;\r
-\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLuint texture = %d, GLint level = %d, GLint layer = %d)",\r
-             target, attachment, texture, level, layer);\r
-       \r
-       if(texture != 0 && layer < 0 || level < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               Texture* textureObject = context->getTexture(texture);\r
-               if(texture != 0)\r
-               {\r
-                       if(!textureObject)\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-\r
-                       switch(textureObject->getTarget())\r
-                       {\r
-                       case GL_TEXTURE_3D:\r
-                       case GL_TEXTURE_2D_ARRAY:\r
-                               if(layer >= es2::IMPLEMENTATION_MAX_TEXTURE_SIZE || (level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS))\r
-                               {\r
-                                       return error(GL_INVALID_VALUE);\r
-                               }\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-\r
-                       if(textureObject->isCompressed(target, level))\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-               }\r
-\r
-               es2::Framebuffer *framebuffer = nullptr;\r
-               switch(target)\r
-               {\r
-               case GL_DRAW_FRAMEBUFFER:\r
-               case GL_FRAMEBUFFER:\r
-                       framebuffer = context->getDrawFramebuffer();\r
-                       break;\r
-               case GL_READ_FRAMEBUFFER:\r
-                       framebuffer = context->getReadFramebuffer();\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-\r
-               switch(attachment)\r
-               {\r
-               case GL_COLOR_ATTACHMENT0:\r
-               case GL_COLOR_ATTACHMENT1:\r
-               case GL_COLOR_ATTACHMENT2:\r
-               case GL_COLOR_ATTACHMENT3:\r
-               case GL_COLOR_ATTACHMENT4:\r
-               case GL_COLOR_ATTACHMENT5:\r
-               case GL_COLOR_ATTACHMENT6:\r
-               case GL_COLOR_ATTACHMENT7:\r
-               case GL_COLOR_ATTACHMENT8:\r
-               case GL_COLOR_ATTACHMENT9:\r
-               case GL_COLOR_ATTACHMENT10:\r
-               case GL_COLOR_ATTACHMENT11:\r
-               case GL_COLOR_ATTACHMENT12:\r
-               case GL_COLOR_ATTACHMENT13:\r
-               case GL_COLOR_ATTACHMENT14:\r
-               case GL_COLOR_ATTACHMENT15:\r
-                       if(!framebuffer || framebuffer->getColorbufferName(attachment - GL_COLOR_ATTACHMENT0) == 0)\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-                       framebuffer->setColorbuffer(target, texture, attachment - GL_COLOR_ATTACHMENT0, layer, level);\r
-                       break;\r
-               case GL_DEPTH_ATTACHMENT:\r
-                       if(!framebuffer || framebuffer->getDepthbufferName() == 0)\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-                       framebuffer->setDepthbuffer(target, texture, layer, level);\r
-                       break;\r
-               case GL_STENCIL_ATTACHMENT:\r
-                       if(!framebuffer || framebuffer->getStencilbufferName() == 0)\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-                       framebuffer->setStencilbuffer(target, texture, layer, level);\r
-                       break;\r
-               case GL_DEPTH_STENCIL_ATTACHMENT:\r
-                       if(!framebuffer || framebuffer->getDepthbufferName() == 0 || framebuffer->getStencilbufferName() == 0)\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-                       framebuffer->setDepthbuffer(target, texture, layer, level);\r
-                       framebuffer->setStencilbuffer(target, texture, layer, level);\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void *GL_APIENTRY glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)\r
-{\r
-       TRACE("(GLenum target = 0x%X,  GLintptr offset = %d, GLsizeiptr length = %d, GLbitfield access = %X)",\r
-             target, offset, length, access);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Buffer *buffer = nullptr;\r
-               if(!context->getBuffer(target, &buffer))\r
-               {\r
-                       return error(GL_INVALID_ENUM, nullptr);\r
-               }\r
-\r
-               if(!buffer)\r
-               {\r
-                       // A null buffer means that "0" is bound to the requested buffer target\r
-                       return error(GL_INVALID_OPERATION, nullptr);\r
-               }\r
-\r
-               GLint bufferSize = buffer->size();\r
-               if((offset < 0) || (length < 0) || ((offset + length) > bufferSize))\r
-               {\r
-                       error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               if((access & ~(GL_MAP_READ_BIT |\r
-                              GL_MAP_WRITE_BIT |\r
-                              GL_MAP_INVALIDATE_RANGE_BIT |\r
-                              GL_MAP_INVALIDATE_BUFFER_BIT |\r
-                              GL_MAP_FLUSH_EXPLICIT_BIT |\r
-                              GL_MAP_UNSYNCHRONIZED_BIT)) != 0)\r
-               {\r
-                       error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               return buffer->mapRange(offset, length, access);\r
-       }\r
-\r
-       return nullptr;\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)\r
-{\r
-       TRACE("(GLenum target = 0x%X,  GLintptr offset = %d, GLsizeiptr length = %d)",\r
-             target, offset, length);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Buffer *buffer = nullptr;\r
-               if(!context->getBuffer(target, &buffer))\r
-               {\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-\r
-               if(!buffer)\r
-               {\r
-                       // A null buffer means that "0" is bound to the requested buffer target\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               GLint bufferSize = buffer->size();\r
-               if((offset < 0) || (length < 0) || ((offset + length) > bufferSize))\r
-               {\r
-                       error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               buffer->flushMappedRange(offset, length);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glBindVertexArray(GLuint array)\r
-{\r
-       TRACE("(GLuint array = %d)", array);\r
-\r
-       if(array == 0)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context && !context->bindVertexArray(array))\r
-       {\r
-               return error(GL_INVALID_OPERATION);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glDeleteVertexArrays(GLsizei n, const GLuint *arrays)\r
-{\r
-       TRACE("(GLsizei n = %d, const GLuint *arrays = %p)", n, arrays);\r
-\r
-       if(n < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               for(int i = 0; i < n; i++)\r
-               {\r
-                       context->deleteVertexArray(arrays[i]);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGenVertexArrays(GLsizei n, GLuint *arrays)\r
-{\r
-       TRACE("(GLsizei n = %d, const GLuint *arrays = %p)", n, arrays);\r
-\r
-       if(n < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               for(int i = 0; i < n; i++)\r
-               {\r
-                       arrays[i] = context->createVertexArray();\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL GLboolean GL_APIENTRY glIsVertexArray(GLuint array)\r
-{\r
-       TRACE("(GLuint array = %d)", array);\r
-\r
-       if(array == 0)\r
-       {\r
-               return GL_FALSE;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::VertexArray *arrayObject = context->getVertexArray(array);\r
-\r
-               if(arrayObject)\r
-               {\r
-                       return GL_TRUE;\r
-               }\r
-       }\r
-\r
-       return GL_FALSE;\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetIntegeri_v(GLenum target, GLuint index, GLint *data)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLuint index = %d, GLint* data = %p)",\r
-             target, index, data);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               if(!context->getTransformFeedbackiv(index, target, data) &&\r
-                  !context->getIntegerv(target, data))\r
-               {\r
-                       GLenum nativeType;\r
-                       unsigned int numParams = 0;\r
-                       if(!context->getQueryParameterInfo(target, &nativeType, &numParams))\r
-                               return error(GL_INVALID_ENUM);\r
-\r
-                       if(numParams == 0)\r
-                               return; // it is known that target is valid, but there are no parameters to return\r
-\r
-                       if(nativeType == GL_BOOL)\r
-                       {\r
-                               GLboolean *boolParams = NULL;\r
-                               boolParams = new GLboolean[numParams];\r
-\r
-                               context->getBooleanv(target, boolParams);\r
-\r
-                               for(unsigned int i = 0; i < numParams; ++i)\r
-                               {\r
-                                       data[i] = (boolParams[i] == GL_FALSE) ? 0 : 1;\r
-                               }\r
-\r
-                               delete[] boolParams;\r
-                       }\r
-                       else if(nativeType == GL_FLOAT)\r
-                       {\r
-                               GLfloat *floatParams = NULL;\r
-                               floatParams = new GLfloat[numParams];\r
-\r
-                               context->getFloatv(target, floatParams);\r
-\r
-                               for(unsigned int i = 0; i < numParams; ++i)\r
-                               {\r
-                                       if(target == GL_DEPTH_RANGE || target == GL_COLOR_CLEAR_VALUE || target == GL_DEPTH_CLEAR_VALUE || target == GL_BLEND_COLOR)\r
-                                       {\r
-                                               data[i] = es2::floatToInt(floatParams[i]);\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               data[i] = (GLint)(floatParams[i] > 0.0f ? floor(floatParams[i] + 0.5) : ceil(floatParams[i] - 0.5));\r
-                                       }\r
-                               }\r
-\r
-                               delete[] floatParams;\r
-                       }\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glBeginTransformFeedback(GLenum primitiveMode)\r
-{\r
-       TRACE("(GLenum primitiveMode = 0x%X)", primitiveMode);\r
-\r
-       switch(primitiveMode)\r
-       {\r
-       case GL_POINTS:\r
-       case GL_LINES:\r
-       case GL_TRIANGLES:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback();\r
-\r
-               if(transformFeedbackObject)\r
-               {\r
-                       if(transformFeedbackObject->isActive())\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-                       transformFeedbackObject->begin(primitiveMode);\r
-               }\r
-               else\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glEndTransformFeedback(void)\r
-{\r
-       TRACE("()");\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback();\r
-\r
-               if(transformFeedbackObject)\r
-               {\r
-                       if(!transformFeedbackObject->isActive())\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-                       transformFeedbackObject->end();\r
-               }\r
-               else\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLuint index = %d, GLuint buffer = %d, GLintptr offset = %d, GLsizeiptr size = %d)",\r
-             target, index, buffer, offset, size);\r
-\r
-       if(buffer != 0 && size <= 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               switch(target)\r
-               {\r
-               case GL_TRANSFORM_FEEDBACK_BUFFER:\r
-                       if(index >= es2::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS)\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-                       if(size & 0x3 || offset & 0x3) // size and offset must be multiples of 4\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-                       context->bindIndexedTransformFeedbackBuffer(buffer, index, offset, size);\r
-                       context->bindGenericTransformFeedbackBuffer(buffer);\r
-                       break;\r
-               case GL_UNIFORM_BUFFER:\r
-                       if(index >= es2::IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS)\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-                       if(offset % es2::IMPLEMENTATION_UNIFORM_BUFFER_OFFSET_ALIGNMENT != 0)\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-                       context->bindIndexedUniformBuffer(buffer, index, offset, size);\r
-                       context->bindGenericUniformBuffer(buffer);\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glBindBufferBase(GLenum target, GLuint index, GLuint buffer)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLuint index = %d, GLuint buffer = %d)",\r
-             target, index, buffer);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               switch(target)\r
-               {\r
-               case GL_TRANSFORM_FEEDBACK_BUFFER:\r
-                       if(index >= es2::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS)\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-                       context->bindIndexedTransformFeedbackBuffer(buffer, index, 0, 0);\r
-                       context->bindGenericTransformFeedbackBuffer(buffer);\r
-                       break;\r
-               case GL_UNIFORM_BUFFER:\r
-                       if(index >= es2::IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS)\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-                       context->bindIndexedUniformBuffer(buffer, index, 0, 0);\r
-                       context->bindGenericUniformBuffer(buffer);\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode)\r
-{\r
-       TRACE("(GLuint program = %d, GLsizei count = %d, const GLchar *const*varyings = %p, GLenum bufferMode = 0x%X)",\r
-             program, count, varyings, bufferMode);\r
-\r
-       switch(bufferMode)\r
-       {\r
-       case GL_SEPARATE_ATTRIBS:\r
-               if(count > es2::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-       case GL_INTERLEAVED_ATTRIBS:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *programObject = context->getProgram(program);\r
-\r
-               if(!programObject)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               programObject->setTransformFeedbackVaryings(count, varyings, bufferMode);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)\r
-{\r
-       TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufSize = %d, GLsizei *length = %p, GLsizei *size = %p, GLenum *type = %p, GLchar *name = %p)",\r
-             program, index, bufSize, length, size, type, name);\r
-\r
-       if(bufSize < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *programObject = context->getProgram(program);\r
-\r
-               if(!programObject)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               if(index >= static_cast<GLuint>(programObject->getTransformFeedbackVaryingCount()))\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               programObject->getTransformFeedbackVarying(index, bufSize, length, size, type, name);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)\r
-{\r
-       TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufSize = %d, GLsizei *length = %p, GLsizei *size = %p, GLenum *type = %p, GLchar *name = %p)",\r
-             index, size, type, stride, pointer);\r
-\r
-       if(index >= es2::MAX_VERTEX_ATTRIBS)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(size < 1 || size > 4 || stride < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       switch(type)\r
-       {\r
-       case GL_BYTE:\r
-       case GL_UNSIGNED_BYTE:\r
-       case GL_SHORT:\r
-       case GL_UNSIGNED_SHORT:\r
-       case GL_INT:\r
-       case GL_UNSIGNED_INT:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               context->setVertexAttribState(index, context->getArrayBuffer(), size, type, false, stride, pointer);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)\r
-{\r
-       TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint *params = %p)",\r
-             index, pname, params);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               if(index >= es2::MAX_VERTEX_ATTRIBS)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               const es2::VertexAttribute &attribState = context->getVertexAttribState(index);\r
-\r
-               switch(pname)\r
-               {\r
-               case GL_VERTEX_ATTRIB_ARRAY_ENABLED:\r
-                       *params = (attribState.mArrayEnabled ? GL_TRUE : GL_FALSE);\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_SIZE:\r
-                       *params = attribState.mSize;\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_STRIDE:\r
-                       *params = attribState.mStride;\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_TYPE:\r
-                       *params = attribState.mType;\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:\r
-                       *params = (attribState.mNormalized ? GL_TRUE : GL_FALSE);\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:\r
-                       *params = attribState.mBoundBuffer.name();\r
-                       break;\r
-               case GL_CURRENT_VERTEX_ATTRIB:\r
-                       {\r
-                               const VertexAttribute& attrib = context->getCurrentVertexAttributes()[index];\r
-                               for(int i = 0; i < 4; ++i)\r
-                               {\r
-                                       params[i] = attrib.getCurrentValueI(i);\r
-                               }\r
-                       }\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_INTEGER:\r
-                       switch(attribState.mType)\r
-                       {\r
-                       case GL_BYTE:\r
-                       case GL_UNSIGNED_BYTE:\r
-                       case GL_SHORT:\r
-                       case GL_UNSIGNED_SHORT:\r
-                       case GL_INT:\r
-                       case GL_INT_2_10_10_10_REV:\r
-                       case GL_UNSIGNED_INT:\r
-                       case GL_FIXED:\r
-                               *params = GL_TRUE;\r
-                               break;\r
-                       default:\r
-                               *params = GL_FALSE;\r
-                               break;\r
-                       }\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:\r
-                       *params = attribState.mDivisor;\r
-                       break;\r
-               default: return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)\r
-{\r
-       TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLuint *params = %p)",\r
-               index, pname, params);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               if(index >= es2::MAX_VERTEX_ATTRIBS)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               const es2::VertexAttribute &attribState = context->getVertexAttribState(index);\r
-\r
-               switch(pname)\r
-               {\r
-               case GL_VERTEX_ATTRIB_ARRAY_ENABLED:\r
-                       *params = (attribState.mArrayEnabled ? GL_TRUE : GL_FALSE);\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_SIZE:\r
-                       *params = attribState.mSize;\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_STRIDE:\r
-                       *params = attribState.mStride;\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_TYPE:\r
-                       *params = attribState.mType;\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:\r
-                       *params = (attribState.mNormalized ? GL_TRUE : GL_FALSE);\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:\r
-                       *params = attribState.mBoundBuffer.name();\r
-                       break;\r
-               case GL_CURRENT_VERTEX_ATTRIB:\r
-                       {\r
-                               const VertexAttribute& attrib = context->getCurrentVertexAttributes()[index];\r
-                               for(int i = 0; i < 4; ++i)\r
-                               {\r
-                                       params[i] = attrib.getCurrentValueUI(i);\r
-                               }\r
-                       }\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_INTEGER:\r
-                       switch(attribState.mType)\r
-                       {\r
-                       case GL_BYTE:\r
-                       case GL_UNSIGNED_BYTE:\r
-                       case GL_SHORT:\r
-                       case GL_UNSIGNED_SHORT:\r
-                       case GL_INT:\r
-                       case GL_INT_2_10_10_10_REV:\r
-                       case GL_UNSIGNED_INT:\r
-                       case GL_FIXED:\r
-                               *params = GL_TRUE;\r
-                               break;\r
-                       default:\r
-                               *params = GL_FALSE;\r
-                               break;\r
-                       }\r
-                       break;\r
-               case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:\r
-                       *params = attribState.mDivisor;\r
-                       break;\r
-               default: return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)\r
-{\r
-       TRACE("(GLuint index = %d, GLint x = %d, GLint y = %d, GLint z = %d, GLint w = %d)",\r
-             index, x, y, z, w);\r
-\r
-       if(index >= es2::MAX_VERTEX_ATTRIBS)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               GLint vals[4] = { x, y, z, w };\r
-               context->setVertexAttrib(index, vals);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)\r
-{\r
-       TRACE("(GLuint index = %d, GLint x = %d, GLint y = %d, GLint z = %d, GLint w = %d)",\r
-             index, x, y, z, w);\r
-\r
-       if(index >= es2::MAX_VERTEX_ATTRIBS)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               GLuint vals[4] = { x, y, z, w };\r
-               context->setVertexAttrib(index, vals);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glVertexAttribI4iv(GLuint index, const GLint *v)\r
-{\r
-       TRACE("(GLuint index = %d, GLint *v = %p)", index, v);\r
-\r
-       if(index >= es2::MAX_VERTEX_ATTRIBS)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               context->setVertexAttrib(index, v);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glVertexAttribI4uiv(GLuint index, const GLuint *v)\r
-{\r
-       TRACE("(GLuint index = %d, GLint *v = %p)", index, v);\r
-\r
-       if(index >= es2::MAX_VERTEX_ATTRIBS)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               context->setVertexAttrib(index, v);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetUniformuiv(GLuint program, GLint location, GLuint *params)\r
-{\r
-       TRACE("(GLuint program = %d, GLint location = %d, GLuint *params = %p)",\r
-             program, location, params);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               if(program == 0)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               es2::Program *programObject = context->getProgram(program);\r
-\r
-               if(!programObject || !programObject->isLinked())\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!programObject)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!programObject->getUniformuiv(location, NULL, params))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL GLint GL_APIENTRY glGetFragDataLocation(GLuint program, const GLchar *name)\r
-{\r
-       TRACE("(GLuint program = %d, const GLchar *name = %p)", program, name);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(strstr(name, "gl_") == name)\r
-       {\r
-               return -1;\r
-       }\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *programObject = context->getProgram(program);\r
-\r
-               if(!programObject)\r
-               {\r
-                       if(context->getShader(program))\r
-                       {\r
-                               return error(GL_INVALID_OPERATION, -1);\r
-                       }\r
-                       else\r
-                       {\r
-                               return error(GL_INVALID_VALUE, -1);\r
-                       }\r
-               }\r
-\r
-               if(!programObject->isLinked())\r
-               {\r
-                       return error(GL_INVALID_OPERATION, -1);\r
-               }\r
-       }\r
-\r
-       UNIMPLEMENTED();\r
-       return -1;\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniform1ui(GLint location, GLuint v0)\r
-{\r
-       glUniform1uiv(location, 1, &v0);\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniform2ui(GLint location, GLuint v0, GLuint v1)\r
-{\r
-       GLuint xy[2] = { v0, v1 };\r
-\r
-       glUniform2uiv(location, 1, (GLuint*)&xy);\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)\r
-{\r
-       GLuint xyz[3] = { v0, v1, v2 };\r
-\r
-       glUniform3uiv(location, 1, (GLuint*)&xyz);\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)\r
-{\r
-       GLuint xyzw[4] = { v0, v1, v2, v3 };\r
-\r
-       glUniform4uiv(location, 1, (GLuint*)&xyzw);\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniform1uiv(GLint location, GLsizei count, const GLuint *value)\r
-{\r
-       TRACE("(GLint location = %d, GLsizei count = %d, const GLuint *value = %p)",\r
-             location, count, value);\r
-       \r
-       if(count < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(location == -1)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *program = context->getCurrentProgram();\r
-\r
-               if(!program)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!program->setUniform1uiv(location, count, value))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniform2uiv(GLint location, GLsizei count, const GLuint *value)\r
-{\r
-       TRACE("(GLint location = %d, GLsizei count = %d, const GLuint *value = %p)",\r
-             location, count, value);\r
-\r
-       if(count < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(location == -1)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *program = context->getCurrentProgram();\r
-\r
-               if(!program)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!program->setUniform2uiv(location, count, value))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniform3uiv(GLint location, GLsizei count, const GLuint *value)\r
-{\r
-       TRACE("(GLint location = %d, GLsizei count = %d, const GLuint *value = %p)",\r
-             location, count, value);\r
-\r
-       if(count < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(location == -1)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *program = context->getCurrentProgram();\r
-\r
-               if(!program)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!program->setUniform3uiv(location, count, value))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniform4uiv(GLint location, GLsizei count, const GLuint *value)\r
-{\r
-       TRACE("(GLint location = %d, GLsizei count = %d, const GLuint *value = %p)",\r
-             location, count, value);\r
-\r
-       if(count < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(location == -1)\r
-       {\r
-               return;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *program = context->getCurrentProgram();\r
-\r
-               if(!program)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!program->setUniform4uiv(location, count, value))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)\r
-{\r
-       TRACE("(GLenum buffer = 0x%X, GLint drawbuffer = %d, const GLint *value = %p)",\r
-             buffer, drawbuffer, value);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               switch(buffer)\r
-               {\r
-               case GL_COLOR:\r
-                       if(drawbuffer < 0 || drawbuffer >= es2::IMPLEMENTATION_MAX_DRAW_BUFFERS)\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-                       else\r
-                       {\r
-                               context->clearColorBuffer(drawbuffer, value);\r
-                       }\r
-                       break;\r
-               case GL_STENCIL:\r
-                       if(drawbuffer != 0)\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-                       else\r
-                       {\r
-                               context->clearStencilBuffer(drawbuffer, value);\r
-                       }\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)\r
-{\r
-       TRACE("(GLenum buffer = 0x%X, GLint drawbuffer = %d, const GLuint *value = %p)",\r
-             buffer, drawbuffer, value);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               switch(buffer)\r
-               {\r
-               case GL_COLOR:\r
-                       if(drawbuffer < 0 || drawbuffer >= es2::IMPLEMENTATION_MAX_DRAW_BUFFERS)\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-                       else\r
-                       {\r
-                               context->clearColorBuffer(drawbuffer, value);\r
-                       }\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)\r
-{\r
-       TRACE("(GLenum buffer = 0x%X, GLint drawbuffer = %d, const GLfloat *value = %p)",\r
-             buffer, drawbuffer, value);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               switch(buffer)\r
-               {\r
-               case GL_COLOR:\r
-                       if(drawbuffer < 0 || drawbuffer >= es2::IMPLEMENTATION_MAX_DRAW_BUFFERS)\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-                       else\r
-                       {\r
-                               context->clearColorBuffer(drawbuffer, value);\r
-                       }\r
-                       break;\r
-               case GL_DEPTH:\r
-                       if(drawbuffer != 0)\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-                       else\r
-                       {\r
-                               context->clearDepthBuffer(drawbuffer, value);\r
-                       }\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)\r
-{\r
-       TRACE("(GLenum buffer = 0x%X, GLint drawbuffer = %d, GLfloat depth = %f, GLint stencil = %d)",\r
-             buffer, drawbuffer, depth, stencil);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               switch(buffer)\r
-               {\r
-               case GL_DEPTH_STENCIL:\r
-                       if(drawbuffer != 0)\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-                       else\r
-                       {\r
-                               context->clearDepthStencilBuffer(drawbuffer, depth, stencil);\r
-                       }\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL const GLubyte *GL_APIENTRY glGetStringi(GLenum name, GLuint index)\r
-{\r
-       TRACE("(GLenum name = 0x%X, GLuint index = %d)", name, index);\r
-\r
-       es2::Context *context = es2::getContext();\r
-       if(context)\r
-       {\r
-               GLuint numExtensions;\r
-               context->getExtensions(0, &numExtensions);\r
-\r
-               if(index >= numExtensions)\r
-               {\r
-                       return error(GL_INVALID_VALUE, (GLubyte*)NULL);\r
-               }\r
-\r
-               switch(name)\r
-               {\r
-               case GL_EXTENSIONS:\r
-                       return context->getExtensions(index);\r
-               default:\r
-                       return error(GL_INVALID_ENUM, (GLubyte*)NULL);\r
-               }\r
-       }\r
-\r
-       return (GLubyte*)NULL;\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)\r
-{\r
-       TRACE("(GLenum readTarget = 0x%X, GLenum writeTarget = 0x%X,  GLintptr readOffset = %d, GLintptr writeOffset = %d, GLsizeiptr size = %d)",\r
-             readTarget, writeTarget, readOffset, writeOffset, size);\r
-\r
-       if(readOffset < 0 || writeOffset < 0 || size < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Buffer *readBuffer = nullptr, *writeBuffer = nullptr;\r
-               if(!context->getBuffer(readTarget, &readBuffer) || !context->getBuffer(writeTarget, &writeBuffer))\r
-               {\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-               if(!readBuffer || readBuffer->isMapped() || !writeBuffer || writeBuffer->isMapped())\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-               if((readBuffer == writeBuffer) && // If same buffer, check for overlap\r
-                  ((readOffset >= writeOffset) && (readOffset < (writeOffset + size)) ||\r
-                   (writeOffset >= readOffset) && (writeOffset < (readOffset + size))))\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-               if((static_cast<size_t>(readOffset + size) > readBuffer->size()) ||\r
-                  (static_cast<size_t>(writeOffset + size) > writeBuffer->size()))\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               writeBuffer->bufferSubData(((char*)readBuffer->data()) + readOffset, size, writeOffset);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices)\r
-{\r
-       TRACE("(GLuint program = %d, GLsizei uniformCount = %d, const GLchar *const*uniformNames = %p, GLuint *uniformIndices = %p)",\r
-             program, uniformCount, uniformNames, uniformIndices);\r
-\r
-       if (uniformCount < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *programObject = context->getProgram(program);\r
-\r
-               if(!programObject)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!programObject->isLinked())\r
-               {\r
-                       for(int uniformId = 0; uniformId < uniformCount; uniformId++)\r
-                       {\r
-                               uniformIndices[uniformId] = GL_INVALID_INDEX;\r
-                       }\r
-               }\r
-               else\r
-               {\r
-                       for(int uniformId = 0; uniformId < uniformCount; uniformId++)\r
-                       {\r
-                               uniformIndices[uniformId] = programObject->getUniformIndex(uniformNames[uniformId]);\r
-                       }\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)\r
-{\r
-       TRACE("(GLuint program = %d, GLsizei uniformCount = %d, const GLchar *const*uniformNames = %p, GLenum pname = 0x%X, GLuint *uniformIndices = %p)",\r
-             program, uniformCount, uniformIndices, pname, uniformIndices);\r
-\r
-       switch(pname)\r
-       {\r
-       case GL_UNIFORM_TYPE:\r
-       case GL_UNIFORM_SIZE:\r
-       case GL_UNIFORM_NAME_LENGTH:\r
-       case GL_UNIFORM_BLOCK_INDEX:\r
-       case GL_UNIFORM_OFFSET:\r
-       case GL_UNIFORM_ARRAY_STRIDE:\r
-       case GL_UNIFORM_MATRIX_STRIDE:\r
-       case GL_UNIFORM_IS_ROW_MAJOR:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *programObject = context->getProgram(program);\r
-\r
-               if(!programObject)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               for(int uniformId = 0; uniformId < uniformCount; uniformId++)\r
-               {\r
-                       const GLuint index = uniformIndices[uniformId];\r
-\r
-                       if(index >= programObject->getActiveUniformCount())\r
-                       {\r
-                               return error(GL_INVALID_VALUE);\r
-                       }\r
-               }\r
-\r
-               for(int uniformId = 0; uniformId < uniformCount; uniformId++)\r
-               {\r
-                       const GLuint index = uniformIndices[uniformId];\r
-                       params[uniformId] = programObject->getActiveUniformi(index, pname);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL GLuint GL_APIENTRY glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)\r
-{\r
-       TRACE("(GLuint program = %d, const GLchar *uniformBlockName = %p)",\r
-             program, uniformBlockName);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *programObject = context->getProgram(program);\r
-\r
-               if(!programObject)\r
-               {\r
-                       return error(GL_INVALID_OPERATION, GL_INVALID_INDEX);\r
-               }\r
-\r
-               return programObject->getUniformBlockIndex(uniformBlockName);\r
-       }\r
-\r
-       return GL_INVALID_INDEX;\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)\r
-{\r
-       TRACE("(GLuint program = %d, GLuint uniformBlockIndex = %d, GLenum pname = 0x%X, GLint *params = %p)",\r
-             program, uniformBlockIndex, pname, params);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *programObject = context->getProgram(program);\r
-\r
-               if(!programObject)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               switch(pname)\r
-               {\r
-               case GL_UNIFORM_BLOCK_BINDING:\r
-                       *params = static_cast<GLint>(programObject->getUniformBlockBinding(uniformBlockIndex));\r
-                       break;\r
-               case GL_UNIFORM_BLOCK_DATA_SIZE:\r
-               case GL_UNIFORM_BLOCK_NAME_LENGTH:\r
-               case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:\r
-               case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:\r
-               case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:\r
-               case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:\r
-                       programObject->getActiveUniformBlockiv(uniformBlockIndex, pname, params);\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)\r
-{\r
-       TRACE("(GLuint program = %d, GLuint uniformBlockIndex = %d, GLsizei bufSize = %d, GLsizei *length = %p, GLchar *uniformBlockName = %p)",\r
-             program, uniformBlockIndex, bufSize, length, uniformBlockName);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *programObject = context->getProgram(program);\r
-\r
-               if(!programObject)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               programObject->getActiveUniformBlockName(uniformBlockIndex, bufSize, length, uniformBlockName);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)\r
-{\r
-       TRACE("(GLuint program = %d, GLuint uniformBlockIndex = %d, GLuint uniformBlockBinding = %d)",\r
-             program, uniformBlockIndex, uniformBlockBinding);\r
-\r
-       if(uniformBlockBinding >= es2::IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *programObject = context->getProgram(program);\r
-\r
-               if(!programObject)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               programObject->bindUniformBlock(uniformBlockIndex, uniformBlockIndex);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)\r
-{\r
-       TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d, GLsizei instanceCount = %d)",\r
-             mode, first, count, instanceCount);\r
-\r
-       switch(mode)\r
-       {\r
-       case GL_POINTS:\r
-       case GL_LINES:\r
-       case GL_LINE_LOOP:\r
-       case GL_LINE_STRIP:\r
-       case GL_TRIANGLES:\r
-       case GL_TRIANGLE_FAN:\r
-       case GL_TRIANGLE_STRIP:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if(count < 0 || instanceCount < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::TransformFeedback* transformFeedback = context->getTransformFeedback();\r
-               if(transformFeedback && transformFeedback->isActive() && (mode != transformFeedback->primitiveMode()))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               context->drawArrays(mode, first, count, instanceCount);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)\r
-{\r
-       TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const void *indices = %p, GLsizei instanceCount = %d)",\r
-             mode, count, type, indices, instanceCount);\r
-\r
-       switch(mode)\r
-       {\r
-       case GL_POINTS:\r
-       case GL_LINES:\r
-       case GL_LINE_LOOP:\r
-       case GL_LINE_STRIP:\r
-       case GL_TRIANGLES:\r
-       case GL_TRIANGLE_FAN:\r
-       case GL_TRIANGLE_STRIP:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       switch(type)\r
-       {\r
-       case GL_UNSIGNED_BYTE:\r
-       case GL_UNSIGNED_SHORT:\r
-       case GL_UNSIGNED_INT:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       if(count < 0 || instanceCount < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::TransformFeedback* transformFeedback = context->getTransformFeedback();\r
-               if(transformFeedback && transformFeedback->isActive() && !transformFeedback->isPaused())\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               context->drawElements(mode, 0, MAX_ELEMENT_INDEX, count, type, indices, instanceCount);\r
-       }\r
-}\r
-\r
-GL_APICALL GLsync GL_APIENTRY glFenceSync(GLenum condition, GLbitfield flags)\r
-{\r
-       TRACE("(GLenum condition = 0x%X, GLbitfield flags = %X)", condition, flags);\r
-\r
-       switch(condition)\r
-       {\r
-       case GL_SYNC_GPU_COMMANDS_COMPLETE:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM, nullptr);\r
-       }\r
-\r
-       if(flags != 0)\r
-       {\r
-               return error(GL_INVALID_VALUE, nullptr);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               return context->createFenceSync(condition, flags);\r
-       }\r
-\r
-       return nullptr;\r
-}\r
-\r
-GL_APICALL GLboolean GL_APIENTRY glIsSync(GLsync sync)\r
-{\r
-       TRACE("(GLsync sync = %p)", sync);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::FenceSync *fenceSyncObject = context->getFenceSync(sync);\r
-\r
-               if(fenceSyncObject)\r
-               {\r
-                       return GL_TRUE;\r
-               }\r
-       }\r
-\r
-       return GL_FALSE;\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glDeleteSync(GLsync sync)\r
-{\r
-       TRACE("(GLsync sync = %p)", sync);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               context->deleteFenceSync(sync);\r
-       }\r
-}\r
-\r
-GL_APICALL GLenum GL_APIENTRY glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)\r
-{\r
-       TRACE("(GLsync sync = %p, GLbitfield flags = %X, GLuint64 timeout = %llu)", sync, flags, timeout);\r
-\r
-       if((flags & ~(GL_SYNC_FLUSH_COMMANDS_BIT)) != 0)\r
-       {\r
-               error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::FenceSync *fenceSyncObject = context->getFenceSync(sync);\r
-\r
-               if(fenceSyncObject)\r
-               {\r
-                       return fenceSyncObject->clientWait(flags, timeout);\r
-               }\r
-               else\r
-               {\r
-                       return error(GL_INVALID_VALUE, GL_FALSE);\r
-               }\r
-       }\r
-\r
-       return GL_FALSE;\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)\r
-{\r
-       TRACE("(GLsync sync = %p, GLbitfield flags = %X, GLuint64 timeout = %llu)", sync, flags, timeout);\r
-\r
-       if(flags != 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(timeout != GL_TIMEOUT_IGNORED)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::FenceSync *fenceSyncObject = context->getFenceSync(sync);\r
-\r
-               if(fenceSyncObject)\r
-               {\r
-                       fenceSyncObject->serverWait(flags, timeout);\r
-               }\r
-               else\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetInteger64v(GLenum pname, GLint64 *data)\r
-{\r
-       TRACE("(GLenum pname = 0x%X, GLint64 *data = %p)", pname, data);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               if(!(context->getIntegerv(pname, data)))\r
-               {\r
-                       GLenum nativeType;\r
-                       unsigned int numParams = 0;\r
-                       if(!context->getQueryParameterInfo(pname, &nativeType, &numParams))\r
-                               return error(GL_INVALID_ENUM);\r
-\r
-                       if(numParams == 0)\r
-                               return; // it is known that pname is valid, but there are no parameters to return\r
-\r
-                       if(nativeType == GL_BOOL)\r
-                       {\r
-                               GLboolean *boolParams = NULL;\r
-                               boolParams = new GLboolean[numParams];\r
-\r
-                               context->getBooleanv(pname, boolParams);\r
-\r
-                               for(unsigned int i = 0; i < numParams; ++i)\r
-                               {\r
-                                       data[i] = (boolParams[i] == GL_FALSE) ? 0 : 1;\r
-                               }\r
-\r
-                               delete[] boolParams;\r
-                       }\r
-                       else if(nativeType == GL_FLOAT)\r
-                       {\r
-                               GLfloat *floatParams = NULL;\r
-                               floatParams = new GLfloat[numParams];\r
-\r
-                               context->getFloatv(pname, floatParams);\r
-\r
-                               for(unsigned int i = 0; i < numParams; ++i)\r
-                               {\r
-                                       if(pname == GL_DEPTH_RANGE || pname == GL_COLOR_CLEAR_VALUE || pname == GL_DEPTH_CLEAR_VALUE || pname == GL_BLEND_COLOR)\r
-                                       {\r
-                                               data[i] = (GLint64)(es2::floatToInt(floatParams[i]));\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               data[i] = (GLint64)(floatParams[i] > 0.0f ? floor(floatParams[i] + 0.5) : ceil(floatParams[i] - 0.5));\r
-                                       }\r
-                               }\r
-\r
-                               delete[] floatParams;\r
-                       }\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)\r
-{\r
-       TRACE("(GLsync sync = %p, GLenum pname = 0x%X, GLsizei bufSize = %d, GLsizei *length = %p, GLint *values = %p)",\r
-             sync, pname, bufSize, length, values);\r
-\r
-       UNIMPLEMENTED();\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLuint index = %d, GLint64 *data = %p)", target, index, data);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               if(!context->getTransformFeedbackiv(index, target, data) &&\r
-                       !context->getIntegerv(target, data))\r
-               {\r
-                       GLenum nativeType;\r
-                       unsigned int numParams = 0;\r
-                       if(!context->getQueryParameterInfo(target, &nativeType, &numParams))\r
-                               return error(GL_INVALID_ENUM);\r
-\r
-                       if(numParams == 0)\r
-                               return; // it is known that target is valid, but there are no parameters to return\r
-\r
-                       if(nativeType == GL_BOOL)\r
-                       {\r
-                               GLboolean *boolParams = NULL;\r
-                               boolParams = new GLboolean[numParams];\r
-\r
-                               context->getBooleanv(target, boolParams);\r
-\r
-                               for(unsigned int i = 0; i < numParams; ++i)\r
-                               {\r
-                                       data[i] = (boolParams[i] == GL_FALSE) ? 0 : 1;\r
-                               }\r
-\r
-                               delete[] boolParams;\r
-                       }\r
-                       else if(nativeType == GL_FLOAT)\r
-                       {\r
-                               GLfloat *floatParams = NULL;\r
-                               floatParams = new GLfloat[numParams];\r
-\r
-                               context->getFloatv(target, floatParams);\r
-\r
-                               for(unsigned int i = 0; i < numParams; ++i)\r
-                               {\r
-                                       if(target == GL_DEPTH_RANGE || target == GL_COLOR_CLEAR_VALUE || target == GL_DEPTH_CLEAR_VALUE || target == GL_BLEND_COLOR)\r
-                                       {\r
-                                               data[i] = (GLint64)(es2::floatToInt(floatParams[i]));\r
-                                       }\r
-                                       else\r
-                                       {\r
-                                               data[i] = (GLint64)(floatParams[i] > 0.0f ? floor(floatParams[i] + 0.5) : ceil(floatParams[i] - 0.5));\r
-                                       }\r
-                               }\r
-\r
-                               delete[] floatParams;\r
-                       }\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint64 *params = %p)", target, pname, params);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Buffer *buffer = nullptr;\r
-\r
-               if(!context->getBuffer(target, &buffer))\r
-               {\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-\r
-               if(!buffer)\r
-               {\r
-                       // A null buffer means that "0" is bound to the requested buffer target\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               switch(pname)\r
-               {\r
-               case GL_BUFFER_USAGE:\r
-                       *params = buffer->usage();\r
-                       break;\r
-               case GL_BUFFER_SIZE:\r
-                       *params = buffer->size();\r
-                       break;\r
-               case GL_BUFFER_ACCESS_FLAGS:\r
-                       *params = buffer->access();\r
-                       break;\r
-               case GL_BUFFER_MAPPED:\r
-                       *params = buffer->isMapped();\r
-                       break;\r
-               case GL_BUFFER_MAP_LENGTH:\r
-                       *params = buffer->length();\r
-                       break;\r
-               case GL_BUFFER_MAP_OFFSET:\r
-                       *params = buffer->offset();\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGenSamplers(GLsizei count, GLuint *samplers)\r
-{\r
-       TRACE("(GLsizei count = %d, GLuint *samplers = %p)", count, samplers);\r
-\r
-       if(count < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               for(int i = 0; i < count; i++)\r
-               {\r
-                       samplers[i] = context->createSampler();\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glDeleteSamplers(GLsizei count, const GLuint *samplers)\r
-{\r
-       TRACE("(GLsizei count = %d, GLuint *samplers = %p)", count, samplers);\r
-\r
-       if(count < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               for(int i = 0; i < count; i++)\r
-               {\r
-                       context->deleteSampler(samplers[i]);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL GLboolean GL_APIENTRY glIsSampler(GLuint sampler)\r
-{\r
-       TRACE("(GLuint sampler = %d)", sampler);\r
-\r
-       if(sampler == 0)\r
-       {\r
-               return GL_FALSE;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Sampler *samplerObject = context->getSampler(sampler);\r
-\r
-               if(samplerObject)\r
-               {\r
-                       return GL_TRUE;\r
-               }\r
-       }\r
-\r
-       return GL_FALSE;\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glBindSampler(GLuint unit, GLuint sampler)\r
-{\r
-       TRACE("(GLuint unit = %d, GLuint sampler = %d)", unit, sampler);\r
-\r
-       if(unit >= es2::MAX_COMBINED_TEXTURE_IMAGE_UNITS)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               if(sampler != 0)\r
-               {\r
-                       es2::Sampler *samplerObject = context->getSampler(sampler);\r
-\r
-                       if(!samplerObject)\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-               }\r
-\r
-               context->bindSampler(unit, sampler);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)\r
-{\r
-       TRACE("(GLuint sampler = %d, GLenum pname = 0x%X, GLint param = %d)",\r
-             sampler, pname, param);\r
-\r
-       glSamplerParameteriv(sampler, pname, &param);\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)\r
-{\r
-       TRACE("(GLuint sampler = %d, GLenum pname = 0x%X, const GLint *param = %p)",\r
-             sampler, pname, param);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Sampler *samplerObject = (sampler != 0) ? context->getSampler(sampler) : nullptr;\r
-\r
-               if(!samplerObject)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               switch(pname)\r
-               {\r
-               case GL_TEXTURE_WRAP_S:\r
-                       switch(*param)\r
-                       {\r
-                       case GL_CLAMP_TO_EDGE:\r
-                       case GL_MIRRORED_REPEAT:\r
-                       case GL_REPEAT:\r
-                               samplerObject->mWrapModeS = *param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               case GL_TEXTURE_WRAP_T:\r
-                       switch(*param)\r
-                       {\r
-                       case GL_CLAMP_TO_EDGE:\r
-                       case GL_MIRRORED_REPEAT:\r
-                       case GL_REPEAT:\r
-                               samplerObject->mWrapModeT = *param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               case GL_TEXTURE_WRAP_R:\r
-                       switch(*param)\r
-                       {\r
-                       case GL_CLAMP_TO_EDGE:\r
-                       case GL_MIRRORED_REPEAT:\r
-                       case GL_REPEAT:\r
-                               samplerObject->mWrapModeR = *param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               case GL_TEXTURE_MIN_FILTER:\r
-                       switch(*param)\r
-                       {\r
-                       case GL_NEAREST:\r
-                       case GL_LINEAR:\r
-                       case GL_NEAREST_MIPMAP_NEAREST:\r
-                       case GL_LINEAR_MIPMAP_NEAREST:\r
-                       case GL_NEAREST_MIPMAP_LINEAR:\r
-                       case GL_LINEAR_MIPMAP_LINEAR:\r
-                               samplerObject->mMinFilter = *param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               case GL_TEXTURE_MAG_FILTER:\r
-                       switch(*param)\r
-                       {\r
-                       case GL_NEAREST:\r
-                       case GL_LINEAR:\r
-                               samplerObject->mMagFilter = *param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               case GL_TEXTURE_MIN_LOD:\r
-                       samplerObject->mMinLod = (GLfloat)*param;\r
-                       break;\r
-               case GL_TEXTURE_MAX_LOD:\r
-                       samplerObject->mMaxLod = (GLfloat)*param;\r
-                       break;\r
-               case GL_TEXTURE_COMPARE_MODE:\r
-                       switch(*param)\r
-                       {\r
-                       case GL_COMPARE_REF_TO_TEXTURE:\r
-                       case GL_NONE:\r
-                               samplerObject->mCompareMode = *param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               case GL_TEXTURE_COMPARE_FUNC:\r
-                       switch(*param)\r
-                       {\r
-                       case GL_LEQUAL:\r
-                       case GL_GEQUAL:\r
-                       case GL_LESS:\r
-                       case GL_GREATER:\r
-                       case GL_EQUAL:\r
-                       case GL_NOTEQUAL:\r
-                       case GL_ALWAYS:\r
-                       case GL_NEVER:\r
-                               samplerObject->mCompareFunc = *param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)\r
-{\r
-       TRACE("(GLuint sampler = %d, GLenum pname = 0x%X, GLfloat param = %f)",\r
-             sampler, pname, param);\r
-\r
-       glSamplerParameterfv(sampler, pname, &param);\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)\r
-{\r
-       TRACE("(GLuint sampler = %d, GLenum pname = 0x%X, const GLfloat *param = %p)",\r
-             sampler, pname, param);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Sampler *samplerObject = (sampler != 0) ? context->getSampler(sampler) : nullptr;\r
-\r
-               if(!samplerObject)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               switch(pname)\r
-               {\r
-               case GL_TEXTURE_WRAP_S:\r
-                       switch((GLenum)*param)\r
-                       {\r
-                       case GL_CLAMP_TO_EDGE:\r
-                       case GL_MIRRORED_REPEAT:\r
-                       case GL_REPEAT:\r
-                               samplerObject->mWrapModeS = (GLenum)*param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               case GL_TEXTURE_WRAP_T:\r
-                       switch((GLenum)*param)\r
-                       {\r
-                       case GL_CLAMP_TO_EDGE:\r
-                       case GL_MIRRORED_REPEAT:\r
-                       case GL_REPEAT:\r
-                               samplerObject->mWrapModeT = (GLenum)*param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               case GL_TEXTURE_WRAP_R:\r
-                       switch((GLenum)*param)\r
-                       {\r
-                       case GL_CLAMP_TO_EDGE:\r
-                       case GL_MIRRORED_REPEAT:\r
-                       case GL_REPEAT:\r
-                               samplerObject->mWrapModeR = (GLenum)*param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               case GL_TEXTURE_MIN_FILTER:\r
-                       switch((GLenum)*param)\r
-                       {\r
-                       case GL_NEAREST:\r
-                       case GL_LINEAR:\r
-                       case GL_NEAREST_MIPMAP_NEAREST:\r
-                       case GL_LINEAR_MIPMAP_NEAREST:\r
-                       case GL_NEAREST_MIPMAP_LINEAR:\r
-                       case GL_LINEAR_MIPMAP_LINEAR:\r
-                               samplerObject->mMinFilter = (GLenum)*param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               case GL_TEXTURE_MAG_FILTER:\r
-                       switch((GLenum)*param)\r
-                       {\r
-                       case GL_NEAREST:\r
-                       case GL_LINEAR:\r
-                               samplerObject->mMagFilter = (GLenum)*param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               case GL_TEXTURE_MIN_LOD:\r
-                       samplerObject->mMinLod = *param;\r
-                       break;\r
-               case GL_TEXTURE_MAX_LOD:\r
-                       samplerObject->mMaxLod = *param;\r
-                       break;\r
-               case GL_TEXTURE_COMPARE_MODE:\r
-                       switch((GLenum)*param)\r
-                       {\r
-                       case GL_COMPARE_REF_TO_TEXTURE:\r
-                       case GL_NONE:\r
-                               samplerObject->mCompareMode = (GLenum)*param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               case GL_TEXTURE_COMPARE_FUNC:\r
-                       switch((GLenum)*param)\r
-                       {\r
-                       case GL_LEQUAL:\r
-                       case GL_GEQUAL:\r
-                       case GL_LESS:\r
-                       case GL_GREATER:\r
-                       case GL_EQUAL:\r
-                       case GL_NOTEQUAL:\r
-                       case GL_ALWAYS:\r
-                       case GL_NEVER:\r
-                               samplerObject->mCompareFunc = (GLenum)*param;\r
-                               break;\r
-                       default:\r
-                               return error(GL_INVALID_ENUM);\r
-                       }\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)\r
-{\r
-       TRACE("(GLuint sampler = %d, GLenum pname = 0x%X, GLint *params = %p)",\r
-             sampler, pname, params);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Sampler *samplerObject = (sampler != 0) ? context->getSampler(sampler) : nullptr;\r
-\r
-               if(!samplerObject)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               switch(pname)\r
-               {\r
-               case GL_TEXTURE_WRAP_S:\r
-                       *params = samplerObject->mWrapModeS;\r
-                       break;\r
-               case GL_TEXTURE_WRAP_T:\r
-                       *params = samplerObject->mWrapModeT;\r
-                       break;\r
-               case GL_TEXTURE_WRAP_R:\r
-                       *params = samplerObject->mWrapModeR;\r
-                       break;\r
-               case GL_TEXTURE_MIN_FILTER:\r
-                       *params = samplerObject->mMinFilter;\r
-                       break;\r
-               case GL_TEXTURE_MAG_FILTER:\r
-                       *params = samplerObject->mMagFilter;\r
-                       break;\r
-               case GL_TEXTURE_MIN_LOD:\r
-                       *params = (GLint)samplerObject->mMinLod;\r
-                       break;\r
-               case GL_TEXTURE_MAX_LOD:\r
-                       *params = (GLint)samplerObject->mMaxLod;\r
-                       break;\r
-               case GL_TEXTURE_COMPARE_MODE:\r
-                       *params = samplerObject->mCompareMode;\r
-                       break;\r
-               case GL_TEXTURE_COMPARE_FUNC:\r
-                       *params = samplerObject->mCompareFunc;\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)\r
-{\r
-       TRACE("(GLuint sampler = %d, GLenum pname = 0x%X, GLfloat *params = %p)",\r
-             sampler, pname, params);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Sampler *samplerObject = (sampler != 0) ? context->getSampler(sampler) : nullptr;\r
-\r
-               if(!samplerObject)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               switch(pname)\r
-               {\r
-               case GL_TEXTURE_WRAP_S:\r
-                       *params = (GLfloat)samplerObject->mWrapModeS;\r
-                       break;\r
-               case GL_TEXTURE_WRAP_T:\r
-                       *params = (GLfloat)samplerObject->mWrapModeT;\r
-                       break;\r
-               case GL_TEXTURE_WRAP_R:\r
-                       *params = (GLfloat)samplerObject->mWrapModeR;\r
-                       break;\r
-               case GL_TEXTURE_MIN_FILTER:\r
-                       *params = (GLfloat)samplerObject->mMinFilter;\r
-                       break;\r
-               case GL_TEXTURE_MAG_FILTER:\r
-                       *params = (GLfloat)samplerObject->mMagFilter;\r
-                       break;\r
-               case GL_TEXTURE_MIN_LOD:\r
-                       *params = samplerObject->mMinLod;\r
-                       break;\r
-               case GL_TEXTURE_MAX_LOD:\r
-                       *params = samplerObject->mMaxLod;\r
-                       break;\r
-               case GL_TEXTURE_COMPARE_MODE:\r
-                       *params = (GLfloat)samplerObject->mCompareMode;\r
-                       break;\r
-               case GL_TEXTURE_COMPARE_FUNC:\r
-                       *params = (GLfloat)samplerObject->mCompareFunc;\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glVertexAttribDivisor(GLuint index, GLuint divisor)\r
-{\r
-       TRACE("(GLuint index = %d, GLuint divisor = %d)", index, divisor);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               if(index >= es2::MAX_VERTEX_ATTRIBS)\r
-               {\r
-                       return error(GL_INVALID_VALUE);\r
-               }\r
-\r
-               context->setVertexAttribDivisor(index, divisor);\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glBindTransformFeedback(GLenum target, GLuint id)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLuint id = %d)", target, id);\r
-\r
-       if(target != GL_TRANSFORM_FEEDBACK)\r
-       {\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback();\r
-\r
-               if(transformFeedbackObject && transformFeedbackObject->isActive() && !transformFeedbackObject->isPaused())\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               if(!context->bindTransformFeedback(id))\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)\r
-{\r
-       TRACE("(GLsizei n = %d, const GLuint *ids = %p)", n, ids);\r
-\r
-       if(n < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               for(int i = 0; i < n; i++)\r
-               {\r
-                       if (ids[i] != 0)\r
-                       {\r
-                               context->deleteTransformFeedback(ids[i]);\r
-                       }\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGenTransformFeedbacks(GLsizei n, GLuint *ids)\r
-{\r
-       TRACE("(GLsizei n = %d, const GLuint *ids = %p)", n, ids);\r
-\r
-       if(n < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               for(int i = 0; i < n; i++)\r
-               {\r
-                       ids[i] = context->createTransformFeedback();\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL GLboolean GL_APIENTRY glIsTransformFeedback(GLuint id)\r
-{\r
-       TRACE("(GLuint id = %d)", id);\r
-\r
-       if(id == 0)\r
-       {\r
-               return GL_FALSE;\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback(id);\r
-\r
-               if(transformFeedbackObject)\r
-               {\r
-                       return GL_TRUE;\r
-               }\r
-       }\r
-\r
-       return GL_FALSE;\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glPauseTransformFeedback(void)\r
-{\r
-       TRACE("()");\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback();\r
-\r
-               if(transformFeedbackObject)\r
-               {\r
-                       if(!transformFeedbackObject->isActive() || transformFeedbackObject->isPaused())\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-                       transformFeedbackObject->setPaused(true);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glResumeTransformFeedback(void)\r
-{\r
-       TRACE("()");\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback();\r
-\r
-               if(transformFeedbackObject)\r
-               {\r
-                       if(!transformFeedbackObject->isActive() || !transformFeedbackObject->isPaused())\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-                       transformFeedbackObject->setPaused(false);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary)\r
-{\r
-       TRACE("(GLuint program = %d, GLsizei bufSize = %d, GLsizei *length = %p, GLenum *binaryFormat = %p, void *binary = %p)",\r
-             program, bufSize, length, binaryFormat, binary);\r
-\r
-       UNIMPLEMENTED();\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length)\r
-{\r
-       TRACE("(GLuint program = %d, GLenum binaryFormat = 0x%X, const void *binary = %p, GLsizei length = %d)",\r
-             program, binaryFormat, binaryFormat, length);\r
-\r
-       UNIMPLEMENTED();\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glProgramParameteri(GLuint program, GLenum pname, GLint value)\r
-{\r
-       TRACE("(GLuint program = %d, GLenum pname = 0x%X, GLint value = %d)",\r
-             program, pname, value);\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               es2::Program *programObject = context->getProgram(program);\r
-\r
-               if(!programObject)\r
-               {\r
-                       return error(GL_INVALID_OPERATION);\r
-               }\r
-\r
-               switch(pname)\r
-               {\r
-               case GL_PROGRAM_BINARY_RETRIEVABLE_HINT:\r
-                       programObject->setBinaryRetrievable(value != GL_FALSE);\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLsizei numAttachments = %d, const GLenum *attachments = %p)",\r
-             target, numAttachments, attachments);\r
-\r
-       UNIMPLEMENTED();\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLsizei numAttachments = %d, const GLenum *attachments = %p, GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",\r
-             target, numAttachments, attachments, x, y, width, height);\r
-\r
-       UNIMPLEMENTED();\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLsizei levels = %d, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",\r
-             target, levels, internalformat, width, height);\r
-\r
-       if(width < 1 || height < 1 || levels < 1)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(levels > es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS || levels > (log2(std::max(width, height)) + 1))\r
-       {\r
-               return error(GL_INVALID_OPERATION);\r
-       }\r
-\r
-       GLenum type;\r
-       if(!GetStorageType(internalformat, type))\r
-       {\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               switch(target)\r
-               {\r
-               case GL_TEXTURE_2D:\r
-               {\r
-                       es2::Texture2D *texture = context->getTexture2D();\r
-                       if(!texture || texture->name == 0 || texture->getImmutableFormat() == GL_TRUE)\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-\r
-                       for(int level = 0; level < levels; ++level)\r
-                       {\r
-                               texture->setImage(level, width, height, internalformat, type, context->getUnpackInfo(), NULL);\r
-                               width = std::max(1, (width / 2));\r
-                               height = std::max(1, (height / 2));\r
-                       }\r
-                       texture->setImmutableFormat(GL_TRUE);\r
-               }\r
-                       break;\r
-               case GL_TEXTURE_CUBE_MAP:\r
-               {\r
-                       es2::TextureCubeMap *texture = context->getTextureCubeMap();\r
-                       if(!texture || texture->name == 0 || texture->getImmutableFormat())\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-\r
-                       for(int level = 0; level < levels; ++level)\r
-                       {\r
-                               for(int face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++face)\r
-                               {\r
-                                       texture->setImage(face, level, width, height, internalformat, type, context->getUnpackInfo(), NULL);\r
-                               }\r
-                               width = std::max(1, (width / 2));\r
-                               height = std::max(1, (height / 2));\r
-                       }\r
-                       texture->setImmutableFormat(GL_TRUE);\r
-               }\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLsizei levels = %d, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d)",\r
-             target, levels, internalformat, width, height, depth);\r
-\r
-       if(width < 1 || height < 1 || depth < 1 || levels < 1)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       GLenum type;\r
-       if(!GetStorageType(internalformat, type))\r
-       {\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       es2::Context *context = es2::getContext();\r
-\r
-       if(context)\r
-       {\r
-               switch(target)\r
-               {\r
-               case GL_TEXTURE_3D:\r
-               {\r
-                       if(levels > es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS || levels >(log2(std::max(std::max(width, height), depth)) + 1))\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-\r
-                       es2::Texture3D *texture = context->getTexture3D();\r
-                       if(!texture || texture->name == 0 || texture->getImmutableFormat() == GL_TRUE)\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-\r
-                       for(int level = 0; level < levels; ++level)\r
-                       {\r
-                               texture->setImage(level, width, height, depth, internalformat, type, context->getUnpackInfo(), NULL);\r
-                               width = std::max(1, (width / 2));\r
-                               height = std::max(1, (height / 2));\r
-                               depth = std::max(1, (depth / 2));\r
-                       }\r
-                       texture->setImmutableFormat(GL_TRUE);\r
-               }\r
-                       break;\r
-               case GL_TEXTURE_2D_ARRAY:\r
-               {\r
-                       if(levels > es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS || levels >(log2(std::max(width, height)) + 1))\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-\r
-                       es2::Texture3D *texture = context->getTexture2DArray();\r
-                       if(!texture || texture->name == 0 || texture->getImmutableFormat())\r
-                       {\r
-                               return error(GL_INVALID_OPERATION);\r
-                       }\r
-\r
-                       for(int level = 0; level < levels; ++level)\r
-                       {\r
-                               for(int face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++face)\r
-                               {\r
-                                       texture->setImage(level, width, height, depth, internalformat, type, context->getUnpackInfo(), NULL);\r
-                               }\r
-                               width = std::max(1, (width / 2));\r
-                               height = std::max(1, (height / 2));\r
-                       }\r
-                       texture->setImmutableFormat(GL_TRUE);\r
-               }\r
-                       break;\r
-               default:\r
-                       return error(GL_INVALID_ENUM);\r
-               }\r
-       }\r
-}\r
-\r
-GL_APICALL void GL_APIENTRY glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)\r
-{\r
-       TRACE("(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLenum pname = 0x%X, GLsizei bufSize = %d, GLint *params = %p)",\r
-             target, internalformat, pname, bufSize, params);\r
-\r
-       if(bufSize < 0)\r
-       {\r
-               return error(GL_INVALID_VALUE);\r
-       }\r
-\r
-       if(!IsColorRenderable(internalformat) && !IsDepthRenderable(internalformat) && !IsStencilRenderable(internalformat))\r
-       {\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       switch(target)\r
-       {\r
-       case GL_RENDERBUFFER:\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-\r
-       sw::Format requestedFormat = es2sw::ConvertRenderbufferFormat(internalformat);\r
-       std::vector<GLint> supportedMultiSampleDepths;\r
-       int maxDepth = Context::getSupportedMultiSampleDepth(requestedFormat, INT_MAX);\r
-       for(int depth = maxDepth; depth > 1;)\r
-       {\r
-               supportedMultiSampleDepths.push_back(depth);\r
-               for(int nextDepth = depth - 1; nextDepth >= 0; --nextDepth)\r
-               {\r
-                       int supportedDepth = Context::getSupportedMultiSampleDepth(requestedFormat, nextDepth);\r
-                       if(supportedDepth != depth)\r
-                       {\r
-                               depth = supportedDepth;\r
-                               break;\r
-                       }\r
-               }\r
-       }\r
-\r
-       switch(pname)\r
-       {\r
-       case GL_SAMPLES:\r
-               *params = supportedMultiSampleDepths.size();\r
-               break;\r
-       case GL_NUM_SAMPLE_COUNTS:\r
-               {\r
-                       size_t returnCount = std::min<size_t>(bufSize, supportedMultiSampleDepths.size());\r
-                       for(size_t sampleIndex = 0; sampleIndex < returnCount; ++sampleIndex)\r
-                       {\r
-                               params[sampleIndex] = supportedMultiSampleDepths[sampleIndex];\r
-                       }\r
-               }\r
-               break;\r
-       default:\r
-               return error(GL_INVALID_ENUM);\r
-       }\r
-}\r
-\r
-}\r
+// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+//    http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+
+// libGLESv3.cpp: Implements the exported OpenGL ES 3.0 functions.
+
+#include "main.h"
+#include "Buffer.h"
+#include "Fence.h"
+#include "Framebuffer.h"
+#include "Program.h"
+#include "Query.h"
+#include "Sampler.h"
+#include "Texture.h"
+#include "mathutil.h"
+#include "TransformFeedback.h"
+#include "VertexArray.h"
+#include "common/debug.h"
+
+#include <GLES3/gl3.h>
+#include <GLES2/gl2ext.h>
+
+#include <limits.h>
+
+using namespace es2;
+
+typedef std::pair<GLenum, GLenum> InternalFormatTypePair;
+typedef std::map<InternalFormatTypePair, GLenum> FormatMap;
+
+// A helper function to insert data into the format map with fewer characters.
+static void InsertFormatMapping(FormatMap& map, GLenum internalformat, GLenum format, GLenum type)
+{
+       map[InternalFormatTypePair(internalformat, type)] = format;
+}
+
+static bool validImageSize(GLint level, GLsizei width, GLsizei height)
+{
+       if(level < 0 || level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS || width < 0 || height < 0)
+       {
+               return false;
+       }
+
+       return true;
+}
+
+static bool validateColorBufferFormat(GLenum textureFormat, GLenum colorbufferFormat)
+{
+       GLenum validationError = ValidateCompressedFormat(textureFormat, egl::getClientVersion(), false);
+       if(validationError != GL_NONE)
+       {
+               return error(validationError, false);
+       }
+
+       switch(textureFormat)
+       {
+       case GL_ALPHA:
+               if(colorbufferFormat != GL_ALPHA &&
+                  colorbufferFormat != GL_RGBA &&
+                  colorbufferFormat != GL_RGBA4 &&
+                  colorbufferFormat != GL_RGB5_A1 &&
+                  colorbufferFormat != GL_RGBA8)
+               {
+                       return error(GL_INVALID_OPERATION, false);
+               }
+               break;
+       case GL_LUMINANCE:
+       case GL_RGB:
+               if(colorbufferFormat != GL_RGB &&
+                  colorbufferFormat != GL_RGB565 &&
+                  colorbufferFormat != GL_RGB8 &&
+                  colorbufferFormat != GL_RGBA &&
+                  colorbufferFormat != GL_RGBA4 &&
+                  colorbufferFormat != GL_RGB5_A1 &&
+                  colorbufferFormat != GL_RGBA8)
+               {
+                       return error(GL_INVALID_OPERATION, false);
+               }
+               break;
+       case GL_LUMINANCE_ALPHA:
+       case GL_RGBA:
+               if(colorbufferFormat != GL_RGBA &&
+                  colorbufferFormat != GL_RGBA4 &&
+                  colorbufferFormat != GL_RGB5_A1 &&
+                  colorbufferFormat != GL_RGBA8)
+               {
+                       return error(GL_INVALID_OPERATION, false);
+               }
+               break;
+       case GL_DEPTH_COMPONENT:
+       case GL_DEPTH_STENCIL:
+               return error(GL_INVALID_OPERATION, false);
+       default:
+               return error(GL_INVALID_ENUM, false);
+       }
+       return true;
+}
+
+static FormatMap BuildFormatMap3D()
+{
+       FormatMap map;
+
+       //                       Internal format | Format | Type
+       InsertFormatMapping(map, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
+       InsertFormatMapping(map, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4);
+       InsertFormatMapping(map, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
+       InsertFormatMapping(map, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_R8, GL_RED, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_R8_SNORM, GL_RED, GL_BYTE);
+       InsertFormatMapping(map, GL_R16F, GL_RED, GL_HALF_FLOAT);
+       InsertFormatMapping(map, GL_R16F, GL_RED, GL_FLOAT);
+       InsertFormatMapping(map, GL_R32F, GL_RED, GL_FLOAT);
+       InsertFormatMapping(map, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_R8I, GL_RED_INTEGER, GL_BYTE);
+       InsertFormatMapping(map, GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT);
+       InsertFormatMapping(map, GL_R16I, GL_RED_INTEGER, GL_SHORT);
+       InsertFormatMapping(map, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT);
+       InsertFormatMapping(map, GL_R32I, GL_RED_INTEGER, GL_INT);
+       InsertFormatMapping(map, GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_RG8_SNORM, GL_RG, GL_BYTE);
+       InsertFormatMapping(map, GL_RG16F, GL_RG, GL_HALF_FLOAT);
+       InsertFormatMapping(map, GL_RG16F, GL_RG, GL_FLOAT);
+       InsertFormatMapping(map, GL_RG32F, GL_RG, GL_FLOAT);
+       InsertFormatMapping(map, GL_RG8UI, GL_RG_INTEGER, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_RG8I, GL_RG_INTEGER, GL_BYTE);
+       InsertFormatMapping(map, GL_RG16UI, GL_RG_INTEGER, GL_UNSIGNED_SHORT);
+       InsertFormatMapping(map, GL_RG16I, GL_RG_INTEGER, GL_SHORT);
+       InsertFormatMapping(map, GL_RG32UI, GL_RG_INTEGER, GL_UNSIGNED_INT);
+       InsertFormatMapping(map, GL_RG32I, GL_RG_INTEGER, GL_INT);
+       InsertFormatMapping(map, GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_SRGB8, GL_RGB, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_RGB565, GL_RGB, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5);
+       InsertFormatMapping(map, GL_RGB8_SNORM, GL_RGB, GL_BYTE);
+       InsertFormatMapping(map, GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV);
+       InsertFormatMapping(map, GL_R11F_G11F_B10F, GL_RGB, GL_HALF_FLOAT);
+       InsertFormatMapping(map, GL_R11F_G11F_B10F, GL_RGB, GL_FLOAT);
+       InsertFormatMapping(map, GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV);
+       InsertFormatMapping(map, GL_RGB9_E5, GL_RGB, GL_HALF_FLOAT);
+       InsertFormatMapping(map, GL_RGB9_E5, GL_RGB, GL_FLOAT);
+       InsertFormatMapping(map, GL_RGB16F, GL_RGB, GL_HALF_FLOAT);
+       InsertFormatMapping(map, GL_RGB16F, GL_RGB, GL_FLOAT);
+       InsertFormatMapping(map, GL_RGB32F, GL_RGB, GL_FLOAT);
+       InsertFormatMapping(map, GL_RGB8UI, GL_RGB_INTEGER, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_RGB8I, GL_RGB_INTEGER, GL_BYTE);
+       InsertFormatMapping(map, GL_RGB16UI, GL_RGB_INTEGER, GL_UNSIGNED_SHORT);
+       InsertFormatMapping(map, GL_RGB16I, GL_RGB_INTEGER, GL_SHORT);
+       InsertFormatMapping(map, GL_RGB32UI, GL_RGB_INTEGER, GL_UNSIGNED_INT);
+       InsertFormatMapping(map, GL_RGB32I, GL_RGB_INTEGER, GL_INT);
+       InsertFormatMapping(map, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
+       InsertFormatMapping(map, GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV);
+       InsertFormatMapping(map, GL_RGBA8_SNORM, GL_RGBA, GL_BYTE);
+       InsertFormatMapping(map, GL_RGBA4, GL_RGBA, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4);
+       InsertFormatMapping(map, GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV);
+       InsertFormatMapping(map, GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT);
+       InsertFormatMapping(map, GL_RGBA16F, GL_RGBA, GL_FLOAT);
+       InsertFormatMapping(map, GL_RGBA32F, GL_RGBA, GL_FLOAT);
+       InsertFormatMapping(map, GL_RGBA8UI, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE);
+       InsertFormatMapping(map, GL_RGBA8I, GL_RGBA_INTEGER, GL_BYTE);
+       InsertFormatMapping(map, GL_RGB10_A2UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT_2_10_10_10_REV);
+       InsertFormatMapping(map, GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT);
+       InsertFormatMapping(map, GL_RGBA16I, GL_RGBA_INTEGER, GL_SHORT);
+       InsertFormatMapping(map, GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT);
+       InsertFormatMapping(map, GL_RGBA32I, GL_RGBA_INTEGER, GL_INT);
+
+       InsertFormatMapping(map, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT);
+       InsertFormatMapping(map, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
+       InsertFormatMapping(map, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
+       InsertFormatMapping(map, GL_DEPTH_COMPONENT32_OES, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
+       InsertFormatMapping(map, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT);
+       InsertFormatMapping(map, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
+       InsertFormatMapping(map, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
+
+       return map;
+}
+
+static bool ValidateType3D(GLenum type)
+{
+       switch(type)
+       {
+       case GL_UNSIGNED_BYTE:
+       case GL_BYTE:
+       case GL_UNSIGNED_SHORT:
+       case GL_SHORT:
+       case GL_UNSIGNED_INT:
+       case GL_INT:
+       case GL_HALF_FLOAT:
+       case GL_FLOAT:
+       case GL_UNSIGNED_SHORT_5_6_5:
+       case GL_UNSIGNED_SHORT_4_4_4_4:
+       case GL_UNSIGNED_SHORT_5_5_5_1:
+       case GL_UNSIGNED_INT_2_10_10_10_REV:
+       case GL_UNSIGNED_INT_10F_11F_11F_REV:
+       case GL_UNSIGNED_INT_5_9_9_9_REV:
+       case GL_UNSIGNED_INT_24_8:
+       case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
+               return true;
+       default:
+               break;
+       }
+       return false;
+}
+
+static bool ValidateFormat3D(GLenum format)
+{
+       switch(format)
+       {
+       case GL_RED:
+       case GL_RG:
+       case GL_RGB:
+       case GL_RGBA:
+       case GL_DEPTH_COMPONENT:
+       case GL_DEPTH_STENCIL:
+       case GL_LUMINANCE_ALPHA:
+       case GL_LUMINANCE:
+       case GL_ALPHA:
+       case GL_RED_INTEGER:
+       case GL_RG_INTEGER:
+       case GL_RGB_INTEGER:
+       case GL_RGBA_INTEGER:
+               return true;
+       default:
+               break;
+       }
+       return false;
+}
+
+static bool ValidateInternalFormat3D(GLenum internalformat, GLenum format, GLenum type)
+{
+       static const FormatMap formatMap = BuildFormatMap3D();
+       FormatMap::const_iterator iter = formatMap.find(InternalFormatTypePair(internalformat, type));
+       if(iter != formatMap.end())
+       {
+               return iter->second == format;
+       }
+       return false;
+}
+
+typedef std::map<GLenum, GLenum> FormatMapStorage;
+
+// A helper function to insert data into the format map with fewer characters.
+static void InsertFormatStorageMapping(FormatMapStorage& map, GLenum internalformat, GLenum type)
+{
+       map[internalformat] = type;
+}
+
+static FormatMapStorage BuildFormatMapStorage2D()
+{
+       FormatMapStorage map;
+
+       //                              Internal format | Type
+       InsertFormatStorageMapping(map, GL_R8, GL_UNSIGNED_BYTE);
+       InsertFormatStorageMapping(map, GL_R8_SNORM, GL_UNSIGNED_BYTE);
+       InsertFormatStorageMapping(map, GL_R16F, GL_HALF_FLOAT);
+       InsertFormatStorageMapping(map, GL_R32F, GL_FLOAT);
+       InsertFormatStorageMapping(map, GL_R8UI, GL_UNSIGNED_BYTE);
+       InsertFormatStorageMapping(map, GL_R8I, GL_BYTE);
+       InsertFormatStorageMapping(map, GL_R16UI, GL_UNSIGNED_SHORT);
+       InsertFormatStorageMapping(map, GL_R16I, GL_SHORT);
+       InsertFormatStorageMapping(map, GL_R32UI, GL_UNSIGNED_INT);
+       InsertFormatStorageMapping(map, GL_R32I, GL_INT);
+       InsertFormatStorageMapping(map, GL_RG8, GL_UNSIGNED_BYTE);
+       InsertFormatStorageMapping(map, GL_RG8_SNORM, GL_BYTE);
+       InsertFormatStorageMapping(map, GL_RG16F, GL_HALF_FLOAT);
+       InsertFormatStorageMapping(map, GL_RG32F, GL_FLOAT);
+       InsertFormatStorageMapping(map, GL_RG8UI, GL_UNSIGNED_BYTE);
+       InsertFormatStorageMapping(map, GL_RG8I, GL_BYTE);
+       InsertFormatStorageMapping(map, GL_RG16UI, GL_UNSIGNED_SHORT);
+       InsertFormatStorageMapping(map, GL_RG16I, GL_SHORT);
+       InsertFormatStorageMapping(map, GL_RG32UI, GL_UNSIGNED_INT);
+       InsertFormatStorageMapping(map, GL_RG32I, GL_INT);
+       InsertFormatStorageMapping(map, GL_RGB8, GL_UNSIGNED_BYTE);
+       InsertFormatStorageMapping(map, GL_SRGB8, GL_UNSIGNED_BYTE);
+       InsertFormatStorageMapping(map, GL_RGB565, GL_UNSIGNED_SHORT_5_6_5);
+       InsertFormatStorageMapping(map, GL_RGB8_SNORM, GL_BYTE);
+       InsertFormatStorageMapping(map, GL_R11F_G11F_B10F, GL_UNSIGNED_INT_10F_11F_11F_REV);
+       InsertFormatStorageMapping(map, GL_RGB9_E5, GL_UNSIGNED_INT_5_9_9_9_REV);
+       InsertFormatStorageMapping(map, GL_RGB16F, GL_HALF_FLOAT);
+       InsertFormatStorageMapping(map, GL_RGB32F, GL_FLOAT);
+       InsertFormatStorageMapping(map, GL_RGB8UI, GL_UNSIGNED_BYTE);
+       InsertFormatStorageMapping(map, GL_RGB8I, GL_BYTE);
+       InsertFormatStorageMapping(map, GL_RGB16UI, GL_UNSIGNED_SHORT);
+       InsertFormatStorageMapping(map, GL_RGB16I, GL_SHORT);
+       InsertFormatStorageMapping(map, GL_RGB32UI, GL_UNSIGNED_INT);
+       InsertFormatStorageMapping(map, GL_RGB32I, GL_INT);
+       InsertFormatStorageMapping(map, GL_RGBA8, GL_UNSIGNED_BYTE);
+       InsertFormatStorageMapping(map, GL_SRGB8_ALPHA8, GL_UNSIGNED_BYTE);
+       InsertFormatStorageMapping(map, GL_RGBA8_SNORM, GL_BYTE);
+       InsertFormatStorageMapping(map, GL_RGB5_A1, GL_UNSIGNED_SHORT_5_5_5_1);
+       InsertFormatStorageMapping(map, GL_RGBA4, GL_UNSIGNED_SHORT_4_4_4_4);
+       InsertFormatStorageMapping(map, GL_RGB10_A2, GL_UNSIGNED_INT_2_10_10_10_REV);
+       InsertFormatStorageMapping(map, GL_RGBA16F, GL_HALF_FLOAT);
+       InsertFormatStorageMapping(map, GL_RGBA32F, GL_FLOAT);
+       InsertFormatStorageMapping(map, GL_RGBA8UI, GL_UNSIGNED_BYTE);
+       InsertFormatStorageMapping(map, GL_RGBA8I, GL_BYTE);
+       InsertFormatStorageMapping(map, GL_RGB10_A2UI, GL_UNSIGNED_INT_2_10_10_10_REV);
+       InsertFormatStorageMapping(map, GL_RGBA16UI, GL_UNSIGNED_SHORT);
+       InsertFormatStorageMapping(map, GL_RGBA16I, GL_SHORT);
+       InsertFormatStorageMapping(map, GL_RGBA32UI, GL_UNSIGNED_INT);
+       InsertFormatStorageMapping(map, GL_RGBA32I, GL_INT);
+
+       InsertFormatStorageMapping(map, GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT);
+       InsertFormatStorageMapping(map, GL_DEPTH_COMPONENT24, GL_UNSIGNED_INT);
+       InsertFormatStorageMapping(map, GL_DEPTH_COMPONENT32F, GL_FLOAT);
+       InsertFormatStorageMapping(map, GL_DEPTH24_STENCIL8, GL_UNSIGNED_INT_24_8);
+       InsertFormatStorageMapping(map, GL_DEPTH32F_STENCIL8, GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
+
+       return map;
+}
+
+static bool GetStorageType(GLenum internalformat, GLenum& type)
+{
+       static const FormatMapStorage formatMap = BuildFormatMapStorage2D();
+       FormatMapStorage::const_iterator iter = formatMap.find(internalformat);
+       if(iter != formatMap.end())
+       {
+               type = iter->second;
+               return true;
+       }
+       return false;
+}
+
+static bool ValidateQueryTarget(GLenum target)
+{
+       switch(target)
+       {
+       case GL_ANY_SAMPLES_PASSED:
+       case GL_ANY_SAMPLES_PASSED_CONSERVATIVE:
+       case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
+               break;
+       default:
+               return false;
+       }
+
+       return true;
+}
+
+bool ValidateTexParamParameters(GLenum pname, GLint param)
+{
+       switch(pname)
+       {
+       case GL_TEXTURE_WRAP_S:
+       case GL_TEXTURE_WRAP_T:
+       case GL_TEXTURE_WRAP_R:
+               switch(param)
+               {
+               case GL_REPEAT:
+               case GL_CLAMP_TO_EDGE:
+               case GL_MIRRORED_REPEAT:
+                       return true;
+               default:
+                       return error(GL_INVALID_ENUM, false);
+               }
+
+       case GL_TEXTURE_MIN_FILTER:
+               switch(param)
+               {
+               case GL_NEAREST:
+               case GL_LINEAR:
+               case GL_NEAREST_MIPMAP_NEAREST:
+               case GL_LINEAR_MIPMAP_NEAREST:
+               case GL_NEAREST_MIPMAP_LINEAR:
+               case GL_LINEAR_MIPMAP_LINEAR:
+                       return true;
+               default:
+                       return error(GL_INVALID_ENUM, false);
+               }
+               break;
+
+       case GL_TEXTURE_MAG_FILTER:
+               switch(param)
+               {
+               case GL_NEAREST:
+               case GL_LINEAR:
+                       return true;
+               default:
+                       return error(GL_INVALID_ENUM, false);
+               }
+               break;
+
+       case GL_TEXTURE_USAGE_ANGLE:
+               switch(param)
+               {
+               case GL_NONE:
+               case GL_FRAMEBUFFER_ATTACHMENT_ANGLE:
+                       return true;
+               default:
+                       return error(GL_INVALID_ENUM, false);
+               }
+               break;
+
+       case GL_TEXTURE_MAX_ANISOTROPY_EXT:
+               // we assume the parameter passed to this validation method is truncated, not rounded
+               if(param < 1)
+               {
+                       return error(GL_INVALID_VALUE, false);
+               }
+               return true;
+
+       case GL_TEXTURE_MIN_LOD:
+       case GL_TEXTURE_MAX_LOD:
+               // any value is permissible
+               return true;
+
+       case GL_TEXTURE_COMPARE_MODE:
+               // Acceptable mode parameters from GLES 3.0.2 spec, table 3.17
+               switch(param)
+               {
+               case GL_NONE:
+               case GL_COMPARE_REF_TO_TEXTURE:
+                       return true;
+               default:
+                       return error(GL_INVALID_ENUM, false);
+               }
+               break;
+
+       case GL_TEXTURE_COMPARE_FUNC:
+               // Acceptable function parameters from GLES 3.0.2 spec, table 3.17
+               switch(param)
+               {
+               case GL_LEQUAL:
+               case GL_GEQUAL:
+               case GL_LESS:
+               case GL_GREATER:
+               case GL_EQUAL:
+               case GL_NOTEQUAL:
+               case GL_ALWAYS:
+               case GL_NEVER:
+                       return true;
+               default:
+                       return error(GL_INVALID_ENUM, false);
+               }
+               break;
+
+       case GL_TEXTURE_SWIZZLE_R:
+       case GL_TEXTURE_SWIZZLE_G:
+       case GL_TEXTURE_SWIZZLE_B:
+       case GL_TEXTURE_SWIZZLE_A:
+               switch(param)
+               {
+               case GL_RED:
+               case GL_GREEN:
+               case GL_BLUE:
+               case GL_ALPHA:
+               case GL_ZERO:
+               case GL_ONE:
+                       return true;
+               default:
+                       return error(GL_INVALID_ENUM, false);
+               }
+               break;
+
+       case GL_TEXTURE_BASE_LEVEL:
+       case GL_TEXTURE_MAX_LEVEL:
+               if(param < 0)
+               {
+                       return error(GL_INVALID_VALUE, false);
+               }
+               return true;
+
+       default:
+               return error(GL_INVALID_ENUM, false);
+       }
+}
+
+static bool ValidateSamplerObjectParameter(GLenum pname)
+{
+       switch(pname)
+       {
+       case GL_TEXTURE_MIN_FILTER:
+       case GL_TEXTURE_MAG_FILTER:
+       case GL_TEXTURE_WRAP_S:
+       case GL_TEXTURE_WRAP_T:
+       case GL_TEXTURE_WRAP_R:
+       case GL_TEXTURE_MIN_LOD:
+       case GL_TEXTURE_MAX_LOD:
+       case GL_TEXTURE_COMPARE_MODE:
+       case GL_TEXTURE_COMPARE_FUNC:
+       case GL_TEXTURE_MAX_ANISOTROPY_EXT:
+               return true;
+       default:
+               return false;
+       }
+}
+
+extern "C"
+{
+
+GL_APICALL void GL_APIENTRY glReadBuffer(GLenum src)
+{
+       TRACE("(GLenum src = 0x%X)", src);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               GLuint readFramebufferName = context->getReadFramebufferName();
+
+               switch(src)
+               {
+               case GL_BACK:
+                       if(readFramebufferName != 0)
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+                       context->setFramebufferReadBuffer(src);
+                       break;
+               case GL_NONE:
+                       context->setFramebufferReadBuffer(src);
+                       break;
+               case GL_COLOR_ATTACHMENT0:
+               case GL_COLOR_ATTACHMENT1:
+               case GL_COLOR_ATTACHMENT2:
+               case GL_COLOR_ATTACHMENT3:
+               case GL_COLOR_ATTACHMENT4:
+               case GL_COLOR_ATTACHMENT5:
+               case GL_COLOR_ATTACHMENT6:
+               case GL_COLOR_ATTACHMENT7:
+               case GL_COLOR_ATTACHMENT8:
+               case GL_COLOR_ATTACHMENT9:
+               case GL_COLOR_ATTACHMENT10:
+               case GL_COLOR_ATTACHMENT11:
+               case GL_COLOR_ATTACHMENT12:
+               case GL_COLOR_ATTACHMENT13:
+               case GL_COLOR_ATTACHMENT14:
+               case GL_COLOR_ATTACHMENT15:
+               case GL_COLOR_ATTACHMENT16:
+               case GL_COLOR_ATTACHMENT17:
+               case GL_COLOR_ATTACHMENT18:
+               case GL_COLOR_ATTACHMENT19:
+               case GL_COLOR_ATTACHMENT20:
+               case GL_COLOR_ATTACHMENT21:
+               case GL_COLOR_ATTACHMENT22:
+               case GL_COLOR_ATTACHMENT23:
+               case GL_COLOR_ATTACHMENT24:
+               case GL_COLOR_ATTACHMENT25:
+               case GL_COLOR_ATTACHMENT26:
+               case GL_COLOR_ATTACHMENT27:
+               case GL_COLOR_ATTACHMENT28:
+               case GL_COLOR_ATTACHMENT29:
+               case GL_COLOR_ATTACHMENT30:
+               case GL_COLOR_ATTACHMENT31:
+               {
+                       GLuint index = (src - GL_COLOR_ATTACHMENT0);
+                       if(index >= MAX_COLOR_ATTACHMENTS)
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+                       if(readFramebufferName == 0)
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+                       context->setFramebufferReadBuffer(src);
+               }
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices)
+{
+       TRACE("(GLenum mode = 0x%X, GLuint start = %d, GLuint end = %d, "
+                 "GLsizei count = %d, GLenum type = 0x%x, const void* indices = %p)",
+                 mode, start, end, count, type, indices);
+
+       switch(mode)
+       {
+       case GL_POINTS:
+       case GL_LINES:
+       case GL_LINE_LOOP:
+       case GL_LINE_STRIP:
+       case GL_TRIANGLES:
+       case GL_TRIANGLE_FAN:
+       case GL_TRIANGLE_STRIP:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       switch(type)
+       {
+       case GL_UNSIGNED_BYTE:
+       case GL_UNSIGNED_SHORT:
+       case GL_UNSIGNED_INT:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       if((count < 0) || (end < start))
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::TransformFeedback* transformFeedback = context->getTransformFeedback();
+               if(transformFeedback && transformFeedback->isActive() && !transformFeedback->isPaused())
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               context->drawElements(mode, start, end, count, type, indices);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *data)
+{
+       TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
+             "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
+             "GLenum format = 0x%X, GLenum type = 0x%x, const GLvoid* data = %p)",
+             target, level, internalformat, width, height, depth, border, format, type, data);
+
+       switch(target)
+       {
+       case GL_TEXTURE_3D:
+       case GL_TEXTURE_2D_ARRAY:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       if(!ValidateType3D(type) || !ValidateFormat3D(format))
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       if((level < 0) || (level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       const GLsizei maxSize3D = es2::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level;
+       if((width < 0) || (height < 0) || (depth < 0) || (width > maxSize3D) || (height > maxSize3D) || (depth > maxSize3D))
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(border != 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(!ValidateInternalFormat3D(internalformat, format, type))
+       {
+               return error(GL_INVALID_OPERATION);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Texture3D *texture = (target == GL_TEXTURE_3D) ? context->getTexture3D() : context->getTexture2DArray();
+
+               if(!texture)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               GLenum sizedInternalFormat = GetSizedInternalFormat(internalformat, type);
+
+               GLenum validationError = context->getPixels(&data, type, context->getRequiredBufferSize(width, height, depth, sizedInternalFormat, type));
+               if(validationError != GL_NONE)
+               {
+                       return error(validationError);
+               }
+
+               texture->setImage(context, level, width, height, depth, sizedInternalFormat, type, context->getUnpackInfo(), data);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data)
+{
+       TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
+               "GLint zoffset = %d, GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, "
+               "GLenum format = 0x%X, GLenum type = 0x%x, const GLvoid* data = %p)",
+               target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data);
+
+       switch(target)
+       {
+       case GL_TEXTURE_3D:
+       case GL_TEXTURE_2D_ARRAY:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       if(!ValidateType3D(type) || !ValidateFormat3D(format))
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       if((level < 0) || (level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if((width < 0) || (height < 0) || (depth < 0) || (xoffset < 0) || (yoffset < 0) || (zoffset < 0))
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Texture3D *texture = (target == GL_TEXTURE_3D) ? context->getTexture3D() : context->getTexture2DArray();
+
+               GLenum sizedInternalFormat = GetSizedInternalFormat(format, type);
+
+               GLenum validationError = ValidateSubImageParams(false, width, height, depth, xoffset, yoffset, zoffset, target, level, sizedInternalFormat, texture);
+               if(validationError == GL_NONE)
+               {
+                       GLenum validationError = context->getPixels(&data, type, context->getRequiredBufferSize(width, height, depth, sizedInternalFormat, type));
+                       if(validationError != GL_NONE)
+                       {
+                               return error(validationError);
+                       }
+
+                       texture->subImage(context, level, xoffset, yoffset, zoffset, width, height, depth, sizedInternalFormat, type, context->getUnpackInfo(), data);
+               }
+               else
+               {
+                       return error(validationError);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
+{
+       TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
+               "GLint zoffset = %d, GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
+               target, level, xoffset, yoffset, zoffset, x, y, width, height);
+
+       switch(target)
+       {
+       case GL_TEXTURE_3D:
+       case GL_TEXTURE_2D_ARRAY:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       if((level < 0) || (level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if((width < 0) || (height < 0) || (xoffset < 0) || (yoffset < 0) || (zoffset < 0))
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Framebuffer *framebuffer = context->getReadFramebuffer();
+
+               if(framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
+               {
+                       return error(GL_INVALID_FRAMEBUFFER_OPERATION);
+               }
+
+               es2::Renderbuffer *source = framebuffer->getReadColorbuffer();
+
+               if(context->getReadFramebufferName() != 0 && (!source || source->getSamples() > 1))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               GLenum colorbufferFormat = source->getFormat();
+               es2::Texture3D *texture = (target == GL_TEXTURE_3D) ? context->getTexture3D() : context->getTexture2DArray();
+
+               GLenum validationError = ValidateSubImageParams(false, width, height, 1, xoffset, yoffset, zoffset, target, level, GL_NONE, texture);
+               if(validationError != GL_NONE)
+               {
+                       return error(validationError);
+               }
+
+               GLenum textureFormat = texture->getFormat(target, level);
+
+               if(!validateColorBufferFormat(textureFormat, colorbufferFormat))
+               {
+                       return;
+               }
+
+               texture->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, framebuffer);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
+{
+       TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
+               "GLsizei height = %d, GLsizei depth = %d, GLint border = %d, GLsizei imageSize = %d, const GLvoid* data = %p)",
+               target, level, internalformat, width, height, depth, border, imageSize, data);
+
+       switch(target)
+       {
+       case GL_TEXTURE_3D:
+       case GL_TEXTURE_2D_ARRAY:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       if((level < 0) || (level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       const GLsizei maxSize3D = es2::IMPLEMENTATION_MAX_TEXTURE_SIZE >> level;
+       if((width < 0) || (height < 0) || (depth < 0) || (width > maxSize3D) || (height > maxSize3D) || (depth > maxSize3D) || (border != 0) || (imageSize < 0))
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       switch(internalformat)
+       {
+       case GL_DEPTH_COMPONENT:
+       case GL_DEPTH_COMPONENT16:
+       case GL_DEPTH_COMPONENT32_OES:
+       case GL_DEPTH_STENCIL:
+       case GL_DEPTH24_STENCIL8:
+               return error(GL_INVALID_OPERATION);
+       default:
+               {
+                       GLenum validationError = ValidateCompressedFormat(internalformat, egl::getClientVersion(), true);
+                       if(validationError != GL_NONE)
+                       {
+                               return error(validationError);
+                       }
+               }
+       }
+
+       if(imageSize != egl::ComputeCompressedSize(width, height, internalformat) * depth)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Texture3D *texture = (target == GL_TEXTURE_3D) ? context->getTexture3D() : context->getTexture2DArray();
+
+               if(!texture)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               GLenum validationError = context->getPixels(&data, texture->getType(target, level), imageSize);
+               if(validationError != GL_NONE)
+               {
+                       return error(validationError);
+               }
+
+               texture->setCompressedImage(level, internalformat, width, height, depth, imageSize, data);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
+{
+       TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
+             "GLint zoffset = %d, GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, "
+             "GLenum format = 0x%X, GLsizei imageSize = %d, const void *data = %p)",
+             target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
+
+       switch(target)
+       {
+       case GL_TEXTURE_3D:
+       case GL_TEXTURE_2D_ARRAY:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       if(level < 0 || level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(xoffset < 0 || yoffset < 0 || zoffset < 0 || !validImageSize(level, width, height) || depth < 0 || imageSize < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       GLenum validationError = ValidateCompressedFormat(format, egl::getClientVersion(), true);
+       if(validationError != GL_NONE)
+       {
+               return error(validationError);
+       }
+
+       if(width == 0 || height == 0 || depth == 0)
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Texture3D *texture = (target == GL_TEXTURE_3D) ? context->getTexture3D() : context->getTexture2DArray();
+
+               if(!texture)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               GLenum validationError = context->getPixels(&data, texture->getType(target, level), imageSize);
+               if(validationError != GL_NONE)
+               {
+                       return error(validationError);
+               }
+
+               texture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGenQueries(GLsizei n, GLuint *ids)
+{
+       TRACE("(GLsizei n = %d, GLuint* ids = %p)", n, ids);
+
+       if(n < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               for(int i = 0; i < n; i++)
+               {
+                       ids[i] = context->createQuery();
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glDeleteQueries(GLsizei n, const GLuint *ids)
+{
+       TRACE("(GLsizei n = %d, GLuint* ids = %p)", n, ids);
+
+       if(n < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               for(int i = 0; i < n; i++)
+               {
+                       context->deleteQuery(ids[i]);
+               }
+       }
+}
+
+GL_APICALL GLboolean GL_APIENTRY glIsQuery(GLuint id)
+{
+       TRACE("(GLuint id = %d)", id);
+
+       if(id == 0)
+       {
+               return GL_FALSE;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Query *queryObject = context->getQuery(id);
+
+               if(queryObject)
+               {
+                       return GL_TRUE;
+               }
+       }
+
+       return GL_FALSE;
+}
+
+GL_APICALL void GL_APIENTRY glBeginQuery(GLenum target, GLuint id)
+{
+       TRACE("(GLenum target = 0x%X, GLuint id = %d)", target, id);
+
+       if(!ValidateQueryTarget(target))
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       if(id == 0)
+       {
+               return error(GL_INVALID_OPERATION);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               context->beginQuery(target, id);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glEndQuery(GLenum target)
+{
+       TRACE("(GLenum target = 0x%X)", target);
+
+       if(!ValidateQueryTarget(target))
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               context->endQuery(target);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetQueryiv(GLenum target, GLenum pname, GLint *params)
+{
+       TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint *params = %p)",
+                 target, pname, params);
+
+       if(!ValidateQueryTarget(target) || (pname != GL_CURRENT_QUERY))
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               params[0] = context->getActiveQuery(target);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
+{
+       TRACE("(GLuint id = %d, GLenum pname = 0x%X, GLint *params = %p)",
+             id, pname, params);
+
+       switch(pname)
+       {
+       case GL_QUERY_RESULT:
+       case GL_QUERY_RESULT_AVAILABLE:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Query *queryObject = context->getQuery(id);
+
+               if(!queryObject)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(context->getActiveQuery(queryObject->getType()) == id)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               switch(pname)
+               {
+               case GL_QUERY_RESULT:
+                       params[0] = queryObject->getResult();
+                       break;
+               case GL_QUERY_RESULT_AVAILABLE:
+                       params[0] = queryObject->isResultAvailable();
+                       break;
+               default:
+                       ASSERT(false);
+               }
+       }
+}
+
+GL_APICALL GLboolean GL_APIENTRY glUnmapBuffer(GLenum target)
+{
+       TRACE("(GLenum target = 0x%X)", target);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Buffer *buffer = nullptr;
+               if(!context->getBuffer(target, &buffer))
+               {
+                       return error(GL_INVALID_ENUM, GL_TRUE);
+               }
+
+               if(!buffer)
+               {
+                       // A null buffer means that "0" is bound to the requested buffer target
+                       return error(GL_INVALID_OPERATION, GL_TRUE);
+               }
+
+               if(!buffer->isMapped())
+               {
+                       // Already unmapped
+                       return error(GL_INVALID_OPERATION, GL_TRUE);
+               }
+
+               return buffer->unmap() ? GL_TRUE : GL_FALSE;
+       }
+
+       return GL_TRUE;
+}
+
+GL_APICALL void GL_APIENTRY glGetBufferPointerv(GLenum target, GLenum pname, void **params)
+{
+       TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint *params = %p)",
+             target, pname, params);
+
+       if(pname != GL_BUFFER_MAP_POINTER)
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Buffer *buffer = nullptr;
+               if(!context->getBuffer(target, &buffer))
+               {
+                       return error(GL_INVALID_ENUM);
+               }
+
+               if(!buffer)
+               {
+                       // A null buffer means that "0" is bound to the requested buffer target
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               *params = buffer->isMapped() ? (void*)(((const char*)buffer->data()) + buffer->offset()) : nullptr;
+       }
+}
+
+GL_APICALL void GL_APIENTRY glDrawBuffers(GLsizei n, const GLenum *bufs)
+{
+       TRACE("(GLsizei n = %d, const GLenum *bufs = %p)", n, bufs);
+
+       if(n < 0 || n > MAX_DRAW_BUFFERS)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               GLuint drawFramebufferName = context->getDrawFramebufferName();
+
+               if((drawFramebufferName == 0) && (n != 1))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               for(unsigned int i = 0; i < (unsigned)n; i++)
+               {
+                       switch(bufs[i])
+                       {
+                       case GL_BACK:
+                               if(drawFramebufferName != 0)
+                               {
+                                       return error(GL_INVALID_OPERATION);
+                               }
+                               break;
+                       case GL_NONE:
+                               break;
+                       case GL_COLOR_ATTACHMENT0:
+                       case GL_COLOR_ATTACHMENT1:
+                       case GL_COLOR_ATTACHMENT2:
+                       case GL_COLOR_ATTACHMENT3:
+                       case GL_COLOR_ATTACHMENT4:
+                       case GL_COLOR_ATTACHMENT5:
+                       case GL_COLOR_ATTACHMENT6:
+                       case GL_COLOR_ATTACHMENT7:
+                       case GL_COLOR_ATTACHMENT8:
+                       case GL_COLOR_ATTACHMENT9:
+                       case GL_COLOR_ATTACHMENT10:
+                       case GL_COLOR_ATTACHMENT11:
+                       case GL_COLOR_ATTACHMENT12:
+                       case GL_COLOR_ATTACHMENT13:
+                       case GL_COLOR_ATTACHMENT14:
+                       case GL_COLOR_ATTACHMENT15:
+                       case GL_COLOR_ATTACHMENT16:
+                       case GL_COLOR_ATTACHMENT17:
+                       case GL_COLOR_ATTACHMENT18:
+                       case GL_COLOR_ATTACHMENT19:
+                       case GL_COLOR_ATTACHMENT20:
+                       case GL_COLOR_ATTACHMENT21:
+                       case GL_COLOR_ATTACHMENT22:
+                       case GL_COLOR_ATTACHMENT23:
+                       case GL_COLOR_ATTACHMENT24:
+                       case GL_COLOR_ATTACHMENT25:
+                       case GL_COLOR_ATTACHMENT26:
+                       case GL_COLOR_ATTACHMENT27:
+                       case GL_COLOR_ATTACHMENT28:
+                       case GL_COLOR_ATTACHMENT29:
+                       case GL_COLOR_ATTACHMENT30:
+                       case GL_COLOR_ATTACHMENT31:
+                               {
+                                       GLuint index = (bufs[i] - GL_COLOR_ATTACHMENT0);
+
+                                       if(index >= MAX_COLOR_ATTACHMENTS)
+                                       {
+                                               return error(GL_INVALID_OPERATION);
+                                       }
+
+                                       if(index != i)
+                                       {
+                                               return error(GL_INVALID_OPERATION);
+                                       }
+
+                                       if(drawFramebufferName == 0)
+                                       {
+                                               return error(GL_INVALID_OPERATION);
+                                       }
+                               }
+                               break;
+                       default:
+                               return error(GL_INVALID_ENUM);
+                       }
+               }
+
+               context->setFramebufferDrawBuffers(n, bufs);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat *value = %p)", location, count, transpose, value);
+
+       if(count < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(location == -1)
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *program = context->getCurrentProgram();
+
+               if(!program)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!program->setUniformMatrix2x3fv(location, count, transpose, value))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat *value = %p)", location, count, transpose, value);
+
+       if(count < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(location == -1)
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *program = context->getCurrentProgram();
+
+               if(!program)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!program->setUniformMatrix3x2fv(location, count, transpose, value))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat *value = %p)", location, count, transpose, value);
+
+       if(count < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(location == -1)
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *program = context->getCurrentProgram();
+
+               if(!program)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!program->setUniformMatrix2x4fv(location, count, transpose, value))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat *value = %p)", location, count, transpose, value);
+
+       if(count < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(location == -1)
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *program = context->getCurrentProgram();
+
+               if(!program)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!program->setUniformMatrix4x2fv(location, count, transpose, value))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat *value = %p)", location, count, transpose, value);
+
+       if(count < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(location == -1)
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *program = context->getCurrentProgram();
+
+               if(!program)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!program->setUniformMatrix3x4fv(location, count, transpose, value))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+{
+       TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat *value = %p)", location, count, transpose, value);
+
+       if(count < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(location == -1)
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *program = context->getCurrentProgram();
+
+               if(!program)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!program->setUniformMatrix4x3fv(location, count, transpose, value))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
+{
+       TRACE("(GLint srcX0 = %d, GLint srcY0 = %d, GLint srcX1 = %d, GLint srcY1 = %d, "
+             "GLint dstX0 = %d, GLint dstY0 = %d, GLint dstX1 = %d, GLint dstY1 = %d, "
+             "GLbitfield mask = 0x%X, GLenum filter = 0x%X)",
+             srcX0, srcY0, srcX1, srcX1, dstX0, dstY0, dstX1, dstY1, mask, filter);
+
+       switch(filter)
+       {
+       case GL_NEAREST:
+       case GL_LINEAR:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       if((mask & ~(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)) != 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(context->getReadFramebufferName() == context->getDrawFramebufferName())
+               {
+                       ERR("Blits with the same source and destination framebuffer are not supported by this implementation.");
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               context->blitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter == GL_LINEAR, true);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
+{
+       TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLuint texture = %d, GLint level = %d, GLint layer = %d)",
+             target, attachment, texture, level, layer);
+
+       // GLES 3.0.4 spec, p.209, section 4.4.2
+       // If texture is zero, any image or array of images attached to the attachment point
+       // named by attachment is detached. Any additional parameters(level, textarget,
+       // and / or layer) are ignored when texture is zero.
+       if(texture != 0 && (layer < 0 || level < 0))
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               Texture* textureObject = context->getTexture(texture);
+               GLenum textarget = GL_NONE;
+               if(texture != 0)
+               {
+                       if(!textureObject)
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+
+                       textarget = textureObject->getTarget();
+                       switch(textarget)
+                       {
+                       case GL_TEXTURE_3D:
+                       case GL_TEXTURE_2D_ARRAY:
+                               if(layer >= es2::IMPLEMENTATION_MAX_TEXTURE_SIZE || (level >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
+                               {
+                                       return error(GL_INVALID_VALUE);
+                               }
+                               break;
+                       default:
+                               return error(GL_INVALID_OPERATION);
+                       }
+
+                       if(textureObject->isCompressed(textarget, level))
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+               }
+
+               es2::Framebuffer *framebuffer = nullptr;
+               switch(target)
+               {
+               case GL_DRAW_FRAMEBUFFER:
+               case GL_FRAMEBUFFER:
+                       framebuffer = context->getDrawFramebuffer();
+                       break;
+               case GL_READ_FRAMEBUFFER:
+                       framebuffer = context->getReadFramebuffer();
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+
+               if(!framebuffer)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               switch(attachment)
+               {
+               case GL_COLOR_ATTACHMENT0:
+               case GL_COLOR_ATTACHMENT1:
+               case GL_COLOR_ATTACHMENT2:
+               case GL_COLOR_ATTACHMENT3:
+               case GL_COLOR_ATTACHMENT4:
+               case GL_COLOR_ATTACHMENT5:
+               case GL_COLOR_ATTACHMENT6:
+               case GL_COLOR_ATTACHMENT7:
+               case GL_COLOR_ATTACHMENT8:
+               case GL_COLOR_ATTACHMENT9:
+               case GL_COLOR_ATTACHMENT10:
+               case GL_COLOR_ATTACHMENT11:
+               case GL_COLOR_ATTACHMENT12:
+               case GL_COLOR_ATTACHMENT13:
+               case GL_COLOR_ATTACHMENT14:
+               case GL_COLOR_ATTACHMENT15:
+               case GL_COLOR_ATTACHMENT16:
+               case GL_COLOR_ATTACHMENT17:
+               case GL_COLOR_ATTACHMENT18:
+               case GL_COLOR_ATTACHMENT19:
+               case GL_COLOR_ATTACHMENT20:
+               case GL_COLOR_ATTACHMENT21:
+               case GL_COLOR_ATTACHMENT22:
+               case GL_COLOR_ATTACHMENT23:
+               case GL_COLOR_ATTACHMENT24:
+               case GL_COLOR_ATTACHMENT25:
+               case GL_COLOR_ATTACHMENT26:
+               case GL_COLOR_ATTACHMENT27:
+               case GL_COLOR_ATTACHMENT28:
+               case GL_COLOR_ATTACHMENT29:
+               case GL_COLOR_ATTACHMENT30:
+               case GL_COLOR_ATTACHMENT31:
+                       framebuffer->setColorbuffer(textarget, texture, attachment - GL_COLOR_ATTACHMENT0, level, layer);
+                       break;
+               case GL_DEPTH_ATTACHMENT:
+                       framebuffer->setDepthbuffer(textarget, texture, level, layer);
+                       break;
+               case GL_STENCIL_ATTACHMENT:
+                       framebuffer->setStencilbuffer(textarget, texture, level, layer);
+                       break;
+               case GL_DEPTH_STENCIL_ATTACHMENT:
+                       framebuffer->setDepthbuffer(textarget, texture, level, layer);
+                       framebuffer->setStencilbuffer(textarget, texture, level, layer);
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void *GL_APIENTRY glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
+{
+       TRACE("(GLenum target = 0x%X,  GLintptr offset = %d, GLsizeiptr length = %d, GLbitfield access = %X)",
+             target, offset, length, access);
+
+       if((offset < 0) || (length < 0))
+       {
+               return error(GL_INVALID_VALUE, nullptr);
+       }
+
+       if(!(access & (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT)))
+       {
+               // Must be able to read or write the buffer
+               return error(GL_INVALID_OPERATION, nullptr);
+       }
+       else if((access & GL_MAP_READ_BIT) && (access & (GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT)))
+       {
+               // GL_MAP_INVALIDATE_RANGE_BIT, GL_MAP_INVALIDATE_BUFFER_BIT and GL_MAP_UNSYNCHRONIZED_BIT can't be used with GL_MAP_READ_BIT
+               return error(GL_INVALID_OPERATION, nullptr);
+       }
+       else if((!(access & GL_MAP_WRITE_BIT)) && (access & GL_MAP_FLUSH_EXPLICIT_BIT))
+       {
+               // GL_MAP_FLUSH_EXPLICIT_BIT can't be used without GL_MAP_WRITE_BIT
+               return error(GL_INVALID_OPERATION, nullptr);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Buffer *buffer = nullptr;
+               if(!context->getBuffer(target, &buffer))
+               {
+                       return error(GL_INVALID_ENUM, nullptr);
+               }
+
+               if(!buffer)
+               {
+                       // A null buffer means that "0" is bound to the requested buffer target
+                       return error(GL_INVALID_OPERATION, nullptr);
+               }
+
+               if(buffer->isMapped())
+               {
+                       // It is an invalid operation to map an already mapped buffer
+                       return error(GL_INVALID_OPERATION, nullptr);
+               }
+
+               GLsizeiptr bufferSize = buffer->size();
+               if((offset + length) > bufferSize)
+               {
+                       return error(GL_INVALID_VALUE, nullptr);
+               }
+
+               if((access & ~(GL_MAP_READ_BIT |
+                              GL_MAP_WRITE_BIT |
+                              GL_MAP_INVALIDATE_RANGE_BIT |
+                              GL_MAP_INVALIDATE_BUFFER_BIT |
+                              GL_MAP_FLUSH_EXPLICIT_BIT |
+                              GL_MAP_UNSYNCHRONIZED_BIT)) != 0)
+               {
+                       return error(GL_INVALID_VALUE, nullptr);
+               }
+
+               return buffer->mapRange(offset, length, access);
+       }
+
+       return nullptr;
+}
+
+GL_APICALL void GL_APIENTRY glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
+{
+       TRACE("(GLenum target = 0x%X,  GLintptr offset = %d, GLsizeiptr length = %d)",
+             target, offset, length);
+
+       if((offset < 0) || (length < 0))
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Buffer *buffer = nullptr;
+               if(!context->getBuffer(target, &buffer))
+               {
+                       return error(GL_INVALID_ENUM);
+               }
+
+               if(!buffer)
+               {
+                       // A null buffer means that "0" is bound to the requested buffer target
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!buffer->isMapped())
+               {
+                       // Buffer must be mapped
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               GLsizeiptr bufferSize = buffer->length();
+               if((offset + length) > bufferSize)
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               if(!(buffer->usage() & GL_MAP_FLUSH_EXPLICIT_BIT))
+               {
+                       // Flush must be explicitly allowed
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               buffer->flushMappedRange(offset, length);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glBindVertexArray(GLuint array)
+{
+       TRACE("(GLuint array = %d)", array);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(!context->isVertexArray(array))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               context->bindVertexArray(array);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
+{
+       TRACE("(GLsizei n = %d, const GLuint *arrays = %p)", n, arrays);
+
+       if(n < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               for(int i = 0; i < n; i++)
+               {
+                       context->deleteVertexArray(arrays[i]);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGenVertexArrays(GLsizei n, GLuint *arrays)
+{
+       TRACE("(GLsizei n = %d, const GLuint *arrays = %p)", n, arrays);
+
+       if(n < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               for(int i = 0; i < n; i++)
+               {
+                       arrays[i] = context->createVertexArray();
+               }
+       }
+}
+
+GL_APICALL GLboolean GL_APIENTRY glIsVertexArray(GLuint array)
+{
+       TRACE("(GLuint array = %d)", array);
+
+       if(array == 0)
+       {
+               return GL_FALSE;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::VertexArray *arrayObject = context->getVertexArray(array);
+
+               if(arrayObject)
+               {
+                       return GL_TRUE;
+               }
+       }
+
+       return GL_FALSE;
+}
+
+GL_APICALL void GL_APIENTRY glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
+{
+       TRACE("(GLenum target = 0x%X, GLuint index = %d, GLint* data = %p)",
+             target, index, data);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(!context->getTransformFeedbackiv(index, target, data) &&
+                  !context->getUniformBufferiv(index, target, data) &&
+                  !context->getIntegerv(target, data))
+               {
+                       GLenum nativeType;
+                       unsigned int numParams = 0;
+                       if(!context->getQueryParameterInfo(target, &nativeType, &numParams))
+                               return error(GL_INVALID_ENUM);
+
+                       if(numParams == 0)
+                               return; // it is known that target is valid, but there are no parameters to return
+
+                       if(nativeType == GL_BOOL)
+                       {
+                               GLboolean *boolParams = nullptr;
+                               boolParams = new GLboolean[numParams];
+
+                               context->getBooleanv(target, boolParams);
+
+                               for(unsigned int i = 0; i < numParams; ++i)
+                               {
+                                       data[i] = (boolParams[i] == GL_FALSE) ? 0 : 1;
+                               }
+
+                               delete[] boolParams;
+                       }
+                       else if(nativeType == GL_FLOAT)
+                       {
+                               GLfloat *floatParams = nullptr;
+                               floatParams = new GLfloat[numParams];
+
+                               context->getFloatv(target, floatParams);
+
+                               for(unsigned int i = 0; i < numParams; ++i)
+                               {
+                                       if(target == GL_DEPTH_RANGE || target == GL_COLOR_CLEAR_VALUE || target == GL_DEPTH_CLEAR_VALUE || target == GL_BLEND_COLOR)
+                                       {
+                                               data[i] = convert_float_int(floatParams[i]);
+                                       }
+                                       else
+                                       {
+                                               data[i] = (GLint)(floatParams[i] > 0.0f ? floor(floatParams[i] + 0.5) : ceil(floatParams[i] - 0.5));
+                                       }
+                               }
+
+                               delete[] floatParams;
+                       }
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glBeginTransformFeedback(GLenum primitiveMode)
+{
+       TRACE("(GLenum primitiveMode = 0x%X)", primitiveMode);
+
+       switch(primitiveMode)
+       {
+       case GL_POINTS:
+       case GL_LINES:
+       case GL_TRIANGLES:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback();
+
+               if(transformFeedbackObject)
+               {
+                       if(transformFeedbackObject->isActive())
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+                       transformFeedbackObject->begin(primitiveMode);
+               }
+               else
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glEndTransformFeedback(void)
+{
+       TRACE("()");
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback();
+
+               if(transformFeedbackObject)
+               {
+                       if(!transformFeedbackObject->isActive())
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+                       transformFeedbackObject->end();
+               }
+               else
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
+{
+       TRACE("(GLenum target = 0x%X, GLuint index = %d, GLuint buffer = %d, GLintptr offset = %d, GLsizeiptr size = %d)",
+             target, index, buffer, offset, size);
+
+       if(buffer != 0 && size <= 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               switch(target)
+               {
+               case GL_TRANSFORM_FEEDBACK_BUFFER:
+                       if(index >= MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS)
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+                       if(size & 0x3 || offset & 0x3) // size and offset must be multiples of 4
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+                       context->bindIndexedTransformFeedbackBuffer(buffer, index, offset, size);
+                       context->bindGenericTransformFeedbackBuffer(buffer);
+                       break;
+               case GL_UNIFORM_BUFFER:
+                       if(index >= MAX_UNIFORM_BUFFER_BINDINGS)
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+                       if(offset % UNIFORM_BUFFER_OFFSET_ALIGNMENT != 0)
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+                       context->bindIndexedUniformBuffer(buffer, index, offset, size);
+                       context->bindGenericUniformBuffer(buffer);
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
+{
+       TRACE("(GLenum target = 0x%X, GLuint index = %d, GLuint buffer = %d)",
+             target, index, buffer);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               switch(target)
+               {
+               case GL_TRANSFORM_FEEDBACK_BUFFER:
+                       if(index >= MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS)
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+                       context->bindIndexedTransformFeedbackBuffer(buffer, index, 0, 0);
+                       context->bindGenericTransformFeedbackBuffer(buffer);
+                       break;
+               case GL_UNIFORM_BUFFER:
+                       if(index >= MAX_UNIFORM_BUFFER_BINDINGS)
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+                       context->bindIndexedUniformBuffer(buffer, index, 0, 0);
+                       context->bindGenericUniformBuffer(buffer);
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode)
+{
+       TRACE("(GLuint program = %d, GLsizei count = %d, const GLchar *const*varyings = %p, GLenum bufferMode = 0x%X)",
+             program, count, varyings, bufferMode);
+
+       switch(bufferMode)
+       {
+       case GL_SEPARATE_ATTRIBS:
+               if(count > MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS)
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+       case GL_INTERLEAVED_ATTRIBS:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *programObject = context->getProgram(program);
+
+               if(!programObject)
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               programObject->setTransformFeedbackVaryings(count, varyings, bufferMode);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
+{
+       TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufSize = %d, GLsizei *length = %p, GLsizei *size = %p, GLenum *type = %p, GLchar *name = %p)",
+             program, index, bufSize, length, size, type, name);
+
+       if(bufSize < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *programObject = context->getProgram(program);
+
+               if(!programObject)
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               if(index >= static_cast<GLuint>(programObject->getTransformFeedbackVaryingCount()))
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               programObject->getTransformFeedbackVarying(index, bufSize, length, size, type, name);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
+{
+       TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufSize = %d, GLsizei *length = %p, GLsizei *size = %p, GLenum *type = %p, GLchar *name = %p)",
+             index, size, type, stride, pointer);
+
+       if(index >= es2::MAX_VERTEX_ATTRIBS)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(size < 1 || size > 4 || stride < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       switch(type)
+       {
+       case GL_BYTE:
+       case GL_UNSIGNED_BYTE:
+       case GL_SHORT:
+       case GL_UNSIGNED_SHORT:
+       case GL_INT:
+       case GL_UNSIGNED_INT:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::VertexArray* vertexArray = context->getCurrentVertexArray();
+               if((context->getArrayBufferName() == 0) && vertexArray && (vertexArray->name != 0) && pointer)
+               {
+                       // GL_INVALID_OPERATION is generated if a non-zero vertex array object is bound, zero is bound
+                       // to the GL_ARRAY_BUFFER buffer object binding point and the pointer argument is not NULL.
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               context->setVertexAttribState(index, context->getArrayBuffer(), size, type, false, stride, pointer);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
+{
+       TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint *params = %p)",
+             index, pname, params);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(index >= es2::MAX_VERTEX_ATTRIBS)
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               const es2::VertexAttribute &attribState = context->getVertexAttribState(index);
+
+               switch(pname)
+               {
+               case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
+                       *params = (attribState.mArrayEnabled ? GL_TRUE : GL_FALSE);
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_SIZE:
+                       *params = attribState.mSize;
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
+                       *params = attribState.mStride;
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_TYPE:
+                       *params = attribState.mType;
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
+                       *params = (attribState.mNormalized ? GL_TRUE : GL_FALSE);
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
+                       *params = attribState.mBoundBuffer.name();
+                       break;
+               case GL_CURRENT_VERTEX_ATTRIB:
+                       {
+                               const VertexAttribute& attrib = context->getCurrentVertexAttributes()[index];
+                               for(int i = 0; i < 4; ++i)
+                               {
+                                       params[i] = attrib.getCurrentValueI(i);
+                               }
+                       }
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_INTEGER:
+                       switch(attribState.mType)
+                       {
+                       case GL_BYTE:
+                       case GL_UNSIGNED_BYTE:
+                       case GL_SHORT:
+                       case GL_UNSIGNED_SHORT:
+                       case GL_INT:
+                       case GL_INT_2_10_10_10_REV:
+                       case GL_UNSIGNED_INT:
+                       case GL_FIXED:
+                               *params = GL_TRUE;
+                               break;
+                       default:
+                               *params = GL_FALSE;
+                               break;
+                       }
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
+                       *params = attribState.mDivisor;
+                       break;
+               default: return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
+{
+       TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLuint *params = %p)",
+               index, pname, params);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(index >= es2::MAX_VERTEX_ATTRIBS)
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               const es2::VertexAttribute &attribState = context->getVertexAttribState(index);
+
+               switch(pname)
+               {
+               case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
+                       *params = (attribState.mArrayEnabled ? GL_TRUE : GL_FALSE);
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_SIZE:
+                       *params = attribState.mSize;
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
+                       *params = attribState.mStride;
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_TYPE:
+                       *params = attribState.mType;
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
+                       *params = (attribState.mNormalized ? GL_TRUE : GL_FALSE);
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
+                       *params = attribState.mBoundBuffer.name();
+                       break;
+               case GL_CURRENT_VERTEX_ATTRIB:
+                       {
+                               const VertexAttribute& attrib = context->getCurrentVertexAttributes()[index];
+                               for(int i = 0; i < 4; ++i)
+                               {
+                                       params[i] = attrib.getCurrentValueUI(i);
+                               }
+                       }
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_INTEGER:
+                       switch(attribState.mType)
+                       {
+                       case GL_BYTE:
+                       case GL_UNSIGNED_BYTE:
+                       case GL_SHORT:
+                       case GL_UNSIGNED_SHORT:
+                       case GL_INT:
+                       case GL_INT_2_10_10_10_REV:
+                       case GL_UNSIGNED_INT:
+                       case GL_FIXED:
+                               *params = GL_TRUE;
+                               break;
+                       default:
+                               *params = GL_FALSE;
+                               break;
+                       }
+                       break;
+               case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
+                       *params = attribState.mDivisor;
+                       break;
+               default: return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
+{
+       TRACE("(GLuint index = %d, GLint x = %d, GLint y = %d, GLint z = %d, GLint w = %d)",
+             index, x, y, z, w);
+
+       if(index >= es2::MAX_VERTEX_ATTRIBS)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               GLint vals[4] = { x, y, z, w };
+               context->setVertexAttrib(index, vals);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
+{
+       TRACE("(GLuint index = %d, GLint x = %d, GLint y = %d, GLint z = %d, GLint w = %d)",
+             index, x, y, z, w);
+
+       if(index >= es2::MAX_VERTEX_ATTRIBS)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               GLuint vals[4] = { x, y, z, w };
+               context->setVertexAttrib(index, vals);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glVertexAttribI4iv(GLuint index, const GLint *v)
+{
+       TRACE("(GLuint index = %d, GLint *v = %p)", index, v);
+
+       if(index >= es2::MAX_VERTEX_ATTRIBS)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               context->setVertexAttrib(index, v);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glVertexAttribI4uiv(GLuint index, const GLuint *v)
+{
+       TRACE("(GLuint index = %d, GLint *v = %p)", index, v);
+
+       if(index >= es2::MAX_VERTEX_ATTRIBS)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               context->setVertexAttrib(index, v);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetUniformuiv(GLuint program, GLint location, GLuint *params)
+{
+       TRACE("(GLuint program = %d, GLint location = %d, GLuint *params = %p)",
+             program, location, params);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(program == 0)
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               es2::Program *programObject = context->getProgram(program);
+
+               if(!programObject || !programObject->isLinked())
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!programObject)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!programObject->getUniformuiv(location, nullptr, params))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL GLint GL_APIENTRY glGetFragDataLocation(GLuint program, const GLchar *name)
+{
+       TRACE("(GLuint program = %d, const GLchar *name = %p)", program, name);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *programObject = context->getProgram(program);
+
+               if(!programObject)
+               {
+                       if(context->getShader(program))
+                       {
+                               return error(GL_INVALID_OPERATION, -1);
+                       }
+                       else
+                       {
+                               return error(GL_INVALID_VALUE, -1);
+                       }
+               }
+
+               if(!programObject->isLinked())
+               {
+                       return error(GL_INVALID_OPERATION, -1);
+               }
+
+               return programObject->getFragDataLocation(name);
+       }
+
+       return -1;
+}
+
+GL_APICALL void GL_APIENTRY glUniform1ui(GLint location, GLuint v0)
+{
+       glUniform1uiv(location, 1, &v0);
+}
+
+GL_APICALL void GL_APIENTRY glUniform2ui(GLint location, GLuint v0, GLuint v1)
+{
+       GLuint xy[2] = { v0, v1 };
+
+       glUniform2uiv(location, 1, (GLuint*)&xy);
+}
+
+GL_APICALL void GL_APIENTRY glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
+{
+       GLuint xyz[3] = { v0, v1, v2 };
+
+       glUniform3uiv(location, 1, (GLuint*)&xyz);
+}
+
+GL_APICALL void GL_APIENTRY glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
+{
+       GLuint xyzw[4] = { v0, v1, v2, v3 };
+
+       glUniform4uiv(location, 1, (GLuint*)&xyzw);
+}
+
+GL_APICALL void GL_APIENTRY glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
+{
+       TRACE("(GLint location = %d, GLsizei count = %d, const GLuint *value = %p)",
+             location, count, value);
+
+       if(count < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(location == -1)
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *program = context->getCurrentProgram();
+
+               if(!program)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!program->setUniform1uiv(location, count, value))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
+{
+       TRACE("(GLint location = %d, GLsizei count = %d, const GLuint *value = %p)",
+             location, count, value);
+
+       if(count < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(location == -1)
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *program = context->getCurrentProgram();
+
+               if(!program)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!program->setUniform2uiv(location, count, value))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
+{
+       TRACE("(GLint location = %d, GLsizei count = %d, const GLuint *value = %p)",
+             location, count, value);
+
+       if(count < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(location == -1)
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *program = context->getCurrentProgram();
+
+               if(!program)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!program->setUniform3uiv(location, count, value))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
+{
+       TRACE("(GLint location = %d, GLsizei count = %d, const GLuint *value = %p)",
+             location, count, value);
+
+       if(count < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(location == -1)
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *program = context->getCurrentProgram();
+
+               if(!program)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!program->setUniform4uiv(location, count, value))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
+{
+       TRACE("(GLenum buffer = 0x%X, GLint drawbuffer = %d, const GLint *value = %p)",
+             buffer, drawbuffer, value);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               switch(buffer)
+               {
+               case GL_COLOR:
+                       if(drawbuffer < 0 || drawbuffer >= MAX_DRAW_BUFFERS)
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+                       else
+                       {
+                               context->clearColorBuffer(drawbuffer, value);
+                       }
+                       break;
+               case GL_STENCIL:
+                       if(drawbuffer != 0)
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+                       else
+                       {
+                               context->clearStencilBuffer(value[0]);
+                       }
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
+{
+       TRACE("(GLenum buffer = 0x%X, GLint drawbuffer = %d, const GLuint *value = %p)",
+             buffer, drawbuffer, value);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               switch(buffer)
+               {
+               case GL_COLOR:
+                       if(drawbuffer < 0 || drawbuffer >= MAX_DRAW_BUFFERS)
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+                       else
+                       {
+                               context->clearColorBuffer(drawbuffer, value);
+                       }
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
+{
+       TRACE("(GLenum buffer = 0x%X, GLint drawbuffer = %d, const GLfloat *value = %p)",
+             buffer, drawbuffer, value);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               switch(buffer)
+               {
+               case GL_COLOR:
+                       if(drawbuffer < 0 || drawbuffer >= MAX_DRAW_BUFFERS)
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+                       else
+                       {
+                               context->clearColorBuffer(drawbuffer, value);
+                       }
+                       break;
+               case GL_DEPTH:
+                       if(drawbuffer != 0)
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+                       else
+                       {
+                               context->clearDepthBuffer(value[0]);
+                       }
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
+{
+       TRACE("(GLenum buffer = 0x%X, GLint drawbuffer = %d, GLfloat depth = %f, GLint stencil = %d)",
+             buffer, drawbuffer, depth, stencil);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               switch(buffer)
+               {
+               case GL_DEPTH_STENCIL:
+                       if(drawbuffer != 0)
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+                       else
+                       {
+                               context->clearDepthBuffer(depth);
+                               context->clearStencilBuffer(stencil);
+                       }
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL const GLubyte *GL_APIENTRY glGetStringi(GLenum name, GLuint index)
+{
+       TRACE("(GLenum name = 0x%X, GLuint index = %d)", name, index);
+
+       es2::Context *context = es2::getContext();
+       if(context)
+       {
+               GLuint numExtensions;
+               context->getExtensions(0, &numExtensions);
+
+               if(index >= numExtensions)
+               {
+                       return error(GL_INVALID_VALUE, (GLubyte*)nullptr);
+               }
+
+               switch(name)
+               {
+               case GL_EXTENSIONS:
+                       return context->getExtensions(index);
+               default:
+                       return error(GL_INVALID_ENUM, (GLubyte*)nullptr);
+               }
+       }
+
+       return (GLubyte*)nullptr;
+}
+
+GL_APICALL void GL_APIENTRY glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
+{
+       TRACE("(GLenum readTarget = 0x%X, GLenum writeTarget = 0x%X,  GLintptr readOffset = %d, GLintptr writeOffset = %d, GLsizeiptr size = %d)",
+             readTarget, writeTarget, readOffset, writeOffset, size);
+
+       if(readOffset < 0 || writeOffset < 0 || size < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Buffer *readBuffer = nullptr, *writeBuffer = nullptr;
+               if(!context->getBuffer(readTarget, &readBuffer) || !context->getBuffer(writeTarget, &writeBuffer))
+               {
+                       return error(GL_INVALID_ENUM);
+               }
+               if(!readBuffer || readBuffer->isMapped() || !writeBuffer || writeBuffer->isMapped())
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+               if(readBuffer == writeBuffer)
+               {
+                       // If same buffer, check for overlap
+                       if(((readOffset >= writeOffset) && (readOffset < (writeOffset + size))) ||
+                          ((writeOffset >= readOffset) && (writeOffset < (readOffset + size))))
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+               }
+
+               if((static_cast<size_t>(readOffset + size) > readBuffer->size()) ||
+                  (static_cast<size_t>(writeOffset + size) > writeBuffer->size()))
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               writeBuffer->bufferSubData(((char*)readBuffer->data()) + readOffset, size, writeOffset);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices)
+{
+       TRACE("(GLuint program = %d, GLsizei uniformCount = %d, const GLchar *const*uniformNames = %p, GLuint *uniformIndices = %p)",
+             program, uniformCount, uniformNames, uniformIndices);
+
+       if(uniformCount < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *programObject = context->getProgram(program);
+
+               if(!programObject)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!programObject->isLinked())
+               {
+                       for(int uniformId = 0; uniformId < uniformCount; uniformId++)
+                       {
+                               uniformIndices[uniformId] = GL_INVALID_INDEX;
+                       }
+               }
+               else
+               {
+                       for(int uniformId = 0; uniformId < uniformCount; uniformId++)
+                       {
+                               uniformIndices[uniformId] = programObject->getUniformIndex(uniformNames[uniformId]);
+                       }
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
+{
+       TRACE("(GLuint program = %d, GLsizei uniformCount = %d, const GLchar *const*uniformNames = %p, GLenum pname = 0x%X, GLuint *uniformIndices = %p)",
+             program, uniformCount, uniformIndices, pname, uniformIndices);
+
+       switch(pname)
+       {
+       case GL_UNIFORM_TYPE:
+       case GL_UNIFORM_SIZE:
+       case GL_UNIFORM_NAME_LENGTH:
+       case GL_UNIFORM_BLOCK_INDEX:
+       case GL_UNIFORM_OFFSET:
+       case GL_UNIFORM_ARRAY_STRIDE:
+       case GL_UNIFORM_MATRIX_STRIDE:
+       case GL_UNIFORM_IS_ROW_MAJOR:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       if(uniformCount < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *programObject = context->getProgram(program);
+
+               if(!programObject)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               for(int uniformId = 0; uniformId < uniformCount; uniformId++)
+               {
+                       const GLuint index = uniformIndices[uniformId];
+
+                       if(index >= programObject->getActiveUniformCount())
+                       {
+                               return error(GL_INVALID_VALUE);
+                       }
+               }
+
+               for(int uniformId = 0; uniformId < uniformCount; uniformId++)
+               {
+                       const GLuint index = uniformIndices[uniformId];
+                       params[uniformId] = programObject->getActiveUniformi(index, pname);
+               }
+       }
+}
+
+GL_APICALL GLuint GL_APIENTRY glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
+{
+       TRACE("(GLuint program = %d, const GLchar *uniformBlockName = %p)",
+             program, uniformBlockName);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *programObject = context->getProgram(program);
+
+               if(!programObject)
+               {
+                       return error(GL_INVALID_OPERATION, GL_INVALID_INDEX);
+               }
+
+               return programObject->getUniformBlockIndex(uniformBlockName);
+       }
+
+       return GL_INVALID_INDEX;
+}
+
+GL_APICALL void GL_APIENTRY glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
+{
+       TRACE("(GLuint program = %d, GLuint uniformBlockIndex = %d, GLenum pname = 0x%X, GLint *params = %p)",
+             program, uniformBlockIndex, pname, params);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *programObject = context->getProgram(program);
+
+               if(!programObject)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               switch(pname)
+               {
+               case GL_UNIFORM_BLOCK_BINDING:
+                       *params = static_cast<GLint>(programObject->getUniformBlockBinding(uniformBlockIndex));
+                       break;
+               case GL_UNIFORM_BLOCK_DATA_SIZE:
+               case GL_UNIFORM_BLOCK_NAME_LENGTH:
+               case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
+               case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
+               case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
+               case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
+                       programObject->getActiveUniformBlockiv(uniformBlockIndex, pname, params);
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
+{
+       TRACE("(GLuint program = %d, GLuint uniformBlockIndex = %d, GLsizei bufSize = %d, GLsizei *length = %p, GLchar *uniformBlockName = %p)",
+             program, uniformBlockIndex, bufSize, length, uniformBlockName);
+
+       if(bufSize < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *programObject = context->getProgram(program);
+
+               if(!programObject)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               programObject->getActiveUniformBlockName(uniformBlockIndex, bufSize, length, uniformBlockName);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
+{
+       TRACE("(GLuint program = %d, GLuint uniformBlockIndex = %d, GLuint uniformBlockBinding = %d)",
+             program, uniformBlockIndex, uniformBlockBinding);
+
+       if(uniformBlockBinding >= MAX_UNIFORM_BUFFER_BINDINGS)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *programObject = context->getProgram(program);
+
+               if(!programObject)
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               programObject->bindUniformBlock(uniformBlockIndex, uniformBlockBinding);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
+{
+       TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d, GLsizei instanceCount = %d)",
+             mode, first, count, instanceCount);
+
+       switch(mode)
+       {
+       case GL_POINTS:
+       case GL_LINES:
+       case GL_LINE_LOOP:
+       case GL_LINE_STRIP:
+       case GL_TRIANGLES:
+       case GL_TRIANGLE_FAN:
+       case GL_TRIANGLE_STRIP:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       if(count < 0 || instanceCount < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::TransformFeedback* transformFeedback = context->getTransformFeedback();
+               if(transformFeedback && transformFeedback->isActive() && (mode != transformFeedback->primitiveMode()))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               context->drawArrays(mode, first, count, instanceCount);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
+{
+       TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const void *indices = %p, GLsizei instanceCount = %d)",
+             mode, count, type, indices, instanceCount);
+
+       switch(mode)
+       {
+       case GL_POINTS:
+       case GL_LINES:
+       case GL_LINE_LOOP:
+       case GL_LINE_STRIP:
+       case GL_TRIANGLES:
+       case GL_TRIANGLE_FAN:
+       case GL_TRIANGLE_STRIP:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       switch(type)
+       {
+       case GL_UNSIGNED_BYTE:
+       case GL_UNSIGNED_SHORT:
+       case GL_UNSIGNED_INT:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       if(count < 0 || instanceCount < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::TransformFeedback* transformFeedback = context->getTransformFeedback();
+               if(transformFeedback && transformFeedback->isActive() && !transformFeedback->isPaused())
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               context->drawElements(mode, 0, MAX_ELEMENT_INDEX, count, type, indices, instanceCount);
+       }
+}
+
+GL_APICALL GLsync GL_APIENTRY glFenceSync(GLenum condition, GLbitfield flags)
+{
+       TRACE("(GLenum condition = 0x%X, GLbitfield flags = %X)", condition, flags);
+
+       switch(condition)
+       {
+       case GL_SYNC_GPU_COMMANDS_COMPLETE:
+               break;
+       default:
+               return error(GL_INVALID_ENUM, nullptr);
+       }
+
+       if(flags != 0)
+       {
+               return error(GL_INVALID_VALUE, nullptr);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               return context->createFenceSync(condition, flags);
+       }
+
+       return nullptr;
+}
+
+GL_APICALL GLboolean GL_APIENTRY glIsSync(GLsync sync)
+{
+       TRACE("(GLsync sync = %p)", sync);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::FenceSync *fenceSyncObject = context->getFenceSync(sync);
+
+               if(fenceSyncObject)
+               {
+                       return GL_TRUE;
+               }
+       }
+
+       return GL_FALSE;
+}
+
+GL_APICALL void GL_APIENTRY glDeleteSync(GLsync sync)
+{
+       TRACE("(GLsync sync = %p)", sync);
+
+       if(!sync)
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(!context->getFenceSync(sync))
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               context->deleteFenceSync(sync);
+       }
+}
+
+GL_APICALL GLenum GL_APIENTRY glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
+{
+       TRACE("(GLsync sync = %p, GLbitfield flags = %X, GLuint64 timeout = %llu)", sync, flags, timeout);
+
+       if((flags & ~(GL_SYNC_FLUSH_COMMANDS_BIT)) != 0)
+       {
+               return error(GL_INVALID_VALUE, GL_FALSE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::FenceSync *fenceSyncObject = context->getFenceSync(sync);
+
+               if(fenceSyncObject)
+               {
+                       return fenceSyncObject->clientWait(flags, timeout);
+               }
+               else
+               {
+                       return error(GL_INVALID_VALUE, GL_FALSE);
+               }
+       }
+
+       return GL_FALSE;
+}
+
+GL_APICALL void GL_APIENTRY glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
+{
+       TRACE("(GLsync sync = %p, GLbitfield flags = %X, GLuint64 timeout = %llu)", sync, flags, timeout);
+
+       if(flags != 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(timeout != GL_TIMEOUT_IGNORED)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::FenceSync *fenceSyncObject = context->getFenceSync(sync);
+
+               if(fenceSyncObject)
+               {
+                       fenceSyncObject->serverWait(flags, timeout);
+               }
+               else
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetInteger64v(GLenum pname, GLint64 *data)
+{
+       TRACE("(GLenum pname = 0x%X, GLint64 *data = %p)", pname, data);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(!(context->getIntegerv(pname, data)))
+               {
+                       GLenum nativeType;
+                       unsigned int numParams = 0;
+                       if(!context->getQueryParameterInfo(pname, &nativeType, &numParams))
+                               return error(GL_INVALID_ENUM);
+
+                       if(numParams == 0)
+                               return; // it is known that pname is valid, but there are no parameters to return
+
+                       if(nativeType == GL_BOOL)
+                       {
+                               GLboolean *boolParams = nullptr;
+                               boolParams = new GLboolean[numParams];
+
+                               context->getBooleanv(pname, boolParams);
+
+                               for(unsigned int i = 0; i < numParams; ++i)
+                               {
+                                       data[i] = (boolParams[i] == GL_FALSE) ? 0 : 1;
+                               }
+
+                               delete[] boolParams;
+                       }
+                       else if(nativeType == GL_FLOAT)
+                       {
+                               GLfloat *floatParams = nullptr;
+                               floatParams = new GLfloat[numParams];
+
+                               context->getFloatv(pname, floatParams);
+
+                               for(unsigned int i = 0; i < numParams; ++i)
+                               {
+                                       if(pname == GL_DEPTH_RANGE || pname == GL_COLOR_CLEAR_VALUE || pname == GL_DEPTH_CLEAR_VALUE || pname == GL_BLEND_COLOR)
+                                       {
+                                               data[i] = (GLint64)(convert_float_int(floatParams[i]));
+                                       }
+                                       else
+                                       {
+                                               data[i] = (GLint64)(floatParams[i] > 0.0f ? floor(floatParams[i] + 0.5) : ceil(floatParams[i] - 0.5));
+                                       }
+                               }
+
+                               delete[] floatParams;
+                       }
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
+{
+       TRACE("(GLsync sync = %p, GLenum pname = 0x%X, GLsizei bufSize = %d, GLsizei *length = %p, GLint *values = %p)",
+             sync, pname, bufSize, length, values);
+
+       if(bufSize < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::FenceSync *fenceSyncObject = context->getFenceSync(sync);
+               if(!fenceSyncObject)
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               fenceSyncObject->getSynciv(pname, length, values);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
+{
+       TRACE("(GLenum target = 0x%X, GLuint index = %d, GLint64 *data = %p)", target, index, data);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(!context->getTransformFeedbackiv(index, target, data) &&
+                  !context->getUniformBufferiv(index, target, data) &&
+                  !context->getIntegerv(target, data))
+               {
+                       GLenum nativeType;
+                       unsigned int numParams = 0;
+                       if(!context->getQueryParameterInfo(target, &nativeType, &numParams))
+                               return error(GL_INVALID_ENUM);
+
+                       if(numParams == 0)
+                               return; // it is known that target is valid, but there are no parameters to return
+
+                       if(nativeType == GL_BOOL)
+                       {
+                               GLboolean *boolParams = nullptr;
+                               boolParams = new GLboolean[numParams];
+
+                               context->getBooleanv(target, boolParams);
+
+                               for(unsigned int i = 0; i < numParams; ++i)
+                               {
+                                       data[i] = (boolParams[i] == GL_FALSE) ? 0 : 1;
+                               }
+
+                               delete[] boolParams;
+                       }
+                       else if(nativeType == GL_FLOAT)
+                       {
+                               GLfloat *floatParams = nullptr;
+                               floatParams = new GLfloat[numParams];
+
+                               context->getFloatv(target, floatParams);
+
+                               for(unsigned int i = 0; i < numParams; ++i)
+                               {
+                                       if(target == GL_DEPTH_RANGE || target == GL_COLOR_CLEAR_VALUE || target == GL_DEPTH_CLEAR_VALUE || target == GL_BLEND_COLOR)
+                                       {
+                                               data[i] = (GLint64)(convert_float_int(floatParams[i]));
+                                       }
+                                       else
+                                       {
+                                               data[i] = (GLint64)(floatParams[i] > 0.0f ? floor(floatParams[i] + 0.5) : ceil(floatParams[i] - 0.5));
+                                       }
+                               }
+
+                               delete[] floatParams;
+                       }
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
+{
+       TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint64 *params = %p)", target, pname, params);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Buffer *buffer = nullptr;
+
+               if(!context->getBuffer(target, &buffer))
+               {
+                       return error(GL_INVALID_ENUM);
+               }
+
+               if(!buffer)
+               {
+                       // A null buffer means that "0" is bound to the requested buffer target
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               switch(pname)
+               {
+               case GL_BUFFER_USAGE:
+                       *params = buffer->usage();
+                       break;
+               case GL_BUFFER_SIZE:
+                       *params = buffer->size();
+                       break;
+               case GL_BUFFER_ACCESS_FLAGS:
+                       *params = buffer->access();
+                       break;
+               case GL_BUFFER_MAPPED:
+                       *params = buffer->isMapped();
+                       break;
+               case GL_BUFFER_MAP_LENGTH:
+                       *params = buffer->length();
+                       break;
+               case GL_BUFFER_MAP_OFFSET:
+                       *params = buffer->offset();
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGenSamplers(GLsizei count, GLuint *samplers)
+{
+       TRACE("(GLsizei count = %d, GLuint *samplers = %p)", count, samplers);
+
+       if(count < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               for(int i = 0; i < count; i++)
+               {
+                       samplers[i] = context->createSampler();
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glDeleteSamplers(GLsizei count, const GLuint *samplers)
+{
+       TRACE("(GLsizei count = %d, GLuint *samplers = %p)", count, samplers);
+
+       if(count < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               for(int i = 0; i < count; i++)
+               {
+                       context->deleteSampler(samplers[i]);
+               }
+       }
+}
+
+GL_APICALL GLboolean GL_APIENTRY glIsSampler(GLuint sampler)
+{
+       TRACE("(GLuint sampler = %d)", sampler);
+
+       if(sampler == 0)
+       {
+               return GL_FALSE;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(context->isSampler(sampler))
+               {
+                       return GL_TRUE;
+               }
+       }
+
+       return GL_FALSE;
+}
+
+GL_APICALL void GL_APIENTRY glBindSampler(GLuint unit, GLuint sampler)
+{
+       TRACE("(GLuint unit = %d, GLuint sampler = %d)", unit, sampler);
+
+       if(unit >= es2::MAX_COMBINED_TEXTURE_IMAGE_UNITS)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(sampler != 0 && !context->isSampler(sampler))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               context->bindSampler(unit, sampler);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
+{
+       TRACE("(GLuint sampler = %d, GLenum pname = 0x%X, GLint param = %d)",
+             sampler, pname, param);
+
+       glSamplerParameteriv(sampler, pname, &param);
+}
+
+GL_APICALL void GL_APIENTRY glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
+{
+       TRACE("(GLuint sampler = %d, GLenum pname = 0x%X, const GLint *param = %p)",
+             sampler, pname, param);
+
+       if(!ValidateSamplerObjectParameter(pname))
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       if(!ValidateTexParamParameters(pname, *param))
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(!context->isSampler(sampler))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               context->samplerParameteri(sampler, pname, *param);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
+{
+       TRACE("(GLuint sampler = %d, GLenum pname = 0x%X, GLfloat param = %f)",
+             sampler, pname, param);
+
+       glSamplerParameterfv(sampler, pname, &param);
+}
+
+GL_APICALL void GL_APIENTRY glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
+{
+       TRACE("(GLuint sampler = %d, GLenum pname = 0x%X, const GLfloat *param = %p)",
+             sampler, pname, param);
+
+       if(!ValidateSamplerObjectParameter(pname))
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       if(!ValidateTexParamParameters(pname, static_cast<GLint>(roundf(*param))))
+       {
+               return;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(!context->isSampler(sampler))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               context->samplerParameterf(sampler, pname, *param);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
+{
+       TRACE("(GLuint sampler = %d, GLenum pname = 0x%X, GLint *params = %p)",
+             sampler, pname, params);
+
+       if(!ValidateSamplerObjectParameter(pname))
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(!context->isSampler(sampler))
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               *params = context->getSamplerParameteri(sampler, pname);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
+{
+       TRACE("(GLuint sampler = %d, GLenum pname = 0x%X, GLfloat *params = %p)",
+             sampler, pname, params);
+
+       if(!ValidateSamplerObjectParameter(pname))
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(!context->isSampler(sampler))
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               *params = context->getSamplerParameterf(sampler, pname);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glVertexAttribDivisor(GLuint index, GLuint divisor)
+{
+       TRACE("(GLuint index = %d, GLuint divisor = %d)", index, divisor);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(index >= es2::MAX_VERTEX_ATTRIBS)
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               context->setVertexAttribDivisor(index, divisor);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glBindTransformFeedback(GLenum target, GLuint id)
+{
+       TRACE("(GLenum target = 0x%X, GLuint id = %d)", target, id);
+
+       if(target != GL_TRANSFORM_FEEDBACK)
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback();
+
+               if(transformFeedbackObject && transformFeedbackObject->isActive() && !transformFeedbackObject->isPaused())
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               if(!context->isTransformFeedback(id))
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               context->bindTransformFeedback(id);
+       }
+}
+
+GL_APICALL void GL_APIENTRY glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
+{
+       TRACE("(GLsizei n = %d, const GLuint *ids = %p)", n, ids);
+
+       if(n < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               for(int i = 0; i < n; i++)
+               {
+                       if(ids[i] != 0)
+                       {
+                               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback(ids[i]);
+
+                               if(transformFeedbackObject && transformFeedbackObject->isActive())
+                               {
+                                       return error(GL_INVALID_OPERATION);
+                               }
+
+                               context->deleteTransformFeedback(ids[i]);
+                       }
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGenTransformFeedbacks(GLsizei n, GLuint *ids)
+{
+       TRACE("(GLsizei n = %d, const GLuint *ids = %p)", n, ids);
+
+       if(n < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               for(int i = 0; i < n; i++)
+               {
+                       ids[i] = context->createTransformFeedback();
+               }
+       }
+}
+
+GL_APICALL GLboolean GL_APIENTRY glIsTransformFeedback(GLuint id)
+{
+       TRACE("(GLuint id = %d)", id);
+
+       if(id == 0)
+       {
+               return GL_FALSE;
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback(id);
+
+               if(transformFeedbackObject)
+               {
+                       return GL_TRUE;
+               }
+       }
+
+       return GL_FALSE;
+}
+
+GL_APICALL void GL_APIENTRY glPauseTransformFeedback(void)
+{
+       TRACE("()");
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback();
+
+               if(transformFeedbackObject)
+               {
+                       if(!transformFeedbackObject->isActive() || transformFeedbackObject->isPaused())
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+                       transformFeedbackObject->setPaused(true);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glResumeTransformFeedback(void)
+{
+       TRACE("()");
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::TransformFeedback *transformFeedbackObject = context->getTransformFeedback();
+
+               if(transformFeedbackObject)
+               {
+                       if(!transformFeedbackObject->isActive() || !transformFeedbackObject->isPaused())
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+                       transformFeedbackObject->setPaused(false);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary)
+{
+       TRACE("(GLuint program = %d, GLsizei bufSize = %d, GLsizei *length = %p, GLenum *binaryFormat = %p, void *binary = %p)",
+             program, bufSize, length, binaryFormat, binary);
+
+       if(bufSize < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       UNIMPLEMENTED();
+}
+
+GL_APICALL void GL_APIENTRY glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length)
+{
+       TRACE("(GLuint program = %d, GLenum binaryFormat = 0x%X, const void *binary = %p, GLsizei length = %d)",
+             program, binaryFormat, binaryFormat, length);
+
+       if(length < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       UNIMPLEMENTED();
+}
+
+GL_APICALL void GL_APIENTRY glProgramParameteri(GLuint program, GLenum pname, GLint value)
+{
+       TRACE("(GLuint program = %d, GLenum pname = 0x%X, GLint value = %d)",
+             program, pname, value);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               es2::Program *programObject = context->getProgram(program);
+
+               if(!programObject)
+               {
+                       return error(GL_INVALID_OPERATION);
+               }
+
+               switch(pname)
+               {
+               case GL_PROGRAM_BINARY_RETRIEVABLE_HINT:
+                       programObject->setBinaryRetrievable(value != GL_FALSE);
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
+{
+       TRACE("(GLenum target = 0x%X, GLsizei numAttachments = %d, const GLenum *attachments = %p)",
+             target, numAttachments, attachments);
+
+       glInvalidateSubFramebuffer(target, numAttachments, attachments, 0, 0, std::numeric_limits<GLsizei>::max(), std::numeric_limits<GLsizei>::max());
+}
+
+GL_APICALL void GL_APIENTRY glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
+{
+       TRACE("(GLenum target = 0x%X, GLsizei numAttachments = %d, const GLenum *attachments = %p, GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
+             target, numAttachments, attachments, x, y, width, height);
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               if(numAttachments < 0 || width < 0 || height < 0)
+               {
+                       return error(GL_INVALID_VALUE);
+               }
+
+               es2::Framebuffer *framebuffer = nullptr;
+               switch(target)
+               {
+               case GL_DRAW_FRAMEBUFFER:
+               case GL_FRAMEBUFFER:
+                       framebuffer = context->getDrawFramebuffer();
+               case GL_READ_FRAMEBUFFER:
+                       framebuffer = context->getReadFramebuffer();
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+
+               if(framebuffer)
+               {
+                       for(int i = 0; i < numAttachments; i++)
+                       {
+                               switch(attachments[i])
+                               {
+                               case GL_COLOR:
+                               case GL_DEPTH:
+                               case GL_STENCIL:
+                                       if(!framebuffer->isDefaultFramebuffer())
+                                       {
+                                               return error(GL_INVALID_ENUM);
+                                       }
+                                       break;
+                               case GL_DEPTH_ATTACHMENT:
+                               case GL_STENCIL_ATTACHMENT:
+                               case GL_DEPTH_STENCIL_ATTACHMENT:
+                                       break;
+                               default:
+                                       if(attachments[i] >= GL_COLOR_ATTACHMENT0 &&
+                                          attachments[i] <= GL_COLOR_ATTACHMENT31)
+                                       {
+                                               if(attachments[i] - GL_COLOR_ATTACHMENT0 >= MAX_DRAW_BUFFERS)
+                                               {
+                                                       return error(GL_INVALID_OPERATION);
+                                               }
+                                       }
+                                       else
+                                       {
+                                               return error(GL_INVALID_ENUM);
+                                       }
+                                       break;
+                               }
+                       }
+               }
+
+               // UNIMPLEMENTED();   // It is valid for this function to be treated as a no-op
+       }
+}
+
+GL_APICALL void GL_APIENTRY glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
+{
+       TRACE("(GLenum target = 0x%X, GLsizei levels = %d, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
+             target, levels, internalformat, width, height);
+
+       if(width < 1 || height < 1 || levels < 1)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(levels > es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS || levels > (log2(std::max(width, height)) + 1))
+       {
+               return error(GL_INVALID_OPERATION);
+       }
+
+       GLenum type;
+       if(!GetStorageType(internalformat, type))
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               switch(target)
+               {
+               case GL_TEXTURE_2D:
+               {
+                       es2::Texture2D *texture = context->getTexture2D();
+                       if(!texture || texture->name == 0 || texture->getImmutableFormat() == GL_TRUE)
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+
+                       for(int level = 0; level < levels; ++level)
+                       {
+                               texture->setImage(context, level, width, height, GetSizedInternalFormat(internalformat, type), type, context->getUnpackInfo(), nullptr);
+                               width = std::max(1, (width / 2));
+                               height = std::max(1, (height / 2));
+                       }
+                       texture->makeImmutable(levels);
+               }
+                       break;
+               case GL_TEXTURE_CUBE_MAP:
+               {
+                       es2::TextureCubeMap *texture = context->getTextureCubeMap();
+                       if(!texture || texture->name == 0 || texture->getImmutableFormat())
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+
+                       for(int level = 0; level < levels; ++level)
+                       {
+                               for(int face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++face)
+                               {
+                                       texture->setImage(context, face, level, width, height, GetSizedInternalFormat(internalformat, type), type, context->getUnpackInfo(), nullptr);
+                               }
+                               width = std::max(1, (width / 2));
+                               height = std::max(1, (height / 2));
+                       }
+                       texture->makeImmutable(levels);
+               }
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+       TRACE("(GLenum target = 0x%X, GLsizei levels = %d, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d)",
+             target, levels, internalformat, width, height, depth);
+
+       if(width < 1 || height < 1 || depth < 1 || levels < 1)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       GLenum type;
+       if(!GetStorageType(internalformat, type))
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       es2::Context *context = es2::getContext();
+
+       if(context)
+       {
+               switch(target)
+               {
+               case GL_TEXTURE_3D:
+               {
+                       if(levels > es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS || levels > (log2(std::max(std::max(width, height), depth)) + 1))
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+
+                       es2::Texture3D *texture = context->getTexture3D();
+                       if(!texture || texture->name == 0 || texture->getImmutableFormat() == GL_TRUE)
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+
+                       for(int level = 0; level < levels; ++level)
+                       {
+                               texture->setImage(context, level, width, height, depth, GetSizedInternalFormat(internalformat, type), type, context->getUnpackInfo(), nullptr);
+                               width = std::max(1, (width / 2));
+                               height = std::max(1, (height / 2));
+                               depth = std::max(1, (depth / 2));
+                       }
+                       texture->makeImmutable(levels);
+               }
+                       break;
+               case GL_TEXTURE_2D_ARRAY:
+               {
+                       if(levels > es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS || levels > (log2(std::max(width, height)) + 1))
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+
+                       es2::Texture3D *texture = context->getTexture2DArray();
+                       if(!texture || texture->name == 0 || texture->getImmutableFormat())
+                       {
+                               return error(GL_INVALID_OPERATION);
+                       }
+
+                       for(int level = 0; level < levels; ++level)
+                       {
+                               for(int face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++face)
+                               {
+                                       texture->setImage(context, level, width, height, depth, GetSizedInternalFormat(internalformat, type), type, context->getUnpackInfo(), nullptr);
+                               }
+                               width = std::max(1, (width / 2));
+                               height = std::max(1, (height / 2));
+                       }
+                       texture->makeImmutable(levels);
+               }
+                       break;
+               default:
+                       return error(GL_INVALID_ENUM);
+               }
+       }
+}
+
+GL_APICALL void GL_APIENTRY glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
+{
+       TRACE("(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLenum pname = 0x%X, GLsizei bufSize = %d, GLint *params = %p)",
+             target, internalformat, pname, bufSize, params);
+
+       if(bufSize < 0)
+       {
+               return error(GL_INVALID_VALUE);
+       }
+
+       if(bufSize == 0)
+       {
+               return;
+       }
+
+       if(!IsColorRenderable(internalformat, egl::getClientVersion(), false) &&
+          !IsDepthRenderable(internalformat, egl::getClientVersion()) &&
+          !IsStencilRenderable(internalformat, egl::getClientVersion()))
+       {
+               return error(GL_INVALID_ENUM);
+       }
+
+       switch(target)
+       {
+       case GL_RENDERBUFFER:
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+
+       // Integer types have no multisampling
+       GLint numMultisampleCounts = NUM_MULTISAMPLE_COUNTS;
+       switch(internalformat)
+       {
+       case GL_R8UI:
+       case GL_R8I:
+       case GL_R16UI:
+       case GL_R16I:
+       case GL_R32UI:
+       case GL_R32I:
+       case GL_RG8UI:
+       case GL_RG8I:
+       case GL_RG16UI:
+       case GL_RG16I:
+       case GL_RG32UI:
+       case GL_RG32I:
+       case GL_RGB8UI:
+       case GL_RGB8I:
+       case GL_RGB16UI:
+       case GL_RGB16I:
+       case GL_RGB32UI:
+       case GL_RGB32I:
+       case GL_RGBA8UI:
+       case GL_RGBA8I:
+       case GL_RGB10_A2UI:
+       case GL_RGBA16UI:
+       case GL_RGBA16I:
+       case GL_RGBA32UI:
+       case GL_RGBA32I:
+               numMultisampleCounts = 0;
+               break;
+       default:
+               break;
+       }
+
+       switch(pname)
+       {
+       case GL_NUM_SAMPLE_COUNTS:
+               *params = numMultisampleCounts;
+               break;
+       case GL_SAMPLES:
+               for(int i = 0; i < numMultisampleCounts && i < bufSize; i++)
+               {
+                       params[i] = multisampleCount[i];
+               }
+               break;
+       default:
+               return error(GL_INVALID_ENUM);
+       }
+}
+
+}